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	<id>https://wiki.kevkus.fun/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Admin</id>
	<title>Onos Wiki - Benutzerbeiträge [de]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.kevkus.fun/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Admin"/>
	<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php/Spezial:Beitr%C3%A4ge/Admin"/>
	<updated>2026-07-26T23:46:51Z</updated>
	<subtitle>Benutzerbeiträge</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Giant_Toad&amp;diff=1210</id>
		<title>Giant Toad</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Giant_Toad&amp;diff=1210"/>
		<updated>2026-06-01T21:11:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create example wiki pages from Foundry V13 extraction and add item article template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Monster&lt;br /&gt;
|name=Giant Toad&lt;br /&gt;
|size=Large&lt;br /&gt;
|type=Beast&lt;br /&gt;
|alignment=Unaligned&lt;br /&gt;
|armor_class=11&lt;br /&gt;
|hit_points=39 (6d10 + 6)&lt;br /&gt;
|speed=20 ft., Schwimmen 40 ft.&lt;br /&gt;
|challenge=1&lt;br /&gt;
|proficiency_bonus=+2&lt;br /&gt;
|source=FoundryVTT Weltdatensatz&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{Monster-Statblock&lt;br /&gt;
|name=Giant Toad&lt;br /&gt;
|size=Large&lt;br /&gt;
|type=Beast&lt;br /&gt;
|alignment=Unaligned&lt;br /&gt;
|armor_class=11&lt;br /&gt;
|hit_points=39 (6d10 + 6)&lt;br /&gt;
|speed=20 ft., Schwimmen 40 ft.&lt;br /&gt;
|str=15 (+2)&lt;br /&gt;
|dex=13 (+1)&lt;br /&gt;
|con=13 (+1)&lt;br /&gt;
|int=2 (-4)&lt;br /&gt;
|wis=10 (+0)&lt;br /&gt;
|cha=3 (-4)&lt;br /&gt;
|senses=Dunkelsicht 30 ft., Passive Wahrnehmung 10&lt;br /&gt;
|languages=—&lt;br /&gt;
|challenge=1&lt;br /&gt;
|xp=200&lt;br /&gt;
|proficiency_bonus=+2&lt;br /&gt;
|traits=* &#039;&#039;&#039;Amphibisch.&#039;&#039;&#039; Die Riesenkröte kann Luft und Wasser atmen.&lt;br /&gt;
* &#039;&#039;&#039;Standsprung.&#039;&#039;&#039; Die Riesenkröte kann auch ohne Anlauf weite oder hohe Sprünge ausführen.&lt;br /&gt;
|actions=* &#039;&#039;&#039;Biss.&#039;&#039;&#039; Nahkampfangriff, der Stichschaden verursacht und kleinere Ziele packen kann.&lt;br /&gt;
* &#039;&#039;&#039;Verschlingen.&#039;&#039;&#039; Die Riesenkröte kann ein bereits gepacktes kleineres Ziel verschlingen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Überblick==&lt;br /&gt;
Diese Seite dient als &#039;&#039;&#039;extrahiertes Monster-Beispiel&#039;&#039;&#039; aus dem FoundryVTT-Weltstand. Der ursprünglich gewünschte Beispielname &#039;&#039;&#039;Warmonger&#039;&#039;&#039; ließ sich im aktuellen Dump nicht finden, daher wird hier stattdessen die erfolgreich extrahierte &#039;&#039;&#039;Giant Toad&#039;&#039;&#039; verwendet, um den Monster-Workflow und den Statblock zu testen.&lt;br /&gt;
&lt;br /&gt;
==Datenlage==&lt;br /&gt;
Rüstungsklasse, Trefferpunkte, Bewegungsarten, Attributswerte und Grundtyp wurden direkt aus dem Foundry-Actor extrahiert. Die Kurzbeschreibungen der Eigenschaften und Aktionen wurden als redaktionelle Zusammenfassung ergänzt, weil im Welt-Dump nicht jede Aktionsbeschreibung bereits als sauber ausformulierter Klartext vorlag.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Monster]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Bad_Heldenruh&amp;diff=1209</id>
		<title>Bad Heldenruh</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Bad_Heldenruh&amp;diff=1209"/>
		<updated>2026-06-01T21:11:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create example wiki pages from Foundry V13 extraction and add item article template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Ort&lt;br /&gt;
|name=Bad Heldenruh&lt;br /&gt;
|type=Siedlung&lt;br /&gt;
|notable_for=Neu Anfänge, lokale Kontakte, Gerüchte um Fälschungen&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Bad Heldenruh&#039;&#039;&#039; ist ein Ort aus dem aktuellen FoundryVTT-Weltdatensatz der laufenden Kampagne.&lt;br /&gt;
&lt;br /&gt;
==Überblick==&lt;br /&gt;
Im exportierten Journalmaterial erscheint Bad Heldenruh als erreichbarer Kampagnenort mit mindestens einer benannten Taverne, lokalen Aufträgen und verdeckten Kontakten.&lt;br /&gt;
&lt;br /&gt;
==Bekannte Hinweise==&lt;br /&gt;
* Eine Journal-Notiz hält fest, dass &#039;&#039;&#039;Koan&#039;&#039;&#039; sich in Bad Heldenruh &#039;&#039;&#039;bedeckt halten&#039;&#039;&#039; muss.&lt;br /&gt;
* Dieselbe Notiz erwähnt, dass &#039;&#039;&#039;Xenvar Ayl&#039;&#039;&#039; dort jemanden kennt, der &#039;&#039;&#039;fälschen&#039;&#039;&#039; kann.&lt;br /&gt;
&lt;br /&gt;
==Orte in Bad Heldenruh==&lt;br /&gt;
=== Neu Anfänge ===&lt;br /&gt;
Eine im Datensatz hinterlegte Journal-Seite nennt die Taverne &#039;&#039;&#039;Neu Anfänge&#039;&#039;&#039;. Dort werden unter anderem folgende Punkte notiert:&lt;br /&gt;
* eine Verbindung zu &#039;&#039;&#039;Jutta&#039;&#039;&#039;&lt;br /&gt;
* ein Auftrag, &#039;&#039;&#039;Ratten zu vernichten&#039;&#039;&#039;, um dafür kostenloses Essen zu erhalten&lt;br /&gt;
* ein auffälliger Warnhinweis zum &#039;&#039;&#039;Keller&#039;&#039;&#039; beziehungsweise dazu, eine bestimmte Tür nicht zu öffnen&lt;br /&gt;
&lt;br /&gt;
==Datenlage==&lt;br /&gt;
Für Bad Heldenruh existieren im exportierten Foundry-Weltstand Orts- und Hinweisdaten, aber in dem zusätzlich durchsuchten Obsidian-Vault ließ sich kein weiterer passender Klartext-Eintrag zu diesem Ort finden.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Orte]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=B%C3%A4renpranken&amp;diff=1208</id>
		<title>Bärenpranken</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=B%C3%A4renpranken&amp;diff=1208"/>
		<updated>2026-06-01T21:11:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create example wiki pages from Foundry V13 extraction and add item article template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Gegenstand&lt;br /&gt;
|name=Bärenpranken&lt;br /&gt;
|type=Magische Waffe&lt;br /&gt;
|rarity=Häufig&lt;br /&gt;
|requires_attunement=Ja&lt;br /&gt;
|damage=Klaue; zusätzlich wird im Datensatz 1d6 Extraschaden referenziert&lt;br /&gt;
|source=FoundryVTT Weltdatensatz&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Bärenpranken&#039;&#039;&#039; sind ein magischer Waffen-Gegenstand aus dem aktuellen FoundryVTT-Weltdatensatz.&lt;br /&gt;
&lt;br /&gt;
==Überblick==&lt;br /&gt;
Der extrahierte Gegenstand beschreibt Bärenpranken als aus Bärentatzen gefertigte Kampf-Ausrüstung. Der Datensatz verweist dabei ausdrücklich auf Klauen-Angriffe und auf einen zusätzlichen Schadenseffekt.&lt;br /&gt;
&lt;br /&gt;
==Beschreibung==&lt;br /&gt;
Aus dem im Weltstand gespeicherten Beschreibungstext lässt sich sinngemäß ablesen, dass es sich um aus Bärentatzen gefertigte Ausrüstung handelt, die im Kampf wie Klauen eingesetzt wird.&lt;br /&gt;
&lt;br /&gt;
==Regeln==&lt;br /&gt;
* Gegenstandstyp im Foundry-Datensatz: &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
* Seltenheit: &#039;&#039;&#039;Häufig&#039;&#039;&#039;&lt;br /&gt;
* Der Beschreibungstext verweist auf eine &#039;&#039;&#039;Einstimmung&#039;&#039;&#039;.&lt;br /&gt;
* Im Regeldatensatz wird ein zusätzlicher &#039;&#039;&#039;1d6 Schaden&#039;&#039;&#039; erwähnt.&lt;br /&gt;
* Außerdem wird der Effekt von &#039;&#039;&#039;Dual Wielder / Beidhändiger Kämpfer&#039;&#039;&#039; referenziert.&lt;br /&gt;
&lt;br /&gt;
==Anmerkung==&lt;br /&gt;
Die genaue Regelumsetzung sollte vor einer endgültigen Redaktionsfassung noch einmal direkt gegen den vollständigen Gegenstandsdatensatz in Foundry geprüft werden. Für diese Beispielseite wurde der Weltstand erfolgreich extrahiert, aber nicht jede Regeldetail-Zeile lag bereits in sauberer Klartextform vor.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Gegenstände]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Koan&amp;diff=1207</id>
		<title>Koan</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Koan&amp;diff=1207"/>
		<updated>2026-06-01T21:11:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create example wiki pages from Foundry V13 extraction and add item article template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Charakter&lt;br /&gt;
|name=Koan&lt;br /&gt;
|occupation=Abenteurer&lt;br /&gt;
|status=Aktiv&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Koan&#039;&#039;&#039; ist ein Charakter aus dem aktuellen FoundryVTT-Weltdatensatz der laufenden Kampagne.&lt;br /&gt;
&lt;br /&gt;
==Überblick==&lt;br /&gt;
Aus dem Weltstand vom 2026-06-01 lässt sich Koan als Spielercharakter mit neutraler Gesinnung und mittlerer Größe identifizieren. Eine ausgearbeitete Biographie ist im exportierten Datenstand bislang nicht hinterlegt.&lt;br /&gt;
&lt;br /&gt;
==Bekannte Fakten==&lt;br /&gt;
* Foundry-Typ: &#039;&#039;&#039;character&#039;&#039;&#039;&lt;br /&gt;
* Gesinnung: &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
* Größe: &#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
* Koan ist im Foundry-Szenenstand in der Szene &#039;&#039;&#039;Krypte&#039;&#039;&#039; platziert.&lt;br /&gt;
* Eine Journal-Notiz zu &#039;&#039;&#039;Bad Heldenruh&#039;&#039;&#039; erwähnt ausdrücklich, dass Koan sich dort &#039;&#039;&#039;bedeckt halten&#039;&#039;&#039; muss.&lt;br /&gt;
&lt;br /&gt;
==Datenlage==&lt;br /&gt;
Der Actor-Datensatz enthält Verweise auf Klasse, Abstammung, Hintergrund und Ausrüstung, diese Objekte liegen im exportierten Weltstand aber nicht in direkt menschenlesbarer Form vor und müssen noch sauber aufgelöst werden.&lt;br /&gt;
&lt;br /&gt;
==Offene Fragen==&lt;br /&gt;
* Welche genaue Klasse und Abstammung Koan im Spiel verwendet&lt;br /&gt;
* Welche Vorgeschichte Koan mit Bad Heldenruh verbindet&lt;br /&gt;
* Ob außerhalb des Foundry-Weltstands noch ausführlichere Charakter-Notizen existieren&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Charaktere]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Artikel_Gegenstand&amp;diff=1206</id>
		<title>Vorlage:Artikel Gegenstand</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Artikel_Gegenstand&amp;diff=1206"/>
		<updated>2026-06-01T21:11:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create example wiki pages from Foundry V13 extraction and add item article template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Gegenstand&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|type=&lt;br /&gt;
|rarity=&lt;br /&gt;
|requires_attunement=&lt;br /&gt;
|weight=&lt;br /&gt;
|value=&lt;br /&gt;
|damage=&lt;br /&gt;
|properties=&lt;br /&gt;
|charges=&lt;br /&gt;
|source=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Gegenstandsname&#039;&#039;&#039; ist ...&lt;br /&gt;
&lt;br /&gt;
==Überblick==&lt;br /&gt;
&lt;br /&gt;
==Beschreibung==&lt;br /&gt;
&lt;br /&gt;
==Regeln==&lt;br /&gt;
&lt;br /&gt;
==Geschichte==&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Gegenstände]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Mit &amp;lt;code&amp;gt;{{subst:Artikel Gegenstand}}&amp;lt;/code&amp;gt; auf neuen Gegenstandsseiten verwenden.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Faction&amp;diff=1205</id>
		<title>Vorlage:Article Faction</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Faction&amp;diff=1205"/>
		<updated>2026-06-01T20:41:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artikel Fraktion}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Location&amp;diff=1204</id>
		<title>Vorlage:Article Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Location&amp;diff=1204"/>
		<updated>2026-06-01T20:41:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artikel Ort}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Monster&amp;diff=1203</id>
		<title>Vorlage:Article Monster</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Monster&amp;diff=1203"/>
		<updated>2026-06-01T20:41:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artikel Monster}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Character&amp;diff=1202</id>
		<title>Vorlage:Article Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Character&amp;diff=1202"/>
		<updated>2026-06-01T20:41:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artikel Charakter}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Monster_Statblock&amp;diff=1201</id>
		<title>Vorlage:Monster Statblock</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Monster_Statblock&amp;diff=1201"/>
		<updated>2026-06-01T20:41:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster-Statblock&lt;br /&gt;
|name={{{name|}}}&lt;br /&gt;
|size={{{size|}}}&lt;br /&gt;
|type={{{type|}}}&lt;br /&gt;
|alignment={{{alignment|}}}&lt;br /&gt;
|armor_class={{{armor_class|}}}&lt;br /&gt;
|hit_points={{{hit_points|}}}&lt;br /&gt;
|speed={{{speed|}}}&lt;br /&gt;
|str={{{str|}}}&lt;br /&gt;
|dex={{{dex|}}}&lt;br /&gt;
|con={{{con|}}}&lt;br /&gt;
|int={{{int|}}}&lt;br /&gt;
|wis={{{wis|}}}&lt;br /&gt;
|cha={{{cha|}}}&lt;br /&gt;
|saving_throws={{{saving_throws|}}}&lt;br /&gt;
|skills={{{skills|}}}&lt;br /&gt;
|damage_vulnerabilities={{{damage_vulnerabilities|}}}&lt;br /&gt;
|damage_resistances={{{damage_resistances|}}}&lt;br /&gt;
|damage_immunities={{{damage_immunities|}}}&lt;br /&gt;
|condition_immunities={{{condition_immunities|}}}&lt;br /&gt;
|senses={{{senses|}}}&lt;br /&gt;
|languages={{{languages|}}}&lt;br /&gt;
|challenge={{{challenge|}}}&lt;br /&gt;
|xp={{{xp|}}}&lt;br /&gt;
|proficiency_bonus={{{proficiency_bonus|}}}&lt;br /&gt;
|traits={{{traits|}}}&lt;br /&gt;
|actions={{{actions|}}}&lt;br /&gt;
|bonus_actions={{{bonus_actions|}}}&lt;br /&gt;
|reactions={{{reactions|}}}&lt;br /&gt;
|legendary_actions={{{legendary_actions|}}}&lt;br /&gt;
|lair_actions={{{lair_actions|}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Item&amp;diff=1200</id>
		<title>Vorlage:Infobox Item</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Item&amp;diff=1200"/>
		<updated>2026-06-01T20:41:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Gegenstand&lt;br /&gt;
|name={{{name|}}}&lt;br /&gt;
|image={{{image|}}}&lt;br /&gt;
|caption={{{caption|}}}&lt;br /&gt;
|type={{{type|}}}&lt;br /&gt;
|rarity={{{rarity|}}}&lt;br /&gt;
|requires_attunement={{{requires_attunement|}}}&lt;br /&gt;
|weight={{{weight|}}}&lt;br /&gt;
|value={{{value|}}}&lt;br /&gt;
|damage={{{damage|}}}&lt;br /&gt;
|properties={{{properties|}}}&lt;br /&gt;
|charges={{{charges|}}}&lt;br /&gt;
|source={{{source|}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Faction&amp;diff=1199</id>
		<title>Vorlage:Infobox Faction</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Faction&amp;diff=1199"/>
		<updated>2026-06-01T20:41:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Fraktion&lt;br /&gt;
|name={{{name|}}}&lt;br /&gt;
|image={{{image|}}}&lt;br /&gt;
|caption={{{caption|}}}&lt;br /&gt;
|type={{{type|}}}&lt;br /&gt;
|scope={{{scope|}}}&lt;br /&gt;
|base={{{base|}}}&lt;br /&gt;
|leader={{{leader|}}}&lt;br /&gt;
|alignment={{{alignment|}}}&lt;br /&gt;
|members={{{members|}}}&lt;br /&gt;
|allies={{{allies|}}}&lt;br /&gt;
|rivals={{{rivals|}}}&lt;br /&gt;
|first_appearance={{{first_appearance|}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Location&amp;diff=1198</id>
		<title>Vorlage:Infobox Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Location&amp;diff=1198"/>
		<updated>2026-06-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Ort&lt;br /&gt;
|name={{{name|}}}&lt;br /&gt;
|image={{{image|}}}&lt;br /&gt;
|caption={{{caption|}}}&lt;br /&gt;
|subtitle={{{subtitle|}}}&lt;br /&gt;
|type={{{type|}}}&lt;br /&gt;
|region={{{region|}}}&lt;br /&gt;
|nation={{{nation|}}}&lt;br /&gt;
|plane={{{plane|}}}&lt;br /&gt;
|climate={{{climate|}}}&lt;br /&gt;
|population={{{population|}}}&lt;br /&gt;
|ruler={{{ruler|}}}&lt;br /&gt;
|affiliation={{{affiliation|}}}&lt;br /&gt;
|notable_for={{{notable_for|}}}&lt;br /&gt;
|first_appearance={{{first_appearance|}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Character&amp;diff=1197</id>
		<title>Vorlage:Infobox Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Character&amp;diff=1197"/>
		<updated>2026-06-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Charakter&lt;br /&gt;
|name={{{name|}}}&lt;br /&gt;
|image={{{image|}}}&lt;br /&gt;
|caption={{{caption|}}}&lt;br /&gt;
|title={{{title|}}}&lt;br /&gt;
|quote={{{quote|}}}&lt;br /&gt;
|aliases={{{aliases|}}}&lt;br /&gt;
|pronouns={{{pronouns|}}}&lt;br /&gt;
|ancestry={{{ancestry|}}}&lt;br /&gt;
|class={{{class|}}}&lt;br /&gt;
|occupation={{{occupation|}}}&lt;br /&gt;
|affiliation={{{affiliation|}}}&lt;br /&gt;
|homeland={{{homeland|}}}&lt;br /&gt;
|status={{{status|}}}&lt;br /&gt;
|age={{{age|}}}&lt;br /&gt;
|born={{{born|}}}&lt;br /&gt;
|died={{{died|}}}&lt;br /&gt;
|player={{{player|}}}&lt;br /&gt;
|portrayed_by={{{portrayed_by|}}}&lt;br /&gt;
|first_appearance={{{first_appearance|}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Artikel_Fraktion&amp;diff=1196</id>
		<title>Vorlage:Artikel Fraktion</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Artikel_Fraktion&amp;diff=1196"/>
		<updated>2026-06-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Fraktion&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|type=&lt;br /&gt;
|scope=&lt;br /&gt;
|base=&lt;br /&gt;
|leader=&lt;br /&gt;
|alignment=&lt;br /&gt;
|members=&lt;br /&gt;
|allies=&lt;br /&gt;
|rivals=&lt;br /&gt;
|first_appearance=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Fraktionsname&#039;&#039;&#039; ist ...&lt;br /&gt;
&lt;br /&gt;
==Überblick==&lt;br /&gt;
&lt;br /&gt;
==Ziele==&lt;br /&gt;
&lt;br /&gt;
==Struktur==&lt;br /&gt;
&lt;br /&gt;
==Geschichte==&lt;br /&gt;
&lt;br /&gt;
==Bekannte Mitglieder==&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Fraktionen]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Mit &amp;lt;code&amp;gt;{{subst:Artikel Fraktion}}&amp;lt;/code&amp;gt; auf neuen Fraktionsseiten verwenden.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Artikel_Ort&amp;diff=1195</id>
		<title>Vorlage:Artikel Ort</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Artikel_Ort&amp;diff=1195"/>
		<updated>2026-06-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Ort&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|subtitle=&lt;br /&gt;
|type=&lt;br /&gt;
|region=&lt;br /&gt;
|nation=&lt;br /&gt;
|plane=&lt;br /&gt;
|climate=&lt;br /&gt;
|population=&lt;br /&gt;
|ruler=&lt;br /&gt;
|affiliation=&lt;br /&gt;
|notable_for=&lt;br /&gt;
|first_appearance=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Ortsname&#039;&#039;&#039; ist ...&lt;br /&gt;
&lt;br /&gt;
==Überblick==&lt;br /&gt;
&lt;br /&gt;
==Geographie==&lt;br /&gt;
&lt;br /&gt;
==Geschichte==&lt;br /&gt;
&lt;br /&gt;
==Kultur==&lt;br /&gt;
&lt;br /&gt;
==Besondere Orte==&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Orte]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Mit &amp;lt;code&amp;gt;{{subst:Artikel Ort}}&amp;lt;/code&amp;gt; auf neuen Ortsseiten verwenden.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Artikel_Monster&amp;diff=1194</id>
		<title>Vorlage:Artikel Monster</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Artikel_Monster&amp;diff=1194"/>
		<updated>2026-06-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Monster&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|size=&lt;br /&gt;
|type=&lt;br /&gt;
|alignment=&lt;br /&gt;
|armor_class=&lt;br /&gt;
|hit_points=&lt;br /&gt;
|speed=&lt;br /&gt;
|challenge=&lt;br /&gt;
|proficiency_bonus=&lt;br /&gt;
|environment=&lt;br /&gt;
|source=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{Monster-Statblock&lt;br /&gt;
|name=&lt;br /&gt;
|size=&lt;br /&gt;
|type=&lt;br /&gt;
|alignment=&lt;br /&gt;
|armor_class=&lt;br /&gt;
|hit_points=&lt;br /&gt;
|speed=&lt;br /&gt;
|str=&lt;br /&gt;
|dex=&lt;br /&gt;
|con=&lt;br /&gt;
|int=&lt;br /&gt;
|wis=&lt;br /&gt;
|cha=&lt;br /&gt;
|saving_throws=&lt;br /&gt;
|skills=&lt;br /&gt;
|damage_vulnerabilities=&lt;br /&gt;
|damage_resistances=&lt;br /&gt;
|damage_immunities=&lt;br /&gt;
|condition_immunities=&lt;br /&gt;
|senses=&lt;br /&gt;
|languages=&lt;br /&gt;
|challenge=&lt;br /&gt;
|xp=&lt;br /&gt;
|proficiency_bonus=&lt;br /&gt;
|traits=&lt;br /&gt;
* &#039;&#039;&#039;Eigenschaft.&#039;&#039;&#039; Beschreibung.&lt;br /&gt;
|actions=&lt;br /&gt;
* &#039;&#039;&#039;Aktion.&#039;&#039;&#039; Beschreibung.&lt;br /&gt;
|bonus_actions=&lt;br /&gt;
|reactions=&lt;br /&gt;
|legendary_actions=&lt;br /&gt;
|lair_actions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Beschreibung==&lt;br /&gt;
&lt;br /&gt;
==Verhalten==&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Monster]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Mit &amp;lt;code&amp;gt;{{subst:Artikel Monster}}&amp;lt;/code&amp;gt; auf neuen Monsterseiten verwenden.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Artikel_Charakter&amp;diff=1193</id>
		<title>Vorlage:Artikel Charakter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Artikel_Charakter&amp;diff=1193"/>
		<updated>2026-06-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Charakter&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|title=&lt;br /&gt;
|aliases=&lt;br /&gt;
|pronouns=&lt;br /&gt;
|ancestry=&lt;br /&gt;
|class=&lt;br /&gt;
|occupation=&lt;br /&gt;
|affiliation=&lt;br /&gt;
|homeland=&lt;br /&gt;
|status=&lt;br /&gt;
|age=&lt;br /&gt;
|born=&lt;br /&gt;
|died=&lt;br /&gt;
|player=&lt;br /&gt;
|portrayed_by=&lt;br /&gt;
|first_appearance=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Charaktername&#039;&#039;&#039; ist ...&lt;br /&gt;
&lt;br /&gt;
==Überblick==&lt;br /&gt;
&lt;br /&gt;
==Aussehen==&lt;br /&gt;
&lt;br /&gt;
==Persönlichkeit==&lt;br /&gt;
&lt;br /&gt;
==Geschichte==&lt;br /&gt;
&lt;br /&gt;
==Beziehungen==&lt;br /&gt;
&lt;br /&gt;
==Fähigkeiten==&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Charaktere]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Mit &amp;lt;code&amp;gt;{{subst:Artikel Charakter}}&amp;lt;/code&amp;gt; auf neuen Charakterseiten verwenden.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Monster-Statblock&amp;diff=1192</id>
		<title>Vorlage:Monster-Statblock</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Monster-Statblock&amp;diff=1192"/>
		<updated>2026-06-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;margin:1em 0; border:1px solid #5b4430; background:#f6ead7; color:#1f1a17;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#6d2e1b; color:#fff4e6; padding:0.5em 0.75em; font-size:1.35em; font-weight:bold;&amp;quot;&amp;gt;{{{name|{{PAGENAME}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.35em 0.75em; font-style:italic; border-bottom:1px solid #b49773;&amp;quot;&amp;gt;{{{size|}}} {{{type|Kreatur}}}, {{{alignment|neutral}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Rüstungsklasse&#039;&#039;&#039; {{{armor_class|—}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trefferpunkte&#039;&#039;&#039; {{{hit_points|—}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bewegung&#039;&#039;&#039; {{{speed|—}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ST !! GE !! KO !! IN !! WE !! CH&lt;br /&gt;
|-&lt;br /&gt;
