{"name":"Specialist (Artificer)","overview":"Specialists combine their knowledge of a modern battlefield\r\nand their excellent agility to blow away their enemies,\r\nliterally. Specialists are also able to craft specialized bombs\r\nthat have a form and function that start out similar to\r\ngrenades but evolve as they craft them further. They use\r\nthese bombs to demolish any obstacles that would get in their\r\nway, often without worry to their own wellbeing due to the\r\nsafety mechanisms built into the bomb. Specialists are also\r\nhighly adaptable and are usually smart enough to know when\r\nto blow things up and when to ask questions. Some skilled\r\nspecialists have even found a way to quiet the weapons of the\r\nmodern battlefield, building things to bring a stealthier\r\ncomponent to the loud firearms that define current combat.\r\nSpecialists have found a way to explode onto the battlefield in\r\nother ways too, especially by using the tools in their area of\r\nexpertise. \r\n\r\nSpecialist have three areas of expertise that they\r\ncan fit into: the Alchemist, the Demolitionist, and the\r\nMechanist, all of them serve to hone the skills of the\r\nSpecialists who go down them in one way or another.\r\n\r\nAlchemists are skilled in the art of not only creating\r\nconcoctions with various effects, but also reproducing\r\nmagical spells in their own way. The potions that an\r\nalchemist creates can be imbued with the magic of a spell\r\nthat can aid themselves or an ally. They are also able to\r\ncreate health potions so that themselves and their allies can\r\nstay fresh during and after battles. Though only one potion\r\ncan be active at a time for a normal alchemist, they prove to\r\nbe a great boon in times of need. Alchemists have also\r\nlearned how to effectively use poisons and acids in order to\r\nleave their opponents cowering in fear, which they eventually\r\nbuild up a resistance to themselves.\r\n\r\nDemolitionists are the often the type of specialists that\r\nwould rather blow things up first and ask questions later,\r\ndespite what their better sense would tell them to do. These\r\nspecialists focus on making their bombs not only much\r\nstronger but also more adaptable and will even remove safety\r\nfeatures from bombs so that they can blow up when certain\r\nspecial conditions are met, even if they\u2019re not there.\r\nDemolitionists will use whatever they can to blow up, set fire\r\nto, and overall just completely ruin and demolish whatever\r\nwould stand in their way.\r\n\r\nIf Specialists are masters of the modern battlefield,\r\nMechanists seek to be those of the future battlefield.\r\nMechanists wish to understand and advance technology\r\nbeyond how it currently exists, including the technology used\r\nin battle. Every Mechanist has an impressive knowledge of\r\nmechanics and will often spend most of their free time\r\ntinkering with something. This almost always leads to a\r\nfurther understanding of energy, especially electricity, and to\r\nwhat kind of weapons could be built out of what they are\r\nlearning. Often mechanists keep their new super weapons a\r\nsecret unless you're either close to them or they plan to use it\r\non you, but those that witness them equate them to things\r\nthat skilled practitioners of magic can do.","hitdice":"d8","hitpointsfirstlevel":"8+your constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your constitution modifier per outlaw level after 1st","armorproficiencies":"Light Armor","weaponproficiences":"Simple Weapons, Firearms","tools":"None","savingthrows":"Dexterity and Intelligence","skills":"choose three from the following skills Acrobatics,\r\nAthletics, Deception, Insight, Intimidation, History,\r\nInvestigation, Mechanics, Nature, Perception, Sleight of\r\nHand, Survival, and Stealth","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\na duster, revolver, and 20 pistol ammo\r\na simple weapon\r\nderringer and 20 pistol ammo\r\n(a) a dungeoneer's pack or (b) an explorer's pack\r\nthe material to make 40 bombs","spellcasting":"","features":"[h2]By Land and By Sea[\/h2]\r\nBy 1st level, you\u2019ve learned how to operate most vehicles\r\nrather proficiently, you gain proficiency with vehicles (land)\r\nand vehicles (water).\r\n[h2]Bombs[\/h2]\r\nAt 1st level, you gain the ability to specially craft bombs\r\nsimilar to grenades used to damage your enemies. After you\r\nfinish a long rest you can construct a number of bombs equal\r\nto you Specialist level + your Intelligence modifier (min. 1). To\r\ncraft all your bombs it takes an hour interval. You can buy the\r\nmaterials to make your bombs at most general stores for 1\r\ngold per the materials to make 1 bomb.