| {{{str|—}}} || {{{dex|—}}} || {{{con|—}}} || {{{int|—}}} || {{{wis|—}}} || {{{cha|—}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{saving_throws|}}}|&#039;&#039;&#039;Rettungswürfe&#039;&#039;&#039; {{{saving_throws}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{skills|}}}|&#039;&#039;&#039;Fertigkeiten&#039;&#039;&#039; {{{skills}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{damage_vulnerabilities|}}}|&#039;&#039;&#039;Schadensverwundbarkeiten&#039;&#039;&#039; {{{damage_vulnerabilities}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{damage_resistances|}}}|&#039;&#039;&#039;Schadensresistenzen&#039;&#039;&#039; {{{damage_resistances}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{damage_immunities|}}}|&#039;&#039;&#039;Schadensimmunitäten&#039;&#039;&#039; {{{damage_immunities}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{condition_immunities|}}}|&#039;&#039;&#039;Zustandsimmunitäten&#039;&#039;&#039; {{{condition_immunities}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{senses|}}}|&#039;&#039;&#039;Sinne&#039;&#039;&#039; {{{senses}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{languages|}}}|&#039;&#039;&#039;Sprachen&#039;&#039;&#039; {{{languages}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Herausforderungsgrad&#039;&#039;&#039; {{{challenge|—}}}{{#if:{{{xp|}}}| ({{{xp}}} EP)}}{{#if:{{{proficiency_bonus|}}}|&amp;lt;br&amp;gt;&#039;&#039;&#039;Übungsbonus&#039;&#039;&#039; {{{proficiency_bonus}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{traits|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Eigenschaften&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{traits}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{actions|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Aktionen&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{actions}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{bonus_actions|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Bonusaktionen&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{bonus_actions}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{reactions|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaktionen&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{reactions}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{legendary_actions|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Legendäre Aktionen&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{legendary_actions}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{lair_actions|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em;&amp;quot;&amp;gt;&#039;&#039;&#039;Versteckaktionen&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{lair_actions}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Voller Kampfblock für Kreaturen.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Monster&amp;diff=1191</id>
		<title>Vorlage:Infobox Monster</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Monster&amp;diff=1191"/>
		<updated>2026-06-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;name&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;image&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;caption&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Bildunterschrift&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Kreaturendaten&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;size&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Größe&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;type&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Typ&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;alignment&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Gesinnung&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;armor_class&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Rüstungsklasse&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;hit_points&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Trefferpunkte&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;speed&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Bewegung&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Herausforderung&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;challenge&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Herausforderungsgrad&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;proficiency_bonus&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Übungsbonus&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;environment&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Lebensraum&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;source&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Quelle&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Kompakte Monster-Infobox. Für den eigentlichen Kampfblock mit {{Monster-Statblock}} kombinieren.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Gegenstand&amp;diff=1190</id>
		<title>Vorlage:Infobox Gegenstand</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Gegenstand&amp;diff=1190"/>
		<updated>2026-06-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;name&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;image&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;caption&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Bildunterschrift&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Gegenstandsdaten&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;type&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Typ&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;rarity&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Seltenheit&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;requires_attunement&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Benötigt Einstimmung&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;weight&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Gewicht&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;value&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Wert&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Regeln&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;damage&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Schaden&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;properties&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Eigenschaften&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;charges&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Ladungen&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;source&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Quelle&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Verwendung für Waffen, Rüstungen, Relikte, Verbrauchsgüter und Magische Gegenstände.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Fraktion&amp;diff=1189</id>
		<title>Vorlage:Infobox Fraktion</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Fraktion&amp;diff=1189"/>
		<updated>2026-06-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;name&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;image&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;caption&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Bildunterschrift&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Organisation&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;type&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Typ&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;scope&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Wirkungsbereich&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;base&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Sitz&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;leader&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Anführer&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;alignment&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Gesinnung&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Beziehungen&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;members&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Mitglieder&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;allies&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Verbündete&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;rivals&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Rivalen&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Meta&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;first_appearance&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Erster Auftritt&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Verwendung für Fraktionen, Gilden, Orden, Kulte und Staaten.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Ort&amp;diff=1188</id>
		<title>Vorlage:Infobox Ort</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Ort&amp;diff=1188"/>
		<updated>2026-06-01T20:41:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;name&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;image&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;caption&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Bildunterschrift&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;subtitle&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Untertitel&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Geographie&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;type&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Typ&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;region&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Region&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;nation&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Nation&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;plane&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Ebene&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;climate&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Klima&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Gesellschaft&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;population&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Bevölkerung&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;ruler&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Herrscher&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;affiliation&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Zugehörigkeit&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;notable_for&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Bekannt für&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Meta&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;first_appearance&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Erster Auftritt&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Verwendung für Siedlungen, Landmarken und Regionen.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Charakter&amp;diff=1187</id>
		<title>Vorlage:Infobox Charakter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Charakter&amp;diff=1187"/>
		<updated>2026-06-01T20:41:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: Germanize wiki template system and add compatibility aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;name&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;image&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;caption&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Bildunterschrift&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;title&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Titel&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;quote&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Zitat&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Identität&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;aliases&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Aliasse&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;pronouns&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Pronomen&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;ancestry&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Abstammung&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;class&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Klasse&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;occupation&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Beruf&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;affiliation&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Zugehörigkeit&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;homeland&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Herkunft&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;status&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Status&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Leben&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;age&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Alter&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;born&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Geboren&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;died&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Gestorben&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Meta&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;player&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Spieler&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;portrayed_by&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Dargestellt von&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;first_appearance&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Erster Auftritt&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Verwendung für Charakter- oder NPC-Seiten.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Faction&amp;diff=1186</id>
		<title>Vorlage:Article Faction</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Faction&amp;diff=1186"/>
		<updated>2026-06-01T20:36:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create foundational infobox and article template system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Faction&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|type=&lt;br /&gt;
|scope=&lt;br /&gt;
|base=&lt;br /&gt;
|leader=&lt;br /&gt;
|alignment=&lt;br /&gt;
|members=&lt;br /&gt;
|allies=&lt;br /&gt;
|rivals=&lt;br /&gt;
|first_appearance=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Faction Name&#039;&#039;&#039; is ...&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Notable Members==&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Fraktionen]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Use with &amp;lt;code&amp;gt;{{subst:Article Faction}}&amp;lt;/code&amp;gt; when creating a new faction page.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Location&amp;diff=1185</id>
		<title>Vorlage:Article Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Location&amp;diff=1185"/>
		<updated>2026-06-01T20:36:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create foundational infobox and article template system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Location&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|subtitle=&lt;br /&gt;
|type=&lt;br /&gt;
|region=&lt;br /&gt;
|nation=&lt;br /&gt;
|plane=&lt;br /&gt;
|climate=&lt;br /&gt;
|population=&lt;br /&gt;
|ruler=&lt;br /&gt;
|affiliation=&lt;br /&gt;
|notable_for=&lt;br /&gt;
|first_appearance=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Location Name&#039;&#039;&#039; is ...&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
==Notable Sites==&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Orte]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Use with &amp;lt;code&amp;gt;{{subst:Article Location}}&amp;lt;/code&amp;gt; when creating a new location page.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Monster&amp;diff=1184</id>
		<title>Vorlage:Article Monster</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Monster&amp;diff=1184"/>
		<updated>2026-06-01T20:36:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create foundational infobox and article template system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Monster&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|size=&lt;br /&gt;
|type=&lt;br /&gt;
|alignment=&lt;br /&gt;
|armor_class=&lt;br /&gt;
|hit_points=&lt;br /&gt;
|speed=&lt;br /&gt;
|challenge=&lt;br /&gt;
|proficiency_bonus=&lt;br /&gt;
|environment=&lt;br /&gt;
|source=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{Monster Statblock&lt;br /&gt;
|name=&lt;br /&gt;
|size=&lt;br /&gt;
|type=&lt;br /&gt;
|alignment=&lt;br /&gt;
|armor_class=&lt;br /&gt;
|hit_points=&lt;br /&gt;
|speed=&lt;br /&gt;
|str=&lt;br /&gt;
|dex=&lt;br /&gt;
|con=&lt;br /&gt;
|int=&lt;br /&gt;
|wis=&lt;br /&gt;
|cha=&lt;br /&gt;
|saving_throws=&lt;br /&gt;
|skills=&lt;br /&gt;
|damage_vulnerabilities=&lt;br /&gt;
|damage_resistances=&lt;br /&gt;
|damage_immunities=&lt;br /&gt;
|condition_immunities=&lt;br /&gt;
|senses=&lt;br /&gt;
|languages=&lt;br /&gt;
|challenge=&lt;br /&gt;
|xp=&lt;br /&gt;
|proficiency_bonus=&lt;br /&gt;
|traits=&lt;br /&gt;
* &#039;&#039;&#039;Trait Name.&#039;&#039;&#039; Trait text.&lt;br /&gt;
|actions=&lt;br /&gt;
* &#039;&#039;&#039;Attack Name.&#039;&#039;&#039; Attack text.&lt;br /&gt;
|bonus_actions=&lt;br /&gt;
|reactions=&lt;br /&gt;
|legendary_actions=&lt;br /&gt;
|lair_actions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Monster]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Use with &amp;lt;code&amp;gt;{{subst:Article Monster}}&amp;lt;/code&amp;gt; when creating a new monster page.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Character&amp;diff=1183</id>
		<title>Vorlage:Article Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Article_Character&amp;diff=1183"/>
		<updated>2026-06-01T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create foundational infobox and article template system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|title=&lt;br /&gt;
|aliases=&lt;br /&gt;
|pronouns=&lt;br /&gt;
|ancestry=&lt;br /&gt;
|class=&lt;br /&gt;
|occupation=&lt;br /&gt;
|affiliation=&lt;br /&gt;
|homeland=&lt;br /&gt;
|status=&lt;br /&gt;
|age=&lt;br /&gt;
|born=&lt;br /&gt;
|died=&lt;br /&gt;
|player=&lt;br /&gt;
|portrayed_by=&lt;br /&gt;
|first_appearance=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Character Name&#039;&#039;&#039; is ...&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Charaktere]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Use with &amp;lt;code&amp;gt;{{subst:Article Character}}&amp;lt;/code&amp;gt; when creating a new character page.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Monster_Statblock&amp;diff=1182</id>
		<title>Vorlage:Monster Statblock</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Monster_Statblock&amp;diff=1182"/>
		<updated>2026-06-01T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create foundational infobox and article template system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;margin:1em 0; border:1px solid #5b4430; background:#f6ead7; color:#1f1a17;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#6d2e1b; color:#fff4e6; padding:0.5em 0.75em; font-size:1.35em; font-weight:bold;&amp;quot;&amp;gt;{{{name|{{PAGENAME}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.35em 0.75em; font-style:italic; border-bottom:1px solid #b49773;&amp;quot;&amp;gt;{{{size|}}} {{{type|creature}}}, {{{alignment|unaligned}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Armor Class&#039;&#039;&#039; {{{armor_class|—}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039; {{{hit_points|—}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; {{{speed|—}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| {{{str|—}}} || {{{dex|—}}} || {{{con|—}}} || {{{int|—}}} || {{{wis|—}}} || {{{cha|—}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{saving_throws|}}}|&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; {{{saving_throws}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{skills|}}}|&#039;&#039;&#039;Skills&#039;&#039;&#039; {{{skills}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{damage_vulnerabilities|}}}|&#039;&#039;&#039;Damage Vulnerabilities&#039;&#039;&#039; {{{damage_vulnerabilities}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{damage_resistances|}}}|&#039;&#039;&#039;Damage Resistances&#039;&#039;&#039; {{{damage_resistances}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{damage_immunities|}}}|&#039;&#039;&#039;Damage Immunities&#039;&#039;&#039; {{{damage_immunities}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{condition_immunities|}}}|&#039;&#039;&#039;Condition Immunities&#039;&#039;&#039; {{{condition_immunities}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{senses|}}}|&#039;&#039;&#039;Senses&#039;&#039;&#039; {{{senses}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
{{#if:{{{languages|}}}|&#039;&#039;&#039;Languages&#039;&#039;&#039; {{{languages}}}&amp;lt;br&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Challenge&#039;&#039;&#039; {{{challenge|—}}}{{#if:{{{xp|}}}| ({{{xp}}} XP)}}{{#if:{{{proficiency_bonus|}}}|&amp;lt;br&amp;gt;&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; {{{proficiency_bonus}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{traits|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{traits}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{actions|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Actions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{actions}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{bonus_actions|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Actions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{bonus_actions}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{reactions|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{reactions}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{legendary_actions|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; border-bottom:1px solid #d3b796;&amp;quot;&amp;gt;&#039;&#039;&#039;Legendary Actions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{legendary_actions}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{lair_actions|}}}|&amp;lt;div style=&amp;quot;padding:0.5em 0.75em;&amp;quot;&amp;gt;&#039;&#039;&#039;Lair Actions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{lair_actions}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Use for a full creature combat block.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Monster Statblock&lt;br /&gt;
|name=&lt;br /&gt;
|size=&lt;br /&gt;
|type=&lt;br /&gt;
|alignment=&lt;br /&gt;
|armor_class=&lt;br /&gt;
|hit_points=&lt;br /&gt;
|speed=&lt;br /&gt;
|str=10 (+0)&lt;br /&gt;
|dex=10 (+0)&lt;br /&gt;
|con=10 (+0)&lt;br /&gt;
|int=10 (+0)&lt;br /&gt;
|wis=10 (+0)&lt;br /&gt;
|cha=10 (+0)&lt;br /&gt;
|saving_throws=&lt;br /&gt;
|skills=&lt;br /&gt;
|damage_resistances=&lt;br /&gt;
|damage_immunities=&lt;br /&gt;
|condition_immunities=&lt;br /&gt;
|senses=&lt;br /&gt;
|languages=&lt;br /&gt;
|challenge=&lt;br /&gt;
|xp=&lt;br /&gt;
|proficiency_bonus=&lt;br /&gt;
|traits=&lt;br /&gt;
* &#039;&#039;&#039;Trait Name.&#039;&#039;&#039; Trait text.&lt;br /&gt;
|actions=&lt;br /&gt;
* &#039;&#039;&#039;Attack Name.&#039;&#039;&#039; Attack text.&lt;br /&gt;
|bonus_actions=&lt;br /&gt;
|reactions=&lt;br /&gt;
|legendary_actions=&lt;br /&gt;
|lair_actions=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Monster&amp;diff=1181</id>
		<title>Vorlage:Infobox Monster</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Monster&amp;diff=1181"/>
		<updated>2026-06-01T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create foundational infobox and article template system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;name&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;image&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;caption&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Caption&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Creature Data&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;size&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Size&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;type&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Type&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;alignment&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Alignment&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;armor_class&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Armor Class&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;hit_points&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Hit Points&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;speed&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Speed&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Challenge&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;challenge&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Challenge&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;proficiency_bonus&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Proficiency Bonus&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;environment&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Environment&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;source&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Source&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Compact monster summary infobox. For full combat presentation, pair with {{Monster Statblock}}.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Item&amp;diff=1180</id>
		<title>Vorlage:Infobox Item</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Item&amp;diff=1180"/>
		<updated>2026-06-01T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create foundational infobox and article template system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;name&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;image&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;caption&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Caption&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Item Data&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;type&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Type&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;rarity&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Rarity&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;requires_attunement&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Requires attunement&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;weight&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Weight&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;value&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Value&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Rules&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;damage&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Damage&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;properties&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Properties&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;charges&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Charges&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;source&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Source&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Use on weapons, armor, relics, consumables, and magic items.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Faction&amp;diff=1179</id>
		<title>Vorlage:Infobox Faction</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Faction&amp;diff=1179"/>
		<updated>2026-06-01T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create foundational infobox and article template system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;name&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;image&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;caption&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Caption&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Organization&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;type&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Type&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;scope&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Scope&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;base&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Base&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;leader&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Leader&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;alignment&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Alignment&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Relations&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;members&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Members&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;allies&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Allies&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;rivals&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Rivals&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Meta&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;first_appearance&amp;quot;&amp;gt;&amp;lt;label&amp;gt;First appearance&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Use on factions, guilds, cults, states, and orders.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Location&amp;diff=1178</id>
		<title>Vorlage:Infobox Location</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Location&amp;diff=1178"/>
		<updated>2026-06-01T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create foundational infobox and article template system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;name&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;image&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;caption&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Caption&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;subtitle&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Subtitle&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Geography&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;type&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Type&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;region&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Region&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;nation&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Nation&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;plane&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Plane&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;climate&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Climate&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Society&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;population&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Population&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;ruler&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Ruler&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;affiliation&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Affiliation&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;notable_for&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Notable for&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Meta&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;first_appearance&amp;quot;&amp;gt;&amp;lt;label&amp;gt;First appearance&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Use on settlement, landmark, or regional articles.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Character&amp;diff=1177</id>
		<title>Vorlage:Infobox Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Vorlage:Infobox_Character&amp;diff=1177"/>
		<updated>2026-06-01T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: Create foundational infobox and article template system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;name&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;image&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;caption&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Caption&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;title&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Title&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;quote&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Quote&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Identity&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;aliases&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Aliases&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;pronouns&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Pronouns&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;ancestry&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Ancestry&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;class&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Class&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;occupation&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Occupation&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;affiliation&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Affiliation&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;homeland&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Homeland&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;status&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Status&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Life&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;age&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Age&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;born&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Born&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;died&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Died&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;header&amp;gt;Meta&amp;lt;/header&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;player&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Player&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;portrayed_by&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Portrayed by&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;first_appearance&amp;quot;&amp;gt;&amp;lt;label&amp;gt;First appearance&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Use on character or NPC pages.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox Character&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|title=&lt;br /&gt;
|aliases=&lt;br /&gt;
|pronouns=&lt;br /&gt;
|ancestry=&lt;br /&gt;
|class=&lt;br /&gt;
|occupation=&lt;br /&gt;
|affiliation=&lt;br /&gt;
|homeland=&lt;br /&gt;
|status=&lt;br /&gt;
|age=&lt;br /&gt;
|born=&lt;br /&gt;
|died=&lt;br /&gt;
|player=&lt;br /&gt;
|portrayed_by=&lt;br /&gt;
|first_appearance=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Wizard/Subklassen&amp;diff=1176</id>
		<title>Wizard/Subklassen</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Wizard/Subklassen&amp;diff=1176"/>
		<updated>2026-06-01T20:28:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Wizard|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Wizard/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Wizard/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Wizard/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Vanilla =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Abjurer=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Abjuration Savant ===&lt;br /&gt;
&lt;br /&gt;
Choose two Wizard spells from the Abjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Arcane Ward ===&lt;br /&gt;
&lt;br /&gt;
You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell&#039;s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward&#039;s Hit Points. If the damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can&#039;t absorb damage, but its magic remains.&lt;br /&gt;
&lt;br /&gt;
Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.&lt;br /&gt;
&lt;br /&gt;
Once you create the ward, you can&#039;t create it again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Projected Ward ===&lt;br /&gt;
&lt;br /&gt;
When a creature that you can see within 30 feet of yourself takes damage, you can take a Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward&#039;s Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Spell Breaker ===&lt;br /&gt;
&lt;br /&gt;
You always have the Counterspell and Dispel Magic spells prepared. In addition, you can cast Dispel Magic as a Bonus Action, and you can add your Proficiency Bonus to its ability check.&lt;br /&gt;
&lt;br /&gt;
When you cast either spell with a spell slot, that slot isn&#039;t expended if the spell fails to stop a spell.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Spell Resistance ===&lt;br /&gt;
You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.&lt;br /&gt;
&lt;br /&gt;
|-|Bladesong=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Forgotten Realms: Heroes of Faerun&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Bladesingers master a tradition of wizardry that incorporates swordplay and dance. In combat, a Bladesinger uses intricate, elegant maneuvers that fend off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a Bladesinger at work remember the display as one of the more beautiful experiences in their life—a glorious dance accompanied by a singing blade.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bladesinging is associated with the ancient elven societies that first mastered the art and coined the term. Even today, most Bladesingers still hail from old elven realms, such as Ioflyae, or from non-elven societies that share land and history with elves, such as Rhivany. Wherever they hail from, Bladesingers take their talents all across the Realms to help common people and perform heroic deeds. Most communities greet the arrival of a Bladesinger as a good omen.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Bladesong ===&lt;br /&gt;
As a Bonus Action, you invoke an elven magic called the Bladesong, provided you aren&#039;t wearing armor or using a Shield.&lt;br /&gt;
&lt;br /&gt;
The Bladesong lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required).&lt;br /&gt;
&lt;br /&gt;
While the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Agility:&#039;&#039;&#039; You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bladework:&#039;&#039;&#039; Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Focus:&#039;&#039;&#039; When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Training in War and Song ===&lt;br /&gt;
You gain proficiency with all Melee Martial weapons that don&#039;t have the Two-Handed or Heavy property. You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells.&lt;br /&gt;
&lt;br /&gt;
You also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, or Persuasion.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Extra Attack ===&lt;br /&gt;
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Wizard cantrips that has a casting time of an action in place of one of those attacks.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Song of Defense ===&lt;br /&gt;
When you take damage while your Bladesong is active, you can take a Reaction to expend one spell slot and reduce the damage taken by an amount equal to five times the spell slot&#039;s level.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Song of Victory ===&lt;br /&gt;
After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.&lt;br /&gt;
&lt;br /&gt;
|-|Diviner=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Divination Savant ===&lt;br /&gt;
&lt;br /&gt;
Choose two Wizard spells from the Divination school, each of which must be no higher than level 2, and add them to your spellbook for free.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.&lt;br /&gt;
=== Level 3: Portent ===&lt;br /&gt;
&lt;br /&gt;
Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.&lt;br /&gt;
&lt;br /&gt;
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Expert Divination ===&lt;br /&gt;
&lt;br /&gt;
Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can&#039;t be higher than level 5.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: The Third Eye ===&lt;br /&gt;
&lt;br /&gt;
You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short or Long Rest. You can&#039;t use this feature again until you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkvision.&#039;&#039;&#039; You gain Darkvision with a range of 120 feet.&lt;br /&gt;
* &#039;&#039;&#039;Greater Comprehension.&#039;&#039;&#039; You can read any language.&lt;br /&gt;
* &#039;&#039;&#039;See Invisibility.&#039;&#039;&#039; You can cast See Invisibility without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Greater Portent ===&lt;br /&gt;
The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two.&lt;br /&gt;
&lt;br /&gt;
|-|Evoker=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Evocation Savant ===&lt;br /&gt;
&lt;br /&gt;
Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.&lt;br /&gt;
=== Level 3: Potent Cantrip ===&lt;br /&gt;
&lt;br /&gt;
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip&#039;s damage (if any) but suffers no additional effect from the cantrip.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Sculpt Spells ===&lt;br /&gt;
&lt;br /&gt;
You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell&#039;s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Empowered Evocation ===&lt;br /&gt;
&lt;br /&gt;
Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Overchannel ===&lt;br /&gt;
&lt;br /&gt;
You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.&lt;br /&gt;
&lt;br /&gt;
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.&lt;br /&gt;
&lt;br /&gt;
|-|Illusionist=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
=== Level 3: Illusion Savant ===&lt;br /&gt;
&lt;br /&gt;
Choose two Wizard spells from the Illusion school, each of which must be no higher than level 2, and add them to your spellbook for free.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Illusion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.&lt;br /&gt;
=== Level 3: Improved Illusion ===&lt;br /&gt;
&lt;br /&gt;
You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.&lt;br /&gt;
&lt;br /&gt;
You also know the Minor Illusion cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn&#039;t count against your number of cantrips known. You can create both a sound and an image with a single casting of Minor Illusion, and you can cast it as a Bonus Action.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Phantasmal Creatures ===&lt;br /&gt;
&lt;br /&gt;
You always have the Summon Beast and Summon Fey spells prepared. Whenever you cast either spell, you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot, but casting it without a slot halves the creature&#039;s Hit Points. Once you cast either spell without a spell slot, you must finish a Long Rest before you can cast the spell in that way again.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Illusory Self ===&lt;br /&gt;
&lt;br /&gt;
When a creature hits you with an attack roll, you can take a Reaction to interpose an illusory duplicate of yourself between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Illusory Reality ===&lt;br /&gt;
You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute, during which it can&#039;t deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
= Homebrew =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Essentialist=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Kevkus Homebrew&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Essentialists prioritize the use of simple, efficient spells over flashy displays of power. Their rigorous focus on the fundamentals of magic results in an improved effectiveness with these basic spells, and better regulation of their existing magical reserves.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Arcane Burst ===&lt;br /&gt;
As a Magic action, you can make a melee spell attack against a target within 5 feet of yourself, or a ranged spell attack against a target within 120 feet of yourself. On a hit, the target takes Force damage equal to 1d6 plus your Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
The number of Arcane Burst attacks you can make using this action increases when you reach certain Wizard levels, increasing to two at level 5, three at level 11, and four at level 17.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Protective Magic ===&lt;br /&gt;
You always have the Mage Armor and Shield spells prepared. You can cast either spell without expending a spell slot, and you must finish a Long Rest before you can cast that spell in this way again.&lt;br /&gt;
&lt;br /&gt;
Whenever you cast Shield, it requires no Verbal or Somatic components, and if you take damage while the spell is active, you can end it early to give yourself Resistance to that instance of damage.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Mana Shaping ===&lt;br /&gt;
When you cast a Wizard spell using a higher level spell slot, you can cast it at its lowest level instead. When you do so you can choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Conservation:&#039;&#039;&#039; You regain spell slots with a combined level equal to no more than the level of spell slot minus the level of the spell.&lt;br /&gt;
* &#039;&#039;&#039;Spell Distillation:&#039;&#039;&#039; As part of the same magic action, you can make a number of Arcane Burst attacks equal to the level of spell slot minus the level of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Instinctive Spellcasting ===&lt;br /&gt;
Having a condition that normally prevents you from using your action or reaction doesn’t prevent you from making Arcane Burst attacks, or from taking a Reaction to cast Shield. Doing either still uses up your action and reaction.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Fundamental Apex ===&lt;br /&gt;
Your mastery of basic spells enhances them in the following ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Adaptive Defense:&#039;&#039;&#039; You can take a Reaction to cast Shield when you fail a saving throw. When you do so, you have a +5 bonus to saving throws instead of AC for the spell’s duration, potentially turning the failure into a success.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unerring Offense:&#039;&#039;&#039; You can take a Bonus Action to make one attack using your Arcane Burst feature. In addition, whenever you miss with one of your Arcane Burst attacks, the target still takes Force damage equal to your Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Wizard]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Wizard/Feats&amp;diff=1175</id>
		<title>Wizard/Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Wizard/Feats&amp;diff=1175"/>
		<updated>2026-06-01T20:28:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Wizard|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Wizard/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Wizard/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Wizard/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Level 1: Spellcasting =&lt;br /&gt;
&lt;br /&gt;
As a student of arcane magic, you have learned to cast spells. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class&#039;s description.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
You know four Wizard cantrips of your choice. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.&lt;br /&gt;
&lt;br /&gt;
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.&lt;br /&gt;
&lt;br /&gt;
== Spellbook ==&lt;br /&gt;
Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book&#039;s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.&lt;br /&gt;
&lt;br /&gt;
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.&lt;br /&gt;
&lt;br /&gt;
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expanding and Replacing a Spellbook&#039;&#039;&#039;&lt;br /&gt;
The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.&lt;br /&gt;
&lt;br /&gt;
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it&#039;s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.&lt;br /&gt;
&lt;br /&gt;
Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.&lt;br /&gt;
&lt;br /&gt;
If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spell Slots ==&lt;br /&gt;
The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
== Prepared Spells of Level 1+ ==&lt;br /&gt;
You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.&lt;br /&gt;
&lt;br /&gt;
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you&#039;re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.&lt;br /&gt;
&lt;br /&gt;
If another Wizard feature gives you spells that you always have prepared, those spells don&#039;t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.&lt;br /&gt;
&lt;br /&gt;
== Changing Your Prepared Spells ==&lt;br /&gt;
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting Ability ==&lt;br /&gt;
Intelligence is your spellcasting ability for your Wizard spells.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting Focus ==&lt;br /&gt;
You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.&lt;br /&gt;
&lt;br /&gt;
= Level 1: Ritual Adept =&lt;br /&gt;
&lt;br /&gt;
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn&#039;t have the spell prepared, but you must read from the book to cast a spell in this way.&lt;br /&gt;
= Level 1: Arcane Recovery =&lt;br /&gt;
&lt;br /&gt;
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you&#039;re a level 4 Wizard, you can recover up to two levels&#039; worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
= Level 2: Scholar =&lt;br /&gt;
&lt;br /&gt;
While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.&lt;br /&gt;
= Level 3: Arcane Tradition =&lt;br /&gt;
You gain a Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass&#039;s features that are of your Wizard level or lower.&lt;br /&gt;
&lt;br /&gt;
= Level 4: Ability Score Improvement =&lt;br /&gt;
&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.&lt;br /&gt;
= Level 5: Memorize Spell =&lt;br /&gt;
&lt;br /&gt;
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.&lt;br /&gt;