\r\n\r\nThe materials to make 1 bomb weigh half of a pound\r\n(Specialists who choose to carry the materials to make\r\nmultiple bombs with them must take this into consideration\r\nwhen determining their carrying capacity). With your bombs\r\nyou take an Attack action to make a special ranged weapon\r\nattack that can be thrown up to 60ft (The extra attack feature\r\nthat you get from any class including Specialist does not\r\nallow you to throw multiple bombs in one turn). The target hit\r\nby the bomb takes 2d8 of bludgeoning from the explosion\r\nand every creature within 5ft of the target must make a\r\nDexterity saving throw against your Specialist save DC (your\r\nSpecialist save DC will be used for other class features that\r\nrequire your target to make a saving throw to resist the\r\nfeature\u2019s effects), this includes the original target of the bomb,\r\non a failure they take 2d6 piercing damage from shrapnel\r\nwith no damage taken on a success.\r\nBombs may fail to explode and become inert if they do not\r\n\r\nhit the enemy properly or they completely miss their target.\r\nAny bombs you do not use before finishing a long rest\r\nbecome inert once you finish a long rest. Inert bombs can not\r\nbe used until after a long rest when you make your bombs, at\r\nwhich point the inert bomb counts as one part of your bomb\r\ntotal for that day. The amount of damage your bombs do\r\nincreases as you gain levels in this class, as shown in the\r\n\r\nBomb Damage column of the Specialist table.\r\nSpecialist save DC = 8 + your proficiency bonus + your\r\nIntelligence modifier\r\n\r\n[h2]Quick Hands[\/h2]\r\nAt 2nd level, you gain the ability to use the use object and\r\nsearch for object actions as bonus actions\r\n[h2]Area of Expertise[\/h2]\r\nAt 2nd level, you\u2019ve begun to find what exactly you specialize\r\nin as a Specialist and what kind of Specialist you want to\r\nbecome: Alchemist, Demolitionist, or Mechanist. Your choice\r\ngrants you features at level 2, 7, 11, 14, and 18.\r\n[h2]Smoke Bomb[\/h2]\r\nBy 3rd level, you\u2019ve learned how to create smoke bombs to\r\ngive you a tactical advantage on the battlefield. As a bonus\r\naction you can throw a smoke bomb to a point within 60ft of\r\nyou to create a 10-foot-radius sphere of smoke centered on\r\nthe point you threw it to the smoke continues to expand after\r\nyour turn with the radius increasing 5ft at the start of each of\r\nyour turns until the fog cloud has a 20ft radius. The sphere\r\nspreads around corners, and its area is heavily obscured. It\r\nlasts for 1 minute or until a wind of moderate or greater\r\nspeed (at least 10 miles per hour) disperses it. You can not\r\nuse this feature again until you finish a short or long rest.\r\nSmoke Bombs do not count towards your daily total of\r\nbombs.\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\r\n19th level, you can increase one ability score of your choice\r\nby 2, or you can increase two ability scores of your choice by\r\n1. As normal, you can't increase an ability score above 20\r\nusing this feature.\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once,\r\nwhenever you take the Attack action on your turn.\r\n[h2]Explosive Force[\/h2]\r\nAt 6th level, you\u2019ve learned how to make your bombs have a\r\nbigger bang for their buck. You may add your intelligence\r\nmodifier to the damage roll for the bludgeoning damage you\r\nbombs do.\r\n\r\n[h2]Blast Shield[\/h2]\r\nBy 9th level, you\u2019ve become quite adept at dodging any\r\ndamage done by bombs, especially your own. When you are\r\nsubjected to an explosion that allows you to make a saving\r\nthrow to take only half damage, you instead take no damage if\r\nyou succeed on the saving throw, and only half damage if you\r\nfail. You have advantage on saving throws against your own\r\nbombs and other Specialist features.\r\n\r\n[h2]Improved Bombs[\/h2]\r\nStarting at 10th, level the radius to which the shrapnel of\r\nyour bombs will travel to increases from 5ft to 10ft.\r\nAdditionally At 17th, level the shrapnel damage your bombs\r\nincrease from to 4d6.