= Level 6: Subclass Feature =&lt;br /&gt;
You gain a feature from your Wizard Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 8: Ability Score Improvement =&lt;br /&gt;
&lt;br /&gt;
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.&lt;br /&gt;
= Level 10: Subclass Feature =&lt;br /&gt;
&lt;br /&gt;
You gain a feature from your Wizard Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 12: Ability Score Improvement =&lt;br /&gt;
&lt;br /&gt;
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.&lt;br /&gt;
= Level 14: Subclass Feature =&lt;br /&gt;
&lt;br /&gt;
You gain a feature from your Wizard Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 16: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 18: Spell Mastery =&lt;br /&gt;
&lt;br /&gt;
You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.&lt;br /&gt;
&lt;br /&gt;
Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.&lt;br /&gt;
= Level 19: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.&lt;br /&gt;
= Level 20: Signature Spells =&lt;br /&gt;
Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can&#039;t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Wizard]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Warlock/Subklassen&amp;diff=1174</id>
		<title>Warlock/Subklassen</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Warlock/Subklassen&amp;diff=1174"/>
		<updated>2026-06-01T20:28:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Eldritch_Invocations|Eldritch Invocations]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Liste_der_Patrons|Liste der Patrons]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Vanilla =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Archfey=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Archfey Spells ===&lt;br /&gt;
The magic of your patron ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Archfey Spells table. These spells count as warlock spells for you, but they don&#039;t count against the number of warlock spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Faerie Fire || Sleep&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Misty Step || Phantasmal Force&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Blink || Plant Growth&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Dominate Beast || Greater Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Dominate Person || Seeming&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Steps of the Fey ===&lt;br /&gt;
Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you cast that spell, you can choose one of the following additional effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Refreshing Step.&#039;&#039;&#039; Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Taunting Step.&#039;&#039;&#039; Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Misty Escape ===&lt;br /&gt;
You can cast Misty Step as a Reaction in response to taking damage.&lt;br /&gt;
In addition, the following effects are now among your Steps of the Fey options.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disappearing Step.&#039;&#039;&#039; You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.&lt;br /&gt;
* &#039;&#039;&#039;Dreadful Step.&#039;&#039;&#039; Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Beguiling Defenses ===&lt;br /&gt;
Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.&lt;br /&gt;
&lt;br /&gt;
In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can&#039;t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Bewitching Magic ===&lt;br /&gt;
Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
|-|Celestial=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Celestial Spells ===&lt;br /&gt;
The magic of your patron ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Celestial Spells table. These spells count as warlock spells for you, but they don&#039;t count against the number of warlock spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || Light || Sacred Flame&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Cure Wounds || Guiding Bolt&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Aid || Lesser Restoration&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Daylight || Revivify&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Guardian of Faith || Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Greater Restoration || Summon Celestial&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Healing Light ===&lt;br /&gt;
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.&lt;br /&gt;
&lt;br /&gt;
As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll&#039;s total. Your pool regains all expended dice when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Radiant Soul ===&lt;br /&gt;
Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell&#039;s damage against one of the spell&#039;s targets.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Celestial Resilience ===&lt;br /&gt;
You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Searing Vengeance ===&lt;br /&gt;
When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
|-|Fiend=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron&#039;s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Fiend Spells ===&lt;br /&gt;
The magic of your patron ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Fiend Spells table. These spells count as warlock spells for you, but they don&#039;t count against the number of warlock spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Burning Hands || Command&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Scorching Ray || Suggestion&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Fireball || Stinking Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Fire Shield || Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Geas || Insect Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Dark One&#039;s Blessing ===&lt;br /&gt;
When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Dark One&#039;s Own Luck ===&lt;br /&gt;
You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll&#039;s effects occur.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Fiendish Resilience ===&lt;br /&gt;
Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Hurl Through Hell ===&lt;br /&gt;
&lt;br /&gt;
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn&#039;t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
|-|Great Old One=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god — a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you&#039;ve learned nevertheless allow you to draw strange magic from it.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Great Old One Spells ===&lt;br /&gt;
The magic of your patron ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Great Old Ones Spells table. These spells count as warlock spells for you, but they don&#039;t count against the number of warlock spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Dissonant Whispers || Tasha&#039;s Hideous Laughter&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Detect Thoughts || Phantasmal Force&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Clairvoyance || Hunger of Hadar&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Confusion || Summon Aberration&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Modify Memory || Telekinesis&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Awakened Mind ===&lt;br /&gt;
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.&lt;br /&gt;
&lt;br /&gt;
The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Psychic Spells ===&lt;br /&gt;
When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Clairvoyant Combatant ===&lt;br /&gt;
&lt;br /&gt;
When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Eldritch Hex ===&lt;br /&gt;
&lt;br /&gt;
Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.&lt;br /&gt;
=== Level 10: Thought Shield ===&lt;br /&gt;
Your thoughts can&#039;t be read by telepathy or other means unless you allow it. You also have Resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Create Thrall ===&lt;br /&gt;
When you cast Summon Aberration, you can modify it so that it doesn&#039;t require Concentration. If you do so, the spell&#039;s duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
= Homebrew =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Timekeeper=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Your pact draws from a being aligned with the concept of time. There are various beings capable of manipulating time, such as Areos, the Lord of Time; the demon embodying the concept of time, Tempus, or even the Primordial Ae who is responsible for time itself. Whoever your patron is, they are likely to be beyond human understanding and without form, being past, present, and future in one, thus requiring agents to their bidding.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Timekeeper Spells ===&lt;br /&gt;
The magic of your patron ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Timekeeper Spells table. These spells count as warlock spells for you, but they don&#039;t count against the number of warlock spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Longstrider || Magic Missile&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Blur || Hold Person&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Haste || Slow&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Banishment || Phantasmal Killer&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Hold Monster || Raise Dead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Curse of Time ===&lt;br /&gt;
Whenever a creature takes damage or is affected by one of your spells, you may choose to inflict them with the Curse of Time. Creatures under the Curse of Time take 1d4 force damage at the start of their turn for the next minute. This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus before you need to finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Time Shift ===&lt;br /&gt;
When you take damage but aren&#039;t knocked unconscious, you can use your reaction to slip into the gaps between past, present, and future, negating any damage and effects you would normally take. You are considered banished until the start of your next turn.&lt;br /&gt;
After you use this feature, you can&#039;t use it again until you complete a short rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Accelerate ===&lt;br /&gt;
As a bonus action, you can briefly accelerate a willing creature within 30 ft. that you can see. The creature gains the benefits of the Haste spell until the end of their next turn; however, they do not become incapacitated or have their speed reduced to 0 when this effect ends.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus before you need to finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Time Warp ===&lt;br /&gt;
You may choose to warp time for yourself, granting you an additional action and bonus action during your turn.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Warlock]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Warlock/Feats&amp;diff=1173</id>
		<title>Warlock/Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Warlock/Feats&amp;diff=1173"/>
		<updated>2026-06-01T20:28:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Eldritch_Invocations|Eldritch Invocations]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Liste_der_Patrons|Liste der Patrons]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Level 1: Eldritch Invocations =&lt;br /&gt;
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the &amp;quot;Eldritch Invocation Options&amp;quot; section later in this class&#039;s description.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.&lt;br /&gt;
&lt;br /&gt;
== Replacing and Gaining Invocations ==&lt;br /&gt;
Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can&#039;t replace an invocation if it&#039;s a prerequisite for another invocation that you have.&lt;br /&gt;
&lt;br /&gt;
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t pick the same invocation more than once unless its description says otherwise.&lt;br /&gt;
&lt;br /&gt;
= Level 1: Pact Magic =&lt;br /&gt;
Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows — its identity unclear — but its boon to you is concrete: the ability to cast spells. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class&#039;s description.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
You know three Warlock cantrips of your choice. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.&lt;br /&gt;
&lt;br /&gt;
When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.&lt;br /&gt;
&lt;br /&gt;
== Spell Slots ==&lt;br /&gt;
The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
For example, when you&#039;re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.&lt;br /&gt;
&lt;br /&gt;
== Prepared Spells of Level 1+ ==&lt;br /&gt;
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.&lt;br /&gt;
&lt;br /&gt;
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what&#039;s shown in the table&#039;s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.&lt;br /&gt;
&lt;br /&gt;
If another Warlock feature gives you spells that you always have prepared, those spells don&#039;t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.&lt;br /&gt;
&lt;br /&gt;
== Changing Your Prepared Spells ==&lt;br /&gt;
Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting Ability ==&lt;br /&gt;
Charisma is the spellcasting ability for your Warlock spells.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting Focus ==&lt;br /&gt;
You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.&lt;br /&gt;
&lt;br /&gt;
= Level 2: Magical Cunning =&lt;br /&gt;
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
= Level 2: Pact Boon =&lt;br /&gt;
Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Whenever you gain a Warlock level, you can replace your Pact Boon with another Pact Boon.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Pact of the Blade=&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Your bond with the weapon ends if you use this feature&#039;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.&lt;br /&gt;
&lt;br /&gt;
|-|Pact of the Chain=&lt;br /&gt;
You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
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&#039;s stat block).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
|-|Pact of the Tome=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cantrips and Rituals ===&lt;br /&gt;
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&#039;s spell list, and they must be spells you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting Focus ===&lt;br /&gt;
You can use the book as a Spellcasting Focus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
= Level 3: Warlock Subclass =&lt;br /&gt;
You gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass&#039;s features that are of your Warlock level or lower.&lt;br /&gt;
&lt;br /&gt;
= Level 4: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.&lt;br /&gt;
&lt;br /&gt;
= Level 6: Subclass Feature =&lt;br /&gt;
You gain a feature from your Warlock subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 8: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 9: Contact Patron =&lt;br /&gt;
&lt;br /&gt;
In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell&#039;s saving throw.&lt;br /&gt;
&lt;br /&gt;
Once you cast the spell with this feature, you can&#039;t do so in this way again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
= Level 10: Subclass Feature =&lt;br /&gt;
You gain a feature from your Warlock subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 11: Mystic Arcanum =&lt;br /&gt;
&lt;br /&gt;
Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.&lt;br /&gt;
&lt;br /&gt;
You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.&lt;br /&gt;
&lt;br /&gt;
As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.&lt;br /&gt;
&lt;br /&gt;
= Level 12: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 13: Mystic Arcanum =&lt;br /&gt;
You gain a level 7 Warlock Spell of your choice.&lt;br /&gt;
&lt;br /&gt;
= Level 14: Subclass Feature =&lt;br /&gt;
You gain a feature from your Warlock subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 15: Mystic Arcanum =&lt;br /&gt;
You gain a level 8 Warlock Spell of your choice.&lt;br /&gt;
&lt;br /&gt;
= Level 16: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 17: Mystic Arcanum =&lt;br /&gt;
You gain a level 9 Warlock Spell of your choice.&lt;br /&gt;
&lt;br /&gt;
= Level 19: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 20: Eldritch Master =&lt;br /&gt;
When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Warlock]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Warlock/Eldritch_Invocations&amp;diff=1172</id>
		<title>Warlock/Eldritch Invocations</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Warlock/Eldritch_Invocations&amp;diff=1172"/>
		<updated>2026-06-01T20:28:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Eldritch_Invocations|Eldritch Invocations]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Liste_der_Patrons|Liste der Patrons]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Warlock/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|1st Level=&lt;br /&gt;
=== Agonizing Blast ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; A Warlock Cantrip That Deals Damage&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell&#039;s damage rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeatable.&#039;&#039;&#039; You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.&lt;br /&gt;
=== Armor of Shadows ===&lt;br /&gt;
You can cast Mage Armor on yourself without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Sight ===&lt;br /&gt;
You can see normally in Dim Light and Darkness — both magical and nonmagical — within 120 feet of yourself.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Mind ===&lt;br /&gt;
You have Advantage on Constitution saving throws that you make to maintain Concentration.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Spear ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; A Warlock Cantrip That Deals Damage&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeatable.&#039;&#039;&#039; You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.&lt;br /&gt;
&lt;br /&gt;
=== Fiendish Vigor ===&lt;br /&gt;
You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don&#039;t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.&lt;br /&gt;
&lt;br /&gt;
=== Lessons of the First Ones ===&lt;br /&gt;
You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeatable.&#039;&#039;&#039; You can gain this invocation more than once. Each time you do so, choose a different Origin feat.&lt;br /&gt;
&lt;br /&gt;
=== Mask of Many Faces ===&lt;br /&gt;
You can cast Disguise Self without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Misty Visions ===&lt;br /&gt;
You can cast Silent Image without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Otherworldly Leap ===&lt;br /&gt;
You can cast Jump on yourself without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
|-|5th Level=&lt;br /&gt;
=== Additional Pact Boon ===&lt;br /&gt;
You have received another boon from your Patron, allowing you to take another option from the Pact Boon feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeatable.&#039;&#039;&#039; You can gain this invocation more than once. Each time you do so, choose a different Pact Boon feat.&lt;br /&gt;
=== Ascendant Step ===&lt;br /&gt;
You can cast Levitate on yourself without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Smite ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Pact of the Blade&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Gaze of Two Minds ===&lt;br /&gt;
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&#039;t maintain it in this way.&lt;br /&gt;
&lt;br /&gt;
While perceiving through the other creature&#039;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&#039;s space if the two of you are within 60 feet of each other.&lt;br /&gt;
&lt;br /&gt;
=== Gift of the Depths ===&lt;br /&gt;
You can breathe underwater, and you gain a Swim Speed equal to your Speed.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Investment of the Chain Master ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Pact of the Chain&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial or Aquatic.&#039;&#039;&#039; The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.&lt;br /&gt;
* &#039;&#039;&#039;Quick Attack.&#039;&#039;&#039; As a Bonus Action, you can command the familiar to take the Attack action.&lt;br /&gt;
* &#039;&#039;&#039;Necrotic or Radiant Damage.&#039;&#039;&#039; Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.&lt;br /&gt;
* &#039;&#039;&#039;Your Save DC.&#039;&#039;&#039; If the familiar forces a creature to make a saving throw, it uses your spell save DC.&lt;br /&gt;
* &#039;&#039;&#039;Resistance.&#039;&#039;&#039; When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.&lt;br /&gt;
&lt;br /&gt;
=== Master of Myriad Forms ===&lt;br /&gt;
You can cast Alter Self without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
=== One with Shadows ===&lt;br /&gt;
While you&#039;re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Thirsting Blade ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Pact of the Blade&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Whispers of the Grave ===&lt;br /&gt;
You can cast Speak with Dead without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
|-|9th Level=&lt;br /&gt;
=== Gift of the Protectors ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Pact of the Tome&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As a Magic action, you can erase a name on the page by touching it.&lt;br /&gt;
&lt;br /&gt;
=== Lifedrinker ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Pact of the Blade&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
=== Visions of Distant Realms ===&lt;br /&gt;
You can cast Arcane Eye without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Witch Sight ===&lt;br /&gt;
You have Truesight with a range of 30 feet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Warlock]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Sorcerer/Wild_Magic_Surge&amp;diff=1171</id>
		<title>Sorcerer/Wild Magic Surge</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Sorcerer/Wild_Magic_Surge&amp;diff=1171"/>
		<updated>2026-06-01T20:28:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Metamagic|Metamagic]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Wild_Magic_Surge|Wild Magic Surge]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 2024 Wild Magic Surge Table =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d100 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01–04 || Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.&lt;br /&gt;
|-&lt;br /&gt;
| 05–08 || A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears after 1 minute. Roll 1d4 to determine the creature: 1 = Modron Duodrone, 2 = Flumph, 3 = Modron Monodrone, 4 = Unicorn (see Monster Manual).&lt;br /&gt;
|-&lt;br /&gt;
| 09–12 || For the next minute, you regain 5 hit points at the start of each of your turns.&lt;br /&gt;
|-&lt;br /&gt;
| 13–16 || Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.&lt;br /&gt;
|-&lt;br /&gt;
| 17–20 || You are subjected to a random effect for 1 minute. Roll 1d8: 1 = faint ethereal music audible to creatures within 5 ft; 2 = your size increases by one category; 3 = feather beard until you sneeze; 4 = you must shout when you speak; 5 = illusory butterflies in 10 ft; 6 = an eye appears on your forehead, granting Advantage on Wisdom (Perception) checks; 7 = pink bubbles float from your mouth when you speak; 8 = your skin turns blue for 24 hours or until Remove Curse.&lt;br /&gt;
|-&lt;br /&gt;
| 21–24 || For the next minute, all your spells with a casting time of an action instead have a casting time of a Bonus Action.&lt;br /&gt;
|-&lt;br /&gt;
| 25–28 || You are transported to the Astral Plane until the end of your next turn, then return to the nearest unoccupied space.&lt;br /&gt;
|-&lt;br /&gt;
| 29–32 || The next damage-dealing spell you cast within the next minute deals maximum possible damage instead of rolling.&lt;br /&gt;
|-&lt;br /&gt;
| 33–36 || You have Resistance to all damage for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
| 37–40 || You turn into a potted plant until the start of your next turn. You are Incapacitated and have Vulnerability to all damage. If reduced to 0 HP, the pot breaks and you revert.&lt;br /&gt;
|-&lt;br /&gt;
| 41–44 || For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.&lt;br /&gt;
|-&lt;br /&gt;
| 45–48 || You and up to three creatures of your choice within 30 feet become Invisible for 1 minute. The invisibility ends if a creature attacks, deals damage, or casts a spell.&lt;br /&gt;
|-&lt;br /&gt;
| 49–52 || A spectral shield grants you +2 AC and immunity to Magic Missile for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
| 53–56 || You can take one extra action this turn.&lt;br /&gt;
|-&lt;br /&gt;
| 57–60 || You cast a random spell (no Concentration required). Roll 1d10: 1 = Confusion, 2 = Fireball, 3 = Fog Cloud, 4 = Fly (random creature within 60 ft), 5 = Grease, 6 = Levitate (self), 7 = Magic Missile (5th-level), 8 = Mirror Image, 9 = Polymorph (self, goat on fail), 10 = See Invisibility.&lt;br /&gt;
|-&lt;br /&gt;
| 61–64 || For 1 minute, any flammable nonmagical object you touch that isn’t worn or carried ignites, takes 1d4 fire damage, and burns.&lt;br /&gt;
|-&lt;br /&gt;
| 65–68 || If you die within the next hour, you revive as if by Reincarnate.&lt;br /&gt;
|-&lt;br /&gt;
| 69–72 || You are Frightened until the end of your next turn. The DM chooses the source.&lt;br /&gt;
|-&lt;br /&gt;
| 73–76 || You teleport up to 60 feet to a space you can see.&lt;br /&gt;
|-&lt;br /&gt;
| 77–80 || A random creature within 60 feet is Poisoned for 1d4 hours.&lt;br /&gt;
|-&lt;br /&gt;
| 81–84 || You radiate bright light in a 30-foot radius for 1 minute. Creatures that end their turn within 5 feet of you are Blinded until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 85–88 || Up to three creatures you choose within 30 feet take 1d10 necrotic damage. You regain hit points equal to the total damage dealt.&lt;br /&gt;
|-&lt;br /&gt;
| 89–92 || Up to three creatures you choose within 30 feet take 4d10 lightning damage.&lt;br /&gt;
|-&lt;br /&gt;
| 93–96 || You and all creatures within 30 feet have Vulnerability to piercing damage for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
| 97–00 || Roll 1d6: 1 = you regain 2d10 HP; 2 = one ally within 300 ft regains 2d10 HP; 3 = you regain your lowest-level expended spell slot; 4 = one ally within 300 ft regains their lowest-level expended spell slot; 5 = you regain all Sorcery Points; 6 = all effects of row 17–20 apply to you simultaneously.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Sorcerer]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Sorcerer/Subklassen&amp;diff=1170</id>
		<title>Sorcerer/Subklassen</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Sorcerer/Subklassen&amp;diff=1170"/>
		<updated>2026-06-01T20:28:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Metamagic|Metamagic]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Wild_Magic_Surge|Wild Magic Surge]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Vanilla =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Aberrant Influence=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm&#039;s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole&#039;s psionic power is yours. However you acquired this power, your mind is aflame with it.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Aberrant Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Aberrant Spells table. These spells count as sorcerer spells for you, but they don&#039;t count against the number of sorcerer spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || Mind Sliver || &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Arms of Hadar || Dissonant Whispers&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Calm Emotions || Detect Thoughts&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Hunger of Hadar || Sending&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Evard&#039;s Black Tentacles || Summon Aberration&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Rary&#039;s Telepathic Bond || Telekinesis&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Telepathic Speech ===&lt;br /&gt;
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.&lt;br /&gt;
&lt;br /&gt;
The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Psionic Sorcery ===&lt;br /&gt;
When you cast any level 1+ spell from your Aberrant Spells feature, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Psychic Defenses ===&lt;br /&gt;
You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Revelation in Flesh ===&lt;br /&gt;
You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Spell Point or more to magically alter your body for 10 minutes. For each Spell Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aquatic Adaptation.&#039;&#039;&#039; You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.&lt;br /&gt;
* &#039;&#039;&#039;Glistening Flight.&#039;&#039;&#039; You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.&lt;br /&gt;
* &#039;&#039;&#039;See the Invisible.&#039;&#039;&#039; You can see any Invisible creature within 60 feet of yourself that isn&#039;t behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.&lt;br /&gt;
* &#039;&#039;&#039;Wormlike Movement.&#039;&#039;&#039; Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.&lt;br /&gt;
&lt;br /&gt;
=== Level 18: Warping Implosion ===&lt;br /&gt;
You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
|-|Clockwork Sorcery=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it&#039;s part of a vast and glorious system.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Clockwork Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Clockwork Spells table. These spells count as sorcerer spells for you, but they don&#039;t count against the number of sorcerer spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Alarm || Protection from Evil and Good&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Aid || Lesser Restoration&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Dispel Magic || Protection From Energy&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Freedom of Movement || Summon Construct&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Greater Restoration || Wall of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Restore Balance ===&lt;br /&gt;
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Bastion of Law ===&lt;br /&gt;
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic action, you can expend 1 to 5 Spell Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.&lt;br /&gt;
&lt;br /&gt;
The ward lasts until you finish a Long Rest or until you use this feature again.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Trance of Order ===&lt;br /&gt;
You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, or when you use your Overload feature you can enter this state for 1 minute. For the duration, attack rolls against you can&#039;t benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest unless you spend 5 Spell Points (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
=== Level 18: Clockwork Cavalcade ===&lt;br /&gt;
You momentarily summon spirits of order to expunge disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and invulnerable, and they create the effects below within the Cube before vanishing. Once you use this action, you can&#039;t use it again until you finish a Long Rest unless you spend 7 Spell Points (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heal.&#039;&#039;&#039; The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.&lt;br /&gt;
* &#039;&#039;&#039;Repair.&#039;&#039;&#039; Any damaged objects entirely in the Cube are repaired instantly.&lt;br /&gt;
* &#039;&#039;&#039;Dispel.&#039;&#039;&#039; Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube.&lt;br /&gt;
&lt;br /&gt;
|-|Draconic Bloodline=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons&#039; power. Or perhaps you handled a treasure taken from a dragon&#039;s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Draconic Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Draconic Spells table. These spells count as sorcerer spells for you, but they don&#039;t count against the number of sorcerer spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Chromatic Orb || Command&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Alter Self || Dragon&#039;s Breath&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Fear || Fly&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arcane Eye || Charm Monster&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Legend Lore || Summon Dragon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Draconic Resilience ===&lt;br /&gt;
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.&lt;br /&gt;
&lt;br /&gt;
Parts of you are also covered by dragon-like scales. While you aren&#039;t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Elemental Affinity ===&lt;br /&gt;
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.&lt;br /&gt;
&lt;br /&gt;
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Dragon Wings ===&lt;br /&gt;
As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
=== Level 18: Dragon Companion ===&lt;br /&gt;
You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
Whenever you start casting the spell, you can modify it so that it doesn&#039;t require Concentration. If you do so, the spell&#039;s duration becomes 1 minute for that casting.&lt;br /&gt;
&lt;br /&gt;
|-|Spellfire Sorcery=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Forgotten Realms: Heroes of Faerun&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Your innate power stems from the source of magic itself: the Mana Stream. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Trading Triangle between the continents, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Garond to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Spellfire Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Spellfire Spells table. These spells count as sorcerer spells for you, but they don&#039;t count against the number of sorcerer spells you prepare.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Cure Wounds || Guiding Bolt&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Lesser Restoration || Scorching Ray&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Aura of Vitality || Dispel Magic&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Fire Shield || Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Flame Strike || Greater Restoration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Spellfire Burst ===&lt;br /&gt;
When you spend at least 1 Spell Point as part of the Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bolstering Flames:&#039;&#039;&#039; You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.&lt;br /&gt;
* &#039;&#039;&#039;Radiant Fire:&#039;&#039;&#039; One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Absorb Spells ===&lt;br /&gt;
You always have Counterspell prepared.&lt;br /&gt;
&lt;br /&gt;
Additionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Spell Points.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Honed Spellfire ===&lt;br /&gt;
Your Spellfire Burst improves. You add your Sorcerer level to the Temporary Hit Points gained from Bolstering Flames, and the damage of Radiant Fire increases to 1d8.&lt;br /&gt;
&lt;br /&gt;
=== Level 18: Crown of Spellfire ===&lt;br /&gt;
When you use Overload, you can enhance it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Overload is active. Once you use this feature to enhance Overload, you can&#039;t use it again until you finish a Long Rest unless you spend 5 Spell Points (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Burning Life Force:&#039;&#039;&#039; Once per turn when you are hit by an attack roll, you can expend a number of Hit Point Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.&lt;br /&gt;
* &#039;&#039;&#039;Flight:&#039;&#039;&#039; You gain a Fly Speed of 60 feet and can hover.&lt;br /&gt;
* &#039;&#039;&#039;Spell Avoidance:&#039;&#039;&#039; When you&#039;re subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can&#039;t use this benefit if you have the Incapacitated condition.&lt;br /&gt;
&lt;br /&gt;
|-|Wild Magic=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Wild Magic Surge ===&lt;br /&gt;
Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell using Spell Points. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.&lt;br /&gt;
&lt;br /&gt;
If the magical effect is a spell, it is too wild to be affected by your Metamagic.&lt;br /&gt;
&lt;br /&gt;
While your Overload is active, a roll of 20 minus your Proficiency Bonus causes a Wild Magic Surge to occur.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Tides of Chaos ===&lt;br /&gt;
You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with spell points or finish a Long Rest before you can use this feature again.&lt;br /&gt;
&lt;br /&gt;
If you do cast a Sorcerer spell with spell points before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Bend Luck ===&lt;br /&gt;
You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Spell Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Controlled Chaos ===&lt;br /&gt;
You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.&lt;br /&gt;
&lt;br /&gt;
=== Level 18: Tamed Surge ===&lt;br /&gt;
Immediately after you cast a Sorcerer spell with spell points, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
= Homebrew =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Demonic Influence=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Kevkus Homebrew&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;The Infinite World of Demons is a realm of chaos and evil incarnate, entirely populated by demons - horrifying extensions of the plane&#039;s power that exists only to kill and destroy. Your innate magic stems from the chaotic, churning energies of this plane, a terrible force that grants you great capacity for destruction and corruption. Some sorcerers of this origin can trace their powers back to extensive exposure to demonic corruption, or perhaps due to the influence on their lineage from demonic forces, while others may have wrested their capabilities from a subdued demon in a dark ritual, tearing away its power and infusing it into themselves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No matter the method of acquisition, those who wield the powers of demons tread a dangerous path, for their very blood yearns to be used in pursuit of devastation. A strong will is required to keep these compulsions in check, and those who succumb to them can be just as cruel and malevolent as a demon - or worse.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Demonic Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Demonic Spells table. These spells count as sorcerer spells for you, but they don&#039;t count against the number of sorcerer spells you prepare.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Chaos Bolt || Hex&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Crown of Madness || Hold Person&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Bestow Curse || Fireball&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Phantasmal Killer || Vitriolic Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Dominate Person || Geas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Dark Reconstitution ===&lt;br /&gt;
You take on the unnatural resilience of a demon, allowing you to shrug off blows that would fell lesser mortals. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.&lt;br /&gt;
&lt;br /&gt;
Additionally, when you take damage, you can use your reaction to halve the damage taken. As part of this reaction you may expend a spell point to gain temporary hit points equal to your Charisma modifier + your Sorcerer level.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your proficiency bonus before you need to finish a long rest. &lt;br /&gt;
&lt;br /&gt;
=== Level 6: Unhallowed Influx ===&lt;br /&gt;
You can infuse demonic power into your spells, enhancing them with chaotic energy and poisoning your targets. When you cast a spell of 1st level or higher that deals damage, you can spend 1 spell point to fill it with chaotic energy for each creature that it targets. Any creature targeted by that spell has their movement halved until the end of their next turn and suffer additional necrotic damage equal to your Charisma modifier, regardless if they take damage or not. &lt;br /&gt;
&lt;br /&gt;
=== Level 14: Obliterate ===&lt;br /&gt;
Your power can eliminate any obstacle in your path, living or otherwise. While you are overloaded, sorcerer spells you cast and your other magical effects ignore resistances and deal half damage to targets with immunity. Additionally, your sorcerer spells deal double damage to objects and structures. &lt;br /&gt;
&lt;br /&gt;
=== Level 18: Demonic Assimilation ===&lt;br /&gt;
The vile corruption that flows in your veins grants you abilities common to the greatest of demons. You have advantage on saving throws against poison and gain resistance to poison damage, as well as either fire, cold, or lightning damage. As an action, you can speak a word of power and magically teleport up to 60 feet to an unoccupied space you can see.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Sorcerer]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Sorcerer/Metamagic&amp;diff=1169</id>
		<title>Sorcerer/Metamagic</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Sorcerer/Metamagic&amp;diff=1169"/>
		<updated>2026-06-01T20:28:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Metamagic|Metamagic]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Wild_Magic_Surge|Wild Magic Surge]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Adamant Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, you can spend a number of spell points equal to the spell&#039;s level to make it immune to anti-magic spells like Counterspell, Dispel Magic, or Antimagic Field.&lt;br /&gt;
&lt;br /&gt;
== Augmented Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that forces a creature to make a saving throw to to resist its effects, you can spend 4 spell points to change the first saving throw required for one target of the spell. If the original save is a physical attribute, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one.&lt;br /&gt;
&lt;br /&gt;
== Blinding Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that deals fire or radiant damage, you can spend 1 spell point to force one target hit by the spell to be blinded until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
== Careful Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell&#039;s full force. You can spend 3 spell points to protect a number of creatures equal to your Charisma modifier (minimum of 1). Protected creatures automatically succeed on their saving throw against the spell. If they would suffer effects on a successful save, such as taking only half damage, they instead suffer no effects.&lt;br /&gt;
&lt;br /&gt;
This only protects creatures from the initial saving throw of the spell, not subsequent saving throws they may need to make if they are still in its area.&lt;br /&gt;
&lt;br /&gt;
== Delayed Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, you can delay it occurring until the start of your next turn by spending 1 spell point (expending the spell slot as normal). When the start of your next turn begins, you can choose to delay it once more, for 1 more spell point.&lt;br /&gt;
&lt;br /&gt;
== Distant Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet.&lt;br /&gt;
&lt;br /&gt;
== Elemental Spell ==&lt;br /&gt;
&lt;br /&gt;
Choose a damage type from the following list: Acid, Cold, Fire, Lightning, Poison, or Thunder damage. This damage type becomes your Elemental Type. Whenever you cast a spell that deals damage from the above list, you may instead cause it to deal damage of your Elemental Type.&lt;br /&gt;
&lt;br /&gt;
Instead of changing it to your Elemental Type, you may expend 2 spell points to change it to another damage type from the above list.&lt;br /&gt;
&lt;br /&gt;
Whenever you finish a long rest, you may change your Elemental Type to another from the list.&lt;br /&gt;
&lt;br /&gt;
== Esoteric Spell ==&lt;br /&gt;
&lt;br /&gt;
Choose a damage type from the following list: Force, Necrotic, Psychic or Radiant damage. This damage type becomes your Esoteric Type. Whenever you cast a spell that deals damage from the above list, you may instead cause it to deal damage of your Esoteric Type.&lt;br /&gt;
&lt;br /&gt;
Instead of changing it to your Esoteric Type, you may expend 2 spell points to change it to another damage type from the above list.&lt;br /&gt;
&lt;br /&gt;
Whenever you finish a long rest, you may change your Esoteric Type to another from the list.&lt;br /&gt;
&lt;br /&gt;
== Empowered Spell ==&lt;br /&gt;
&lt;br /&gt;
When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.&lt;br /&gt;
&lt;br /&gt;
== Extended Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell with a duration of 1 minute or longer, you can spend 1 spell point to double its duration, to a maximum duration of 24 hours.&lt;br /&gt;
&lt;br /&gt;
== Heightened Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell.&lt;br /&gt;
&lt;br /&gt;
== Imbued Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that has a range of self, you can spend a number of spell points equal to the spell&#039;s level to cast it with a range of touch, targeting a willing creature.&lt;br /&gt;
&lt;br /&gt;
If the spell requires concentration, the creature you cast the spell on must concentrate on the spell.&lt;br /&gt;
&lt;br /&gt;
== Moving Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that has a point of origin and requires concentration, you can spend 3 spell points to mark it as a moving spell. As an action you can change the location of its origin by up to 30 feet. For every consecutive translocation you must expend 1 more spell point.&lt;br /&gt;
&lt;br /&gt;
== Overcharged Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that has only one target, and requires you to make a ranged spell attack roll, you can spend 2 spell points to increase the critical hit range of that spell, allowing you to score a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
&lt;br /&gt;
== Potent Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that deals damage, you can spend 1 spell point to have the spell ignore a single target&#039;s resistance to the damage of the spell.&lt;br /&gt;
&lt;br /&gt;
== Quickened Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell or cantrip that has a casting time of 1 action, you can spend 3 spell points to change its casting time to 1 bonus action for this casting.&lt;br /&gt;
&lt;br /&gt;
You cannot cast more than one spell of 1st level or higher on the same turn. If you cast a spell of 1st level or higher as a bonus action using this feature, you can cast only cantrips with your action on that turn. Likewise, if you cast a spell of 1st level or higher with your action, you can use this feature only on a cantrip.&lt;br /&gt;
&lt;br /&gt;
== Seeking Spell ==&lt;br /&gt;
&lt;br /&gt;
If you make an attack roll for a spell and miss, you can spend 1 spell points to reroll the d20, and you must use the new roll.&lt;br /&gt;
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.&lt;br /&gt;
&lt;br /&gt;
== Shielded Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell you can spend 2 spell points to ignore the effects of that spell for its entire duration.&lt;br /&gt;
&lt;br /&gt;
== Sturdy Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires concentration, you can spend spell points up to your Charisma modifier (minimum of 1), to empower your focus. For each spell point you spend, you gain a +1 bonus to the first saving throw you make to maintain your concentration on that spell.&lt;br /&gt;
&lt;br /&gt;
== Subtle Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, you can spend 1 spell 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.&lt;br /&gt;
&lt;br /&gt;
== Twinned Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that targets only one creature and doesn&#039;t have a range of self, you can spend a number of spell points equal to the spell&#039;s level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip).&lt;br /&gt;
&lt;br /&gt;
To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
== Unerring Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, or requires a creature to make a Dexterity saving throw, you can expend 1 spell point to ignore the effects of half and three-quarters cover against the targets of the spell.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Sorcerer]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Sorcerer/Feats&amp;diff=1168</id>
		<title>Sorcerer/Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Sorcerer/Feats&amp;diff=1168"/>
		<updated>2026-06-01T20:28:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Metamagic|Metamagic]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Wild_Magic_Surge|Wild Magic Surge]]&lt;br /&gt;
! style=&amp;quot;width:16.67%&amp;quot;|[[Sorcerer/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Level 1: Overload =&lt;br /&gt;
An event in your past or circumstances of your bloodline left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:&lt;br /&gt;
* You add your Charisma modifier and your proficiency bonus to the damage dealt by your cantrips and spells. A target can only take this additional damage once per spell cast.&lt;br /&gt;
* You have advantage on Constitution saving throws made to maintain concentration on a Sorcerer spell.&lt;br /&gt;
* You gain an area around you known as your Manifestation range which is equal to 5 times your proficiency bonus. When you cast a spell with a range of touch, you may target a creature within your Manifestation range. If you cast a spell that affects an area around you, you may increase it&#039;s range to match your Manifestation range.&lt;br /&gt;
&lt;br /&gt;
You can enter your Overload the number of times shown for your Sorcerer level in the Overload column of the Sorcerer Features table. Once per Long Rest, you may regain one expended use when you take a short rest.&lt;br /&gt;
&lt;br /&gt;
You regain all expended uses of your Overload when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
= Level 1: Spellcasting =&lt;br /&gt;
Drawing from your innate magic, you can cast spells.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
You know four Sorcerer cantrips of your choice. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.&lt;br /&gt;
&lt;br /&gt;
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.&lt;br /&gt;
&lt;br /&gt;
== Spell Points ==&lt;br /&gt;
The sorcerer table shows how many spell points you have to cast your sorcerer spells of level 1+. To cast one of these sorcerer spells, you must expend a number of spell points equal to the spell&#039;s level plus 1. You regain all expended spell points when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
== Prepared Spells of Level 1+ ==&lt;br /&gt;
You prepare the list of spells that are available for you to cast with this feature. To start, choose four level 1 Sorcerer spells.&lt;br /&gt;
&lt;br /&gt;
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level equal of lower than the Maximum Spell Level listed for your level in the Sorcerer Leveling Table. For example, if you&#039;re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.&lt;br /&gt;
&lt;br /&gt;
If another Sorcerer feature gives you spells that you always have prepared, those spells don&#039;t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.&lt;br /&gt;
&lt;br /&gt;
== Changing Your Prepared Spells ==&lt;br /&gt;
Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting Ability ==&lt;br /&gt;
Charisma is your spellcasting ability for your Sorcerer spells.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting Focus ==&lt;br /&gt;
You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.&lt;br /&gt;
&lt;br /&gt;
= Level 2: Metamagic =&lt;br /&gt;
Because your magic flows from within, you can alter your spells to suit your needs; you gain four Metamagic options of your choice. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Spell Points that it costs.&lt;br /&gt;
&lt;br /&gt;
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.&lt;br /&gt;
&lt;br /&gt;
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don&#039;t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.&lt;br /&gt;
&lt;br /&gt;
= Level 2: Magical Guidance =&lt;br /&gt;
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 spell point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. You may only use this feature once per check. &lt;br /&gt;
&lt;br /&gt;
= Level 3: Sorcerous Origin =&lt;br /&gt;
You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass&#039;s features that are of your Sorcerer level or lower.&lt;br /&gt;
&lt;br /&gt;
= Level 4: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, 16 and 19.&lt;br /&gt;
&lt;br /&gt;
= Level 5: Sorcerous Restoration =&lt;br /&gt;
You learn to take in the magic of your surroundings to fill your own wellspring. Whenever you finish a short rest, you regain a number of expended spell points equal to your Sorcerer level.&lt;br /&gt;
&lt;br /&gt;
= Level 6: Subclass Feature =&lt;br /&gt;
You gain a feature from your Sorcerer subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 7: Reckless Overload =&lt;br /&gt;
If you have no uses of Overload left, you can use it if you spend 3 Spell Points when you take the Bonus Action to activate it.&lt;br /&gt;
&lt;br /&gt;
In addition, while your Overload feature is active, you can use up to two of your Metamagic options on each spell you cast.&lt;br /&gt;
&lt;br /&gt;
= Level 8: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 10: Metamagic =&lt;br /&gt;
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice.&lt;br /&gt;
&lt;br /&gt;
= Level 12: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 14: Subclass Feature =&lt;br /&gt;
You gain a feature from your Sorcerer subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 16: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 17: Metamagic =&lt;br /&gt;
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice.&lt;br /&gt;
&lt;br /&gt;
= Level 18: Subclass Feature =&lt;br /&gt;
You gain a feature from your Sorcerer subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 19: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 20: Arcane Apotheosis =&lt;br /&gt;
While your Overload feature is active, you can use one Metamagic option on each of your turns without spending Spell Points on it.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Sorcerer]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Rogue/Subklassen&amp;diff=1167</id>
		<title>Rogue/Subklassen</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Rogue/Subklassen&amp;diff=1167"/>
		<updated>2026-06-01T20:28:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot;|[[Rogue|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot;|[[Rogue/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot;|[[Rogue/Subklassen|Subklassen]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Vanilla =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Arcane Trickster=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Spellcasting ===&lt;br /&gt;
&lt;br /&gt;
You have learned to cast spells. The information below details how you use those rules as an Arcane Trickster.&lt;br /&gt;
&lt;br /&gt;
==== Cantrips ====&lt;br /&gt;
You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list (see that class&#039;s section for its list).&lt;br /&gt;
&lt;br /&gt;
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.&lt;br /&gt;
&lt;br /&gt;
When you reach Rogue level 10, you learn another Wizard cantrip of your choice.&lt;br /&gt;
&lt;br /&gt;
=== Spell Slots ===&lt;br /&gt;
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Arcane Trickster Level !! Cantrips Known !! Spells Prepared !! 1st !! 2nd !! 3rd !! 4th&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 || 3 || 2 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 4 || 3 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 4 || 3 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 4 || 3 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 5 || 4 || 2 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 6 || 4 || 2 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2 || 6 || 4 || 2 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3 || 7 || 4 || 3 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 8 || 4 || 3 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 3 || 8 || 4 || 3 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3 || 9 || 4 || 3 || 2 || —&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 3 || 10 || 4 || 3 || 2 || —&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 3 || 10 || 4 || 3 || 2 || —&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 3 || 11 || 4 || 3 || 3 || —&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 3 || 11 || 4 || 3 || 3 || —&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 3 || 11 || 4 || 3 || 3 || —&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 3 || 12 || 4 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 3 || 13 || 4 || 3 || 3 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Prepared Spells of 1st+ Level ====&lt;br /&gt;
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended.&lt;br /&gt;
&lt;br /&gt;
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you&#039;re a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.&lt;br /&gt;
&lt;br /&gt;
==== Changing Your Prepared Spells ====&lt;br /&gt;
Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting Ability ====&lt;br /&gt;
Intelligence is your spellcasting ability for your Wizard spells.&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting Focus ====&lt;br /&gt;
You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Mage Hand Legerdemain ===&lt;br /&gt;
When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.&lt;br /&gt;
&lt;br /&gt;
=== Level 9: Magical Ambush ===&lt;br /&gt;
If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 13: Versatile Trickster ===&lt;br /&gt;
You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.&lt;br /&gt;
&lt;br /&gt;
=== Level 17: Spell Thief ===&lt;br /&gt;
You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.&lt;br /&gt;
&lt;br /&gt;
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell&#039;s effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn&#039;t need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can&#039;t cast it until the 8 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Once you steal a spell with this feature, you can&#039;t use this feature again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
|-|Assassin=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;An Assassin&#039;s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Assassin&#039;s Tools ===&lt;br /&gt;
You gain a Disguise Kit and a Poisoner&#039;s Kit, and you have proficiency with them.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Assassinate ===&lt;br /&gt;
You&#039;re adept at ambushing a target, granting you the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Initiative.&#039;&#039;&#039; You have Advantage on Initiative rolls.&lt;br /&gt;
* &#039;&#039;&#039;Surprising Strikes.&#039;&#039;&#039; During the first round of each combat, you have Advantage on attack rolls against any creature that hasn&#039;t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon&#039;s type equal to your Rogue level.&lt;br /&gt;
&lt;br /&gt;
=== Level 9: Infiltration Expertise ===&lt;br /&gt;
You are expert at the following techniques that aid your infiltrations.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Masterful Mimicry.&#039;&#039;&#039; You can unerringly mimic another person&#039;s speech, handwriting, or both if you have spent at least 1 hour studying them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Roving Aim.&#039;&#039;&#039; Your Speed isn&#039;t reduced to 0 by using Steady Aim.&lt;br /&gt;
&lt;br /&gt;
=== Level 13: Envenom Weapons ===&lt;br /&gt;
&lt;br /&gt;
When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.&lt;br /&gt;
=== Level 17: Death Strike ===&lt;br /&gt;
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack&#039;s damage is doubled against the target.&lt;br /&gt;
&lt;br /&gt;
|-|Scion of the Three=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Forgotten Realms: Heroes of Faerun&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A Scion of the Three draws power from one of a group of malevolent gods : Wonnot, deity of chaos, insanity and discord; Iagi, deity of ambition, tyranny and destruction; and Rylis, deity of hunger, monsters and terror. While some Rogues of this subclass pledge themselves ardently to one of those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion&#039;s power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.&lt;br /&gt;
&lt;br /&gt;
Scions of the Three are most common in Benia, where these gods have long competed for influence over mortal hearts. Underground cults to Wonnot, Iagi, and Rylis often count Scions of the Three among their most useful agents. Outside Benia, secular thieves&#039; guilds such as the Senkant Six might cautiously call on a Scion of the Three to undertake an especially violent contract.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Dread Allegiance ===&lt;br /&gt;
Choose one of the three gods: Wonnot, Iagi, or Rylis. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! God !! Damage Resistance !! Cantrip&lt;br /&gt;
|-&lt;br /&gt;
| Wonnot || Psychic || Minor Illusion&lt;br /&gt;
|-&lt;br /&gt;
| Iagi || Poison || Blade Ward&lt;br /&gt;
|-&lt;br /&gt;
| Rylis || Necrotic || Chill Touch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Bloodthirst ===&lt;br /&gt;
When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack, dealing your Sneak Attack damage on a hit, even if you already used it during your turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 9: Strike Fear ===&lt;br /&gt;
You gain the following Cunning Strike option.&lt;br /&gt;
* &#039;&#039;&#039;Terrify (Cost: 1d6):&#039;&#039;&#039; The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target.&lt;br /&gt;
The Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success.&lt;br /&gt;
&lt;br /&gt;
=== Level 13: Aura of Malevolence ===&lt;br /&gt;
You radiate malignant power associated with one of the evil gods. When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance.&lt;br /&gt;
&lt;br /&gt;
=== Level 17: Dread Incarnate ===&lt;br /&gt;
You gain the following benefits.&lt;br /&gt;
* &#039;&#039;&#039;Cutthroat:&#039;&#039;&#039; You regain one expended use of Bloodthirst when you finish a Short Rest.&lt;br /&gt;
* &#039;&#039;&#039;Murderous Intent:&#039;&#039;&#039; When you roll for your Sneak Attack damage, you can treat a roll of a 1 or 2 on the die as a 3.&lt;br /&gt;
&lt;br /&gt;
|-|Soul Knife=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Psionic Power ===&lt;br /&gt;
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rogue Level !! Die Size !! Number&lt;br /&gt;
|-&lt;br /&gt;
| 3 || D6 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || D8 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 9 || D8 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 11 || D10 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 13 || D10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 17 || D12 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power&#039;s description, and you can&#039;t use a power if it requires you to use a die when your Psionic Energy Dice are all expended.&lt;br /&gt;
&lt;br /&gt;
You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi-Bolstered Knack.&#039;&#039;&#039; If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.&lt;br /&gt;
* &#039;&#039;&#039;Psychic Whispers.&#039;&#039;&#039; You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).&lt;br /&gt;
&lt;br /&gt;
The first time you use this power after each Long Rest, you don&#039;t expend the Psionic Energy Die. All other times you use the power, you expend the die.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Psychic Blades ===&lt;br /&gt;
You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Typ !! Gewicht !! Schaden !! Reichweite !! Eigenschaften !! Mastery&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade || Simple Melee || 0 || 1d6 psychic || 5 ft. || Finesse, Thrown (60/120 ft.) || Vex&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.&lt;br /&gt;
&lt;br /&gt;
After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.&lt;br /&gt;
&lt;br /&gt;
=== Level 9: Soul Blades ===&lt;br /&gt;
&lt;br /&gt;
You can now use the following powers with your Psychic Blades.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Homing Strikes.&#039;&#039;&#039; If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psychic Teleportation.&#039;&#039;&#039; As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.&lt;br /&gt;
&lt;br /&gt;
=== Level 13: Psychic Veil ===&lt;br /&gt;
&lt;br /&gt;
You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
=== Level 17: Rend Mind ===&lt;br /&gt;
&lt;br /&gt;
You can sweep your Psychic Blades through a creature&#039;s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
|-|Thief=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Fast Hands ===&lt;br /&gt;
&lt;br /&gt;
As a Bonus Action, you can do one of the following.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sleight of Hand.&#039;&#039;&#039; Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves&#039; Tools or to pick a pocket.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Use an Object.&#039;&#039;&#039; Take the Utilize action, or take the Magic action to use a magic item that requires that action.&lt;br /&gt;
=== Level 3: Second-Story Work ===&lt;br /&gt;
&lt;br /&gt;
You&#039;ve trained to get into especially hard-to-reach places, granting you these benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Climber.&#039;&#039;&#039; You gain a Climb Speed equal to your Speed.&lt;br /&gt;
* &#039;&#039;&#039;Jumper.&#039;&#039;&#039; You can determine your jump distance using your Dexterity rather than your Strength.&lt;br /&gt;
&lt;br /&gt;
=== Level 9: Supreme Sneak ===&lt;br /&gt;
&lt;br /&gt;
You gain the following Cunning Strike option.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stealth Attack (Cost: 1d6).&#039;&#039;&#039; If you have the Hide action&#039;s Invisible condition, this attack doesn&#039;t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.&lt;br /&gt;
&lt;br /&gt;
=== Level 13: Use Magic Device ===&lt;br /&gt;
&lt;br /&gt;
You&#039;ve learned how to maximize use of magic items, granting you the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attunement.&#039;&#039;&#039; You can attune to up to four magic items at once.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charges.&#039;&#039;&#039; Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scrolls.&#039;&#039;&#039; You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell&#039;s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.&lt;br /&gt;
&lt;br /&gt;
=== Level 17: Thief&#039;s Reflexes ===&lt;br /&gt;
You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Rogue]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Rogue/Feats&amp;diff=1166</id>
		<title>Rogue/Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Rogue/Feats&amp;diff=1166"/>
		<updated>2026-06-01T20:28:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot;|[[Rogue|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot;|[[Rogue/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot;|[[Rogue/Subklassen|Subklassen]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Level 1: Expertise =&lt;br /&gt;
&lt;br /&gt;
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.&lt;br /&gt;
&lt;br /&gt;
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.&lt;br /&gt;
= Level 1: Sneak Attack =&lt;br /&gt;
&lt;br /&gt;
You know how to strike subtly and exploit a foe&#039;s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage&#039;s type is the same as the weapon&#039;s type.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn&#039;t have the Incapacitated condition, and you don&#039;t have Disadvantage on the attack roll.&lt;br /&gt;
&lt;br /&gt;
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.&lt;br /&gt;
= Level 1: Thieves&#039; Cant =&lt;br /&gt;
&lt;br /&gt;
You picked up various languages in the communities where you plied your roguish talents. You know Thieves&#039; Cant and one other language of your choice, which you choose from the language tables in chapter 2.&lt;br /&gt;
= Level 1: Weapon Mastery =&lt;br /&gt;
&lt;br /&gt;
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.&lt;br /&gt;
&lt;br /&gt;
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.&lt;br /&gt;
= Level 2: Cunning Action =&lt;br /&gt;
&lt;br /&gt;
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.&lt;br /&gt;
= Level 3: Rogue Subclass =&lt;br /&gt;
&lt;br /&gt;
You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass&#039;s features that are of your Rogue level or lower.&lt;br /&gt;
&lt;br /&gt;
= Level 3: Steady Aim =&lt;br /&gt;
&lt;br /&gt;
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven&#039;t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.&lt;br /&gt;
= Level 4: Ability Score Improvement =&lt;br /&gt;
&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.&lt;br /&gt;
= Level 5: Cunning Strike =&lt;br /&gt;
&lt;br /&gt;
You&#039;ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack&#039;s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack&#039;s damage before rolling.&lt;br /&gt;
&lt;br /&gt;
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Poison (Cost: 1d6).&#039;&#039;&#039; You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner&#039;s Kit on your person.&lt;br /&gt;
* &#039;&#039;&#039;Trip (Cost: 1d6).&#039;&#039;&#039; If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.&lt;br /&gt;
* &#039;&#039;&#039;Withdraw (Cost: 1d6).&#039;&#039;&#039; Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.&lt;br /&gt;
= Level 5: Uncanny Dodge =&lt;br /&gt;
&lt;br /&gt;
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack&#039;s damage against you (round down).&lt;br /&gt;
= Level 6: Expertise =&lt;br /&gt;
&lt;br /&gt;
You gain Expertise in two of your Skill Proficiencies of your choice.&lt;br /&gt;
= Level 7: Evasion =&lt;br /&gt;
&lt;br /&gt;
You can nimbly dodge out of the way of certain dangers. When you&#039;re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can&#039;t use this feature if you have the Incapacitated condition.&lt;br /&gt;
&lt;br /&gt;
= Level 8: Ability Score Improvement =&lt;br /&gt;
&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
= Level 9: Subclass Feature =&lt;br /&gt;
&lt;br /&gt;
You gain a feature from your Rogue Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 10: Reliable Talent =&lt;br /&gt;
&lt;br /&gt;
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.&lt;br /&gt;
&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
= Level 11: Improved Cunning Strike =&lt;br /&gt;
&lt;br /&gt;
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.&lt;br /&gt;
= Level 12: Ability Score Improvement =&lt;br /&gt;
&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
= Level 13: Subclass Feature =&lt;br /&gt;
&lt;br /&gt;
You gain a feature from your Rogue Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 14: Devious Strikes =&lt;br /&gt;
&lt;br /&gt;
You&#039;ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daze (Cost: 2d6).&#039;&#039;&#039; The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.&lt;br /&gt;
* &#039;&#039;&#039;Knock Out (Cost: 6d6).&#039;&#039;&#039; The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.&lt;br /&gt;
* &#039;&#039;&#039;Obscure (Cost: 3d6).&#039;&#039;&#039; The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.&lt;br /&gt;
= Level 15: Slippery Mind =&lt;br /&gt;
&lt;br /&gt;
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.&lt;br /&gt;
= Level 16: Ability Score Improvement =&lt;br /&gt;
&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
= Level 17: Subclass Feature =&lt;br /&gt;
&lt;br /&gt;
You gain a feature from your Rogue Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 18: Elusive =&lt;br /&gt;
&lt;br /&gt;
You&#039;re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.&lt;br /&gt;
= Level 19: Ability Score Improvement =&lt;br /&gt;
&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
= Level 20: Stroke of Luck =&lt;br /&gt;
&lt;br /&gt;
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Rogue]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Ranger/Subklassen&amp;diff=1165</id>
		<title>Ranger/Subklassen</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Ranger/Subklassen&amp;diff=1165"/>
		<updated>2026-06-01T20:28:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Fighting_Styles|Fighting Styles]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Vanilla =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Beast Master=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Primal Companion ===&lt;br /&gt;
You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.&lt;br /&gt;
&lt;br /&gt;
The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.&lt;br /&gt;
&lt;br /&gt;
==== The Beast in Combat ====&lt;br /&gt;
In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast&#039;s Strike action. If you have the Incapacitated condition, the beast acts on its own and isn&#039;t limited to the Dodge action.&lt;br /&gt;
&lt;br /&gt;
==== Restoring or Replacing the Beast ====&lt;br /&gt;
If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.&lt;br /&gt;
&lt;br /&gt;
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Exceptional Training ===&lt;br /&gt;
When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.&lt;br /&gt;
&lt;br /&gt;
=== Level 11: Bestial Fury ===&lt;br /&gt;
When you command your Primal Companion beast to take the Beast&#039;s Strike action, the beast can use it twice.&lt;br /&gt;
&lt;br /&gt;
In addition, the first time each turn it hits a creature under the effect of your Hunter&#039;s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Share Spells ===&lt;br /&gt;
When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.&lt;br /&gt;
&lt;br /&gt;
|-|Fey Wanderer=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. You possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1d6 !! Gift&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Illusory butterflies flutter around you while you take a Short or Long Rest.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Flowers bloom from your hair each dawn.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Your shadow dances while no one is looking directly at it.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Horns or antlers sprout from your head.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Your skin and hair change color each dawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Fey Wanderer Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Fey Wanderer Spells table. These spells count as ranger spells for you, but they don&#039;t count against the number of ranger spells you prepare.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Charm Person&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Misty Step&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Summon Fey&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Dimension Door&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Mislead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Otherworldly Glamour ===&lt;br /&gt;
Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).&lt;br /&gt;
&lt;br /&gt;
You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Dreadful Strikes ===&lt;br /&gt;
You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11.&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Beguiling Twist ===&lt;br /&gt;
The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.&lt;br /&gt;
&lt;br /&gt;
=== Level 11: Fey Reinforcements ===&lt;br /&gt;
You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
Whenever you start casting the spell, you can modify it so that it doesn&#039;t require Concentration. If you do so, the spell&#039;s duration becomes 1 minute for that casting.&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Misty Wanderer ===&lt;br /&gt;
You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.&lt;br /&gt;
&lt;br /&gt;
|-|Gloom Stalker=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Gloom Stalker Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Gloom Stalker Spells table. These spells count as ranger spells for you, but they don&#039;t count against the number of ranger spells you prepare.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Disguise Self&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Rope Trick&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Fear&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Greater Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Seeming&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Umbral Sight ===&lt;br /&gt;
You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.&lt;br /&gt;
&lt;br /&gt;
You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Dread Ambusher ===&lt;br /&gt;
You have mastered the art of creating fearsome ambushes, granting you the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ambusher&#039;s Leap.&#039;&#039;&#039; At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.&lt;br /&gt;
* &#039;&#039;&#039;Dreadful Strike.&#039;&#039;&#039; When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
* &#039;&#039;&#039;Initiative Bonus.&#039;&#039;&#039; When you roll Initiative, you can add your Wisdom modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Iron Mind ===&lt;br /&gt;
You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).&lt;br /&gt;
&lt;br /&gt;
=== Level 11: Stalker&#039;s Flurry ===&lt;br /&gt;
The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sudden Strike.&#039;&#039;&#039; You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon&#039;s range.&lt;br /&gt;
* &#039;&#039;&#039;Mass Fear.&#039;&#039;&#039; The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Shadowy Dodge ===&lt;br /&gt;
When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.&lt;br /&gt;
&lt;br /&gt;
|-|Hunter=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Hunter&#039;s Prey ===&lt;br /&gt;
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Colossus Slayer.&#039;&#039;&#039; Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it&#039;s missing any of its Hit Points. You can deal this extra damage only once per turn.&lt;br /&gt;
* &#039;&#039;&#039;Horde Breaker.&#039;&#039;&#039; Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon&#039;s range, and that you haven&#039;t attacked this turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Hunter&#039;s Lore ===&lt;br /&gt;
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter&#039;s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Defensive Tactics ===&lt;br /&gt;
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Escape the Horde.&#039;&#039;&#039; Opportunity Attacks have Disadvantage against you.&lt;br /&gt;
* &#039;&#039;&#039;Multiattack Defense.&#039;&#039;&#039; When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 11: Superior Hunter&#039;s Prey ===&lt;br /&gt;
Once per turn when you deal damage to a creature marked by your Hunter&#039;s Mark, you can also deal that spell&#039;s extra damage to a different creature that you can see within 30 feet of the first creature.&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Superior Hunter&#039;s Defense ===&lt;br /&gt;
When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.&lt;br /&gt;
&lt;br /&gt;
|-|Winter Walker=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Forgotten Realms: Heroes of Faerun&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Winter Walkers hone their craft in the bleak and frozen wilds of places like Asmiya. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Anaya, including the latent magic of fallen ancient cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Anaya&#039;s citizens say that Winter Walkers&#039; frequent exposure to malignant entities gives them their fearsome powers. Many Asmiya acolytes, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Winter Walker Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Winter Walker Spells table. These spells count as ranger spells for you, but they don&#039;t count against the number of ranger spells you prepare.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Ice Knife&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Hold Person&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Remove Curse&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ice Storm&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Cone of Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Frigid Explorer ===&lt;br /&gt;
You gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Biting Cold:&#039;&#039;&#039; Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.&lt;br /&gt;
* &#039;&#039;&#039;Frost Resistance:&#039;&#039;&#039; You have Resistance to Cold damage.&lt;br /&gt;
* &#039;&#039;&#039;Polar Strikes:&#039;&#039;&#039; When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Hunter&#039;s Rime ===&lt;br /&gt;
Ice rimes you and your prey, protecting you and slowing them. When you cast Hunter&#039;s Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.&lt;br /&gt;
&lt;br /&gt;
Additionally, while a creature is marked by your Hunter&#039;s Mark, it can&#039;t take the Disengage action.&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Fortifying Soul ===&lt;br /&gt;
Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 11: Chilling Retribution ===&lt;br /&gt;
When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Frozen Haunt ===&lt;br /&gt;
When you cast Hunter&#039;s Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can&#039;t use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).&lt;br /&gt;
&lt;br /&gt;
* Frozen Soul: You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.&lt;br /&gt;
* Partially Incorporeal: You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Ranger]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Ranger/Fighting_Styles&amp;diff=1164</id>
		<title>Ranger/Fighting Styles</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Ranger/Fighting_Styles&amp;diff=1164"/>
		<updated>2026-06-01T20:28:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Fighting_Styles|Fighting Styles]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Blind Fighting ==&lt;br /&gt;
You have Blindsight with a range of 10 feet.&lt;br /&gt;
&lt;br /&gt;
== Deadshot ==&lt;br /&gt;
You gain a +2 bonus to attack rolls you make with Ranged weapons.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
While you&#039;re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
== Druidic Warrior ==&lt;br /&gt;
You learn two Druid cantrips of your choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list. &lt;br /&gt;
&lt;br /&gt;
== Dueling ==&lt;br /&gt;
When you&#039;re holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.&lt;br /&gt;
&lt;br /&gt;
== Great Weapon Fighting ==&lt;br /&gt;
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat one 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.&lt;br /&gt;
&lt;br /&gt;
== Interception ==&lt;br /&gt;
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you&#039;re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.&lt;br /&gt;
&lt;br /&gt;
== Thrown Weapon Fighting ==&lt;br /&gt;
When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.&lt;br /&gt;
&lt;br /&gt;
== Two-Weapon Fighting ==&lt;br /&gt;
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren&#039;t already adding it to the damage.&lt;br /&gt;
&lt;br /&gt;
== Unarmed Fighting ==&lt;br /&gt;
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren&#039;t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.&lt;br /&gt;
&lt;br /&gt;
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Ranger]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Ranger/Feats&amp;diff=1163</id>
		<title>Ranger/Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Ranger/Feats&amp;diff=1163"/>
		<updated>2026-06-01T20:28:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Fighting_Styles|Fighting Styles]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Ranger/Zauberliste|Zauberliste]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Level 1: Spellcasting =&lt;br /&gt;
&lt;br /&gt;
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class&#039;s description.&lt;br /&gt;
&lt;br /&gt;
== Spell Slots ==&lt;br /&gt;
The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
== Prepared Spells of Level 1+ ==&lt;br /&gt;
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.&lt;br /&gt;
&lt;br /&gt;
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you&#039;re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.&lt;br /&gt;
&lt;br /&gt;
If another Ranger feature gives you spells that you always have prepared, those spells don&#039;t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.&lt;br /&gt;
&lt;br /&gt;
== Changing Your Prepared Spells ==&lt;br /&gt;
Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting Ability ==&lt;br /&gt;
Wisdom is your spellcasting ability for your Ranger spells.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting Focus ==&lt;br /&gt;
You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.&lt;br /&gt;
&lt;br /&gt;
= Level 1: Favored Enemy =&lt;br /&gt;
You always have the Hunter&#039;s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.&lt;br /&gt;
&lt;br /&gt;
= Level 1: Combat Mastery =&lt;br /&gt;
Your knowledge of battle is superior to others. Choose one [Combat Feat](/Feats/Combat_Feats). You gain the benefits of that feat, but not the Ability Score Improvement.&lt;br /&gt;
&lt;br /&gt;
= Level 2: Deft Explorer =&lt;br /&gt;
Thanks to your travels, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Expertise.&#039;&#039;&#039; Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.&lt;br /&gt;
* &#039;&#039;&#039;Languages.&#039;&#039;&#039; You know two languages of your choice from the language tables in chapter 2.&lt;br /&gt;
= Level 2: Fighting Style =&lt;br /&gt;
You gain a Fighting Style feat of your choice. Whenever you gain a Ranger level, you can replace the feat you chose with a different Fighting Style feat.&lt;br /&gt;
&lt;br /&gt;
= Level 3: Ranger Archetype =&lt;br /&gt;
You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass&#039;s features that are of your Ranger level or lower.&lt;br /&gt;
&lt;br /&gt;
= Level 4: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.&lt;br /&gt;
&lt;br /&gt;
= Level 5: Extra Attack =&lt;br /&gt;
You can attack twice instead of once whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
= Level 6: Roving =&lt;br /&gt;
Your Speed increases by 10 feet while you aren&#039;t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.&lt;br /&gt;
&lt;br /&gt;
= Level 7: Subclass Feature =&lt;br /&gt;
You gain a feature from your Ranger Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 8: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 9: Expertise =&lt;br /&gt;
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.&lt;br /&gt;
&lt;br /&gt;
= Level 10: Tireless =&lt;br /&gt;
Primal forces now help fuel you on your journeys, granting you the following benefits.&lt;br /&gt;
&lt;br /&gt;
== Temporary Hit Points ==&lt;br /&gt;
As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
== Decrease Exhaustion ==&lt;br /&gt;
Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.&lt;br /&gt;
&lt;br /&gt;
= Level 11: Subclass Feature =&lt;br /&gt;
You gain a feature from your Ranger Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 12: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 13: Relentless Hunter =&lt;br /&gt;
Taking damage can&#039;t break your Concentration on Hunter&#039;s Mark.&lt;br /&gt;
&lt;br /&gt;
= Level 14: Nature&#039;s Veil =&lt;br /&gt;
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
= Level 15: Subclass Feature =&lt;br /&gt;
You gain a feature from your Ranger Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 16: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 17: Precise Hunter =&lt;br /&gt;
You have Advantage on attack rolls against the creature currently marked by your Hunter&#039;s Mark.&lt;br /&gt;
&lt;br /&gt;
= Level 18: Feral Senses =&lt;br /&gt;
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.&lt;br /&gt;
&lt;br /&gt;
= Level 19: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.&lt;br /&gt;
&lt;br /&gt;
= Level 20: Foe Slayer =&lt;br /&gt;
The damage die of your Hunter&#039;s Mark is a d10 rather than a d6.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Ranger]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Pugilist/Subklassen&amp;diff=1162</id>
		<title>Pugilist/Subklassen</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Pugilist/Subklassen&amp;diff=1162"/>
		<updated>2026-06-01T20:28:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Pugilist|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Pugilist/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Pugilist/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Pugilist/Backyard_Brawler/Modifications|Backyard Brawler Modifications]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Third-Party =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hand of Dread=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;TPC&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;In your darkest hour, you pleaded for the strength to take what you wanted from the world and a dread power took notice. At first, you may have relished the cathartic rush that came with channeling your eldritch might to claim what you felt you deserved, but this pact came with strings attached. In times of distress you hear the entity whispering in the back of your mind, urging you to indulge your most base impulses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A dread power can be any powerful malevolent entity capable of bestowing a portion of its power onto a mortal. Archdemons, Fey royalty, ancient liches, and unfathomable intelligences from beyond space and time are all possibilities.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Black Magic ===&lt;br /&gt;
As a result of your relationship with your dread power, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Two Cantrips.&#039;&#039;&#039; You learn two cantrips of your choice from the Warlock spell list. Constitution is your spellcasting ability for your Black Magic spells.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 Spell.&#039;&#039;&#039; Choose a level 1 spell from the Warlock spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Change.&#039;&#039;&#039; Whenever you gain a new level, you can replace one of the spells you chose with this feature with a different spell of the same level from the Warlock spell list.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Dread Hand ===&lt;br /&gt;
When you take the Attack action on your turn, you can manifest the evidence of your foul pledge to otherworldly powers. When you do, one of your limbs transmogrifies into a monstrous appearance reminiscent of your dread power and you gain the benefits below for 1 minute. Once you use this feature, you can&#039;t use it again until you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Revenging Strike.&#039;&#039;&#039; When you are hit by a melee attack, you can take a Reaction to make an Unarmed Strike against the creature that attacked you if it is within reach.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unslakeable Bloodlust.&#039;&#039;&#039; When you hit a target with an Unarmed Strike, you can roll the attack&#039;s damage dice twice and use either roll against the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind of Violence.&#039;&#039;&#039; The first time you miss with an Unarmed Strike each turn, you can reroll the attack and must use the new result.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Deal with the Devil ===&lt;br /&gt;
You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cloak of Shadows.&#039;&#039;&#039; You can cast Invisibility once without a spell slot, and you regain the ability to cast it in this way when you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mask of Many Faces.&#039;&#039;&#039; You can cast Disguise Self without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Otherworldly Walk.&#039;&#039;&#039; You can cast Misty Step once without a spell slot, and you regain the ability to cast it in this way when you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 11: Grotesque Growth ===&lt;br /&gt;
When you use your Dread Hand feature, you gain the benefits of the Enlarge effect of the Enlarge/Reduce spell and have a 10-foot reach.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest unless you take a level of Exhaustion (no action required by you) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
=== Level 17: Fountain of Viscera ===&lt;br /&gt;
You can take a Magic action and expend 6 Moxie Points to attempt to execute a creature of your choice within reach by magically burrowing your hand into its body and extracting its innards. The creature must make a Dexterity saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failure, the creature takes 100 Piercing damage. On a success, the creature takes 50 Piercing damage instead.&lt;br /&gt;
&lt;br /&gt;
If this damage reduces the target to 0 Hit Points, it immediately dies as you rip a hole through it, creating a stomach-turning fountain of viscera. When this happens, each creature of your choice within a 30-foot Emanation originating from you must succeed on a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or have the Frightened condition for 1 minute. A creature that fails the saving throw can repeat the Wisdom saving throw again at the end of each of its turns, ending the Frightened condition on itself on a success.&lt;br /&gt;
&lt;br /&gt;
|-|Piss and Vinegar=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;TPC&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Some Pugilists revel in their reputations as heels, happily playing up their bad behavior for notoriety. Despised by their enemies for their obscene curses and dirty tricks, these Pugilists take pride in their ability to provoke and willingness to win fights at any cost.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Bad Attitude ===&lt;br /&gt;
You gain proficiency in the Intimidation skill if you don&#039;t have it already. Additionally, you gain a bonus to checks using this skill equal to your Strength modifier (minimum bonus of +1).&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Salty Salute ===&lt;br /&gt;
You have mastered the art of the enraging insult. As a Bonus Action, you can provoke a creature within 60 feet that can see or hear you. That creature must succeed on a Wisdom saving throw or take Psychic damage equal to a roll of your Fisticuffs die plus your Constitution modifier and have Disadvantage on any attack rolls it makes against creatures other than you until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
The saving throw DC for this and all other features from this subclass equals 8 plus your Constitution modifier and Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Dirty Tricks ===&lt;br /&gt;
You have a few tricks up your sleeve to even the odds when the going gets tough. You can use one of the following Dirty Tricks. You can use one Dirty Trick each turn, and once you use a dirty trick, you can&#039;t use that trick again until you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heelstomper.&#039;&#039;&#039; When you deal damage to a creature with an Unarmed Strike or Pugilist weapon, the creature must succeed on a Dexterity saving throw or its Speed is reduced to 0 for one minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Low Blow.&#039;&#039;&#039; When you deal damage to a creature with an Unarmed Strike or Pugilist weapon, you can hit the creature below the belt. When you do, the creature must succeed on a Strength saving throw or attacks against the creature have Advantage until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pocket Sand.&#039;&#039;&#039; As a Bonus Action, you toss detritus into the eyes of a creature within 10 feet. The creature must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 11: Mean Old Cuss ===&lt;br /&gt;
You can offend every creature in the room with the flick of a wrist and a few curt words. As a Bonus Action, you can choose a number of targets within 30 feet of yourself that can see or hear you up to your level in this class. Each chosen creature must succeed on a Wisdom saving throw or take Psychic damage equal to a roll of your Fisticuffs die plus your Constitution modifier and have Disadvantage on attack rolls it makes against creatures other than you until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you must finish a Short or Long Rest before you use it again. You can also restore your use of it by expending 3 Moxie Points (no action required).&lt;br /&gt;
&lt;br /&gt;
=== Level 17: Dirtier Tricks ===&lt;br /&gt;
You gain the following additional Dirty Tricks. You can use one Dirty Trick each turn, and once you use a dirty trick, you can&#039;t use that trick again until you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rabbit Punch.&#039;&#039;&#039; When you hit a creature with an Unarmed Strike or a Pugilist weapon, you strike its head. Until the end of your next turn, the creature loses Resistance to Psychic damage if it has it and has Disadvantage on saving throws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sucker Punch.&#039;&#039;&#039; When you hit a creature with an Unarmed Strike or Pugilist weapon, you can turn the hit into a Critical Hit. For this Critical Hit, you roll the attack&#039;s damage dice three times and add them together, instead of twice as normal.&lt;br /&gt;
&lt;br /&gt;
|-|Squared Circle=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;TPC&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Pugilists who fight in the Squared Circle know the fastest way to win a fight is to force a submission. These wrestlers focus on controlling their most powerful opponents with chokeholds and arm bars, forcing the enemy to fight on the Pugilist&#039;s terms.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Groundwork ===&lt;br /&gt;
You gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compression Lock.&#039;&#039;&#039; When you start your turn with one or more creatures Grappled, you can deal Bludgeoning damage to each creature you have Grappled (no action required). The damage equals one roll of your Fisticuffs die plus your Strength modifier.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inescapable.&#039;&#039;&#039; When a creature makes a saving throw or ability check against your grapple or shove DC, you can expend 1 Moxie Point to give that roll Disadvantage.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Muscle Mass ===&lt;br /&gt;
Choose the Acrobatics or Athletics skill. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Meat Shield ===&lt;br /&gt;
While you have a creature Grappled, you gain Half Cover against attacks made by creatures you aren&#039;t Grappling. When a creature you aren&#039;t Grappling misses you with an attack roll, you can take a Reaction and expend 1 Moxie Point to force that creature make the same attack with a new attack roll against a creature you are Grappling.&lt;br /&gt;
&lt;br /&gt;
=== Level 11: Heavyweight ===&lt;br /&gt;
When you use the Grapple or Shove option of your Unarmed Strike, you count as being one size larger. Additionally, you don&#039;t have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.&lt;br /&gt;
&lt;br /&gt;
=== Level 17: Clean Finish ===&lt;br /&gt;
When a creature ends its turn Grappled by you, you can take a Reaction to force it to make a Constitution saving throw against your grapple&#039;s escape DC or have the Incapacitated condition until the end of its next turn. If the creature is Bloodied and already Incapacitated by this feature, its Hit Points are reduced to 0 instead.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature to reduce a creature to 0 Hit Points, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
|-|Street Saint=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;TPC&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Pugilists rise above the adversity they face. Those known as Street Saints do so with the aid of their deep and abiding faith in the gods. These Pugilists were tested and came out the other side with their righteous resolve to live in service to the gods strengthened. A resolve their gods have taken note of.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Channel Divinity ===&lt;br /&gt;
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with two such effects: Fists of Faith and Grace of the Gods. Each time you use this subclass&#039;s Channel Divinity, you choose which effect from this subclass to create.&lt;br /&gt;
&lt;br /&gt;
Once you use this subclass&#039;s Channel Divinity, you can&#039;t use it again until you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fists of Faith.&#039;&#039;&#039; As a Bonus Action, you can imbue your fists with righteous fury. For the next minute, your Unarmed Strikes deal an extra 1d4 Radiant damage or 2d4 if the target is a Fiend or Undead.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grace of the Gods.&#039;&#039;&#039; As a Bonus Action, you beseech the gods for their grace. For the next minute, you have Resistance to Necrotic damage and when you make a saving throw you can roll 1d4 and add it to the result.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Lay On Hands ===&lt;br /&gt;
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to three times your Pugilist level.&lt;br /&gt;
&lt;br /&gt;
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.&lt;br /&gt;
&lt;br /&gt;
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don&#039;t also restore Hit Points to the creature.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Ravaged But Resolute ===&lt;br /&gt;
When you use your Bloodied But Unbowed, you can fully replenish your Lay On Hands healing pool.&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 11: Aura of Resilience ===&lt;br /&gt;
When you use your Dig Deep, you can radiate a protective, unseeable aura in a 10-foot Emanation that originates from you for the next 10 minutes. The aura is inactive while you have the Incapacitated condition. Your allies within the aura gain Resistance to Bludgeoning, Piercing, and Slashing damage.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you must finish a Long Rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
=== Level 17: Hallowed Hands ===&lt;br /&gt;
Once on each of your turns when you hit a creature with an Unarmed Strike or Pugilist weapon, you can expend a number of points from your Lay On Hands healing pool to deal extra Radiant damage to the target, to a maximum of your Pugilist level. The damage equals the number of points expended, or twice as much if the target is a Fiend or Undead.&lt;br /&gt;
&lt;br /&gt;
|-|Sweet Science=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;TPC&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Pugilists who practice the Sweet Science hit hard, fast, and often. These Pugilists sometimes battle for the entertainment of the upper classes, but just as often duke it out in back alleys and bars where their next breath depends on a knockout.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Bare Knuckle Boxer ===&lt;br /&gt;
Your attacks with Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Cross Counter ===&lt;br /&gt;
You can block the brunt of an attack and launch one of your own in the same fluid motion. When you take damage from a melee attack, you can take a Reaction and expend 1 Moxie Point to reduce the damage dealt to you by that attack by 1d10 plus your Strength modifier and Pugilist level.&lt;br /&gt;
&lt;br /&gt;
If you reduce the damage to 0, you can make an Unarmed Strike or attack with a Pugilist weapon against a creature within your reach as part of the same Reaction.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Combo Maker ===&lt;br /&gt;
When you deal damage with an Unarmed Strike against a creature, instead of also choosing the Grapple or Shove option with your Heavy Hitter, you can give yourself Advantage on attack rolls you make against that target before the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 11: Combo Breaker ===&lt;br /&gt;
When you use your Cross Counter and reduce the triggering damage to 0, you regain 1 Moxie Point.&lt;br /&gt;
&lt;br /&gt;
=== Level 17: Knock Out ===&lt;br /&gt;
You gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Coldcock.&#039;&#039;&#039; When you score a Critical Hit against a creature, it must make a Constitution saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, it has the Unconscious condition for 1 minute or until it takes any damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Uppercut.&#039;&#039;&#039; When you hit a creature with an Unarmed Strike you can take a Reaction and expend 1 Moxie Point to make the attack a Critical Hit. Once you take this Reaction, you can&#039;t do so again until you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
= Homebrew =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Backyard Brawler=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Kevkus&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Pugilists who believe in the art of the Backyard Brawl are experts at tinkering and coming up with brutal, yet efficient methods of beating down opponents in a bloody free-for-all. If you think a stone, a rope, glue and some nails aren&#039;t a weapon, a Backyard Brawler might surprise you by clobbering you with a makeshift, long-reaching morning star on his way to claim his position as the top dog of the arena.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Anything Goes ===&lt;br /&gt;
You’ve learned that in a real fight, anything can be a weapon—and usually is.&lt;br /&gt;
&lt;br /&gt;
During a Short or Long Rest, you can create a number of improvised weapons equal to your Proficiency Bonus. These weapons last until you finish your next Long Rest.&lt;br /&gt;
&lt;br /&gt;
Each weapon you create must be based on a simple melee weapon and can be modified with up to two modifications. The list of available modifications and their rules can be found here (Seite kommt noch).&lt;br /&gt;
&lt;br /&gt;
Alternatively, when you create a weapon, you can choose to make it highly experimental, allowing it to have up to three modifications instead of two. If you do so, the weapon is destroyed if you roll a 1 on an attack roll made with it. A highly experimental weapon can’t be repaired.&lt;br /&gt;
&lt;br /&gt;
You can’t have more of these weapons active at the same time than your Proficiency Bonus. If you create more, the oldest one immediately falls apart.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Practical Experimentation ===&lt;br /&gt;
You gain proficiency with Tinker&#039;s Tools if you don&#039;t have it already. Additionally, you gain a bonus to checks using Tinker&#039;s Tools equal to your Strength modifier (minimum bonus of +1).&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Waste Not, Want Not ===&lt;br /&gt;
You’ve learned to make the most out of whatever you have at hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Random Bullshit Go.&#039;&#039;&#039; When you expend a Moxie Point to make two Unarmed Strikes as a Bonus Action, you may instead make them with improvised weapons.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quick Improvisation.&#039;&#039;&#039; As a Bonus Action, you can expend 1 Moxie Point to create an improvised weapon using Anything Goes. This weapon lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Keep It Moving.&#039;&#039;&#039; When you make a ranged attack with an improvised weapon, you can draw another weapon as part of the same attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scrap Recovery.&#039;&#039;&#039; When one of your improvised weapons is destroyed, you regain 1 Moxie Point. You can’t regain Moxie Points from this feature more than once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 11: All There in the Manual ===&lt;br /&gt;
Your creations have become so refined they border on the impossible.&lt;br /&gt;
When you create an improvised weapon using Anything Goes that isn&#039;t highly experimental, you can apply one of the following enhancements to it instead of one of its modifications:&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
Choose a [[Fighter/Fighting_Styles|Fighting Style]] from the Fighter class.&lt;br /&gt;
&lt;br /&gt;
While you are wielding this weapon, you gain the benefits of that Fighting Style.&lt;br /&gt;
&lt;br /&gt;
==== Junkyard Wizardry ====&lt;br /&gt;
Choose a cantrip or 1st-level spell from the Backyard Brawler spell list. You may choose higher level spells at the level 13 (2nd-level) and level 17 (3rd-level).&lt;br /&gt;
&lt;br /&gt;
While holding the weapon, you can cast the chosen spell in place of one of your attacks using one of the following options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moxie Cast.&#039;&#039;&#039; Expend a number of Moxie Points equal to the spell’s level to cast it.&lt;br /&gt;
* &#039;&#039;&#039;Percussive Cast.&#039;&#039;&#039; Cast the spell without expending Moxie Points. The weapon is immediately destroyed after the spell resolves.&lt;br /&gt;
&lt;br /&gt;
Any spell cast this way is cast at the lowest available level and can not be cast at higher levels. The damage of cantrips does not scale with your level.&lt;br /&gt;
&lt;br /&gt;
=== Level 17: King of the Hill ===&lt;br /&gt;
As the king of the hill, you decide where your backyard is.&lt;br /&gt;
&lt;br /&gt;
As a Bonus Action, you can designate an area within 30 feet of you that forms a 60-foot-cube arena centered on a point you can see.&lt;br /&gt;
&lt;br /&gt;
For 1 minute, while you are within that area, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You have Advantage on attack rolls against hostile creatures in the area.&lt;br /&gt;
* You can draw or stow your improvised weapons without using an action.&lt;br /&gt;
* You can drink a potion or apply a poison as a Bonus Action and still get the full effect.&lt;br /&gt;
* When a hostile creature drops to 0 Hit Points or leaves the area, you regain 1 Moxie Point (no more than once per turn).&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you must finish a Long Rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Pugilist]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Pugilist/Feats&amp;diff=1161</id>
		<title>Pugilist/Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Pugilist/Feats&amp;diff=1161"/>
		<updated>2026-06-01T20:28:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: Add separator line below class page header nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Pugilist|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Pugilist/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Pugilist/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;|[[Pugilist/Backyard_Brawler/Modifications|Backyard Brawler Modifications]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Level 1: Fisticuffs =&lt;br /&gt;
Your years of fighting in back alleys and taverns have given you mastery over combat styles that use Unarmed Strikes and Pugilist weapons, which are the following:&lt;br /&gt;
&lt;br /&gt;
* Simple Melee Weapons&lt;br /&gt;
* Improvised Weapons&lt;br /&gt;
&lt;br /&gt;
You gain the following benefits while you are unarmed or wielding only Pugilist weapons and you are wearing Light or no armor and are not wielding a Shield.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bonus Unarmed Strike.&#039;&#039;&#039; You can make an Unarmed Strike as a Bonus Action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fisticuffs Die.&#039;&#039;&#039; You can roll 1d6 in place of the normal damage of your Unarmed Strike or Pugilist weapons. This die changes as you gain Pugilist levels, as shown in the Fisticuffs column of the Pugilist Features table.&lt;br /&gt;
&lt;br /&gt;
= Level 1: Iron Chin =&lt;br /&gt;
While you are wearing Light or no armor and not wielding a Shield, your base Armor Class equals 12 plus your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
= Level 2: Moxie =&lt;br /&gt;
Your experiences of beating the odds have given you a moxie you can channel in the midst of battle. This swagger is represented by a number of Moxie Points. Your Pugilist level determines the maximum number of points you have, as shown in the Moxie Points column of the Pugilist Features table.&lt;br /&gt;
&lt;br /&gt;
You can spend these points to enhance or fuel certain Pugilist features. You start knowing three such features: Brace Up, One-Two Punch, and Stick and Move, each of which is detailed below.&lt;br /&gt;
&lt;br /&gt;
When you expend a Moxie Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Brace Up.&#039;&#039;&#039; You can use a Bonus Action and expend 1 Moxie Point to brace for attacks. When you do so, roll your Fisticuffs die, and gain a number of Temporary Hit Points equal to the number rolled plus your Pugilist level and your Constitution modifier. These Temporary Hit Points vanish if any remain after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;One-Two Punch.&#039;&#039;&#039; You can expend 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stick and Move.&#039;&#039;&#039; You can use a Bonus Action and expend 1 Moxie Point to make an Unarmed Strike and take the Dash or Disengage action.&lt;br /&gt;
&lt;br /&gt;
= Level 2: Bloodied But Unbowed =&lt;br /&gt;
When you take damage, you can take a Reaction to regain all your expended Moxie Points. If you are below half of your maximum Hit Points when you take this Reaction, you also gain Temporary Hit Points equal to four times your Pugilist level. These Temporary Hit Points vanish if any remain when you finish a Short Rest.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
= Level 2: Swagger Streak =&lt;br /&gt;
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend a Moxie Point to attempt to swagger your way to success. Roll your Fisticuffs die and add the number rolled to the ability check, potentially turning it into a success. If the ability check still fails, you regain the expended Moxie Point and can&#039;t use this feature again until you finish a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
= Level 3: Heavy Hitter =&lt;br /&gt;
When you hit a creature with an Unarmed Strike, you can use both the Damage and your choice of the Grapple or Shove option.&lt;br /&gt;
&lt;br /&gt;
= Level 3: Fight Club =&lt;br /&gt;
You gain a Pugilist subclass of your choice. A subclass is a specialization that grants you features at certain Pugilist levels. For the rest of your career, you gain each of your subclass&#039;s features that are of your Pugilist level or lower.&lt;br /&gt;
&lt;br /&gt;
= Level 4: Ability Score Improvement =&lt;br /&gt;
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, 16, and 19.&lt;br /&gt;
&lt;br /&gt;
= Level 4: Dig Deep =&lt;br /&gt;
You can use a Bonus Action to dig deep. For 10 minutes, you have Resistance to Bludgeoning, Piercing, and Slashing damage and you ignore the effects of Exhaustion levels less than 6.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest unless you gain 1 Exhaustion level (no action required by you) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
= Level 5: Extra Attack =&lt;br /&gt;
You can attack twice instead of once whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
= Level 5: Haymaker =&lt;br /&gt;
When you make an attack with an Unarmed Strike or Pugilist weapon, you can expend 1 Moxie Point to swing with wild abandon. On a hit, regain the expended Moxie Point and you deal maximum damage with that attack.&lt;br /&gt;
&lt;br /&gt;
= Level 6: Moxie-Fueled Fists =&lt;br /&gt;
Whenever you deal damage with your Unarmed Strike or an attack with an improvised weapon, it can deal your choice of Force damage or its normal damage type.&lt;br /&gt;
&lt;br /&gt;
= Level 6: Subclass Feature =&lt;br /&gt;
You gain a feature from your Pugilist Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 7: Down But Not Out =&lt;br /&gt;
When you use your Bloodied But Unbowed while you are Bloodied, you can add a bonus to the damage of your Unarmed Strikes and attacks with Pugilist weapons for the next minute. This bonus equals your Constitution modifier plus the number of levels of Exhaustion you have.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
= Level 9: School of Hard Knocks =&lt;br /&gt;
Once per turn, you can deal an extra 1d12 damage when you hit with an Unarmed Strike or attack with a Pugilist weapon. This damage is the same type dealt by the weapon or Unarmed Strike. You can forgo this extra damage to apply one of the following effects.&lt;br /&gt;
&lt;br /&gt;
Endanger. The next time the creature is hit by an attack, the attack deals the maximum result of the attack&#039;s damage dice rather than rolling.&lt;br /&gt;
&lt;br /&gt;
Provoke. The creature has Disadvantage on attack rolls against creatures other than you until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
= Level 10: Herculean =&lt;br /&gt;
You gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heavy Lifter.&#039;&#039;&#039; Your Strength score is doubled when determining your carrying capacity.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pillar Breaker.&#039;&#039;&#039; When you hit an object with an Unarmed Strike, the hit is a Critical Hit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unmatched Athlete.&#039;&#039;&#039; Your jump distance is doubled.&lt;br /&gt;
&lt;br /&gt;
= Level 10: Shake It Off =&lt;br /&gt;
With unflappable resolve, you can remove one of the following conditions from yourself at the start of each of your turns: Blinded, Charmed, Deafened, one level of Exhaustion, Frightened, Paralyzed, Poisoned, Restrained, or Stunned.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest unless you take a level of Exhaustion (no action required by you) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
= Level 11: Subclass Feature =&lt;br /&gt;
You gain a feature from your Pugilist Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 13: Dig Deeper =&lt;br /&gt;
You can use a Bonus Action to dig deeper. For 1 minute, you have all the benefits of your Dig Deep and can use your School of Hard Knocks twice per turn instead of once.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest. Starting at level 20, you can use it twice before a Long Rest.&lt;br /&gt;
&lt;br /&gt;
= Level 14: Unbreakable =&lt;br /&gt;
You have Advantage on Strength, Dexterity, and Constitution saving throws.&lt;br /&gt;
&lt;br /&gt;
Additionally, whenever you make a saving throw and fail, you can expend 1 Moxie Point to reroll it, and you must use the new roll.&lt;br /&gt;
&lt;br /&gt;
= Level 15: Pugnacious =&lt;br /&gt;
When you roll Initiative, you can remove one level of Exhaustion on yourself and regain your uses of Down But Not Out, Dig Deep, and Shake It Off.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
= Level 17: Subclass Feature =&lt;br /&gt;
You gain a feature from your Pugilist Subclass.&lt;br /&gt;
&lt;br /&gt;
= Level 18: Fighting Spirit =&lt;br /&gt;
When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. When you do, you gain Temporary Hit Points equal to half of your maximum Hit Points, regain all your expended Moxie Points, and have Resistance to all damage except Force for the next minute.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
= Level 20: Peak Physical Condition =&lt;br /&gt;
Your strength and resilience are the stuff of legends. You gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hale and Hearty.&#039;&#039;&#039; Your Strength and Constitution scores increase by 2, to a maximum of 23.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sleep It Off.&#039;&#039;&#039; When you finish a Long Rest and you have the Exhaustion condition, you lose all levels of Exhaustion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vim and Vigor.&#039;&#039;&#039; When you finish a Short Rest, you regain Hit Points equal to twice your Pugilist level.&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Pugilist]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>