\r\n\r\n[h2]Silencer[\/h2]\r\nStarting at 13 level, you\u2019ve invented to the best of your ability\r\na way to quiet your gun\u2019s noise. When you use a gun you can\r\nattach a silencer to your guns that will mask the noise very\r\nefficiently, from a range it would be very hard to tell that their\r\nwas a noise or if someone did hear that it was even a gun and\r\nnot some noise natural to the area, other creatures have\r\ndisadvantage on perception checks to hear the noise your\r\nsilenced firearms makes. The silencer however is unwieldy,\r\ntechnical, and somewhat impractical to the point that anyone\r\nother than you can not use it efficiently. The first time you\r\nconstruct a silencer it comes without any cost due to you\r\nhaving been experimenting with the foundation of it for some\r\ntime but if you need to craft another one it requires one day of\r\ndowntime and 200 gold to represent the cost of materials\r\nused.\r\n\r\n[h2]Field Reconnaissance[\/h2]\r\nStarting at 15th level, if you spend at least 1 minute observing\r\nor interacting with another creature outside combat, you can\r\nlearn certain information about its capabilities compared to\r\nyour own. The DM tells you if the creature is your equal,\r\nsuperior, or inferior in regard to two of the following\r\ncharacteristics of your choice:\r\nStrength score\r\nDexterity score\r\nConstitution score\r\nIntelligence score\r\nWisdom score\r\nCharisma score\r\nClass levels (if any) At the DM's option, you might also\r\nrealize you know a piece of the creature's history or one of\r\nits personality traits, if it has any.\r\n\r\n[h2]Nitroglycerin[\/h2]\r\nAt 20th level, you\u2019ve learned how to make a very high impact\r\nexplosive bomb containing nitroglycerin. When making your\r\nbombs you can choose one to have it contain nitroglycerin\r\nrather than just it\u2019s normal components. You can throw the\r\nnitroglycerin bomb to a spot within 60ft of you. Every\r\ncreature within 25ft radius of that spot must make a dex\r\nsaving throw, on a failure they take 6d6 of piercing damage.\r\nThen every creature within 15ft radius of the detonation\r\npoint takes 4d8 bludgeoning damage and 4d8 fire damage.\r\nThe impact also leaves a crater destroying things in the area\r\nof detonation, leaves scorch marks in the area, and can be\r\nheard by creatures from up to 1000 ft away.","subclasses":"[h1]Area of Expertise[\/h1]\r\nAll Specialists bring the same general things with them when\r\nthey enter into the fray, their quick wits and reflexes and the\r\nability to blast away whatever gets into their path. What\r\ndifferentiates Specialists is also the most important aspect of\r\nwhat means to be a Specialist, their area of expertise. This\r\nwill often define how they best utilize the tools they\u2019ve been\r\ngiven in any situations as they strive to show how the features\r\nof the expertise they embody, whether new or old, shines.\r\n\r\n[h1]Alchemist[\/h1]\r\nBrewer of potions and poisons\r\n\r\n[h2]Potions[\/h2]\r\nAt 2nd level, you learn how to craft potions that contain the\r\ningredients to distill your magic. The potions you craft only\r\ncontain the basic ingredients needed to house the magic, as\r\nan action you can instill the magic of one of the spells from\r\nyour alchemist spell list, listed below, into one of the potions.\r\nYour potions also work differently than normal spell would\r\nin multiple ways twisting the spells to your expertise. As a\r\npotion all spells have a range of self (unless stated in the spell\r\nthat the spell only affects you and the range indicates how far\r\nthe spell\u2019s powers emit from you).\r\n\r\nAll spells only affect the person that drank the potion even\r\nif the spell indicates that it affects multiple people and tells\r\nyou to choose multiple people.\r\n\r\nYou do not need any of the material components for the\r\nspells on your list. All potions last until the time limit on the\r\nspell is reached (you can not choose to end it early).\r\nYou do not need to make concentration checks for spells\r\ncast through potions that you or others have used. The effect\r\nof the potions become inert through spells that would negate\r\nmagical effects (such as dispel magic).\r\n\r\nPotions become active from the moment you drink them by\r\ntaking the use object action. Only one potion can be active at\r\na time, if another one of your potions becomes active the\r\neffects of the last potion become inert and end immediately.\r\nPotions that you make only last until you finish a long rest at\r\nwhich point they become inert and cannot be carried over\r\ninto the next day. At the end of a long rest you have access to\r\na number potions equal to the number of Alchemist spell\r\nslots according to your Alchemist level indicated on the\r\nAlchemist potion making table.\r\n\r\nTo make a potion you must have a Alchemist spell slot for the\r\nappropriate spell level or higher. If you gain any\r\nimprovements from using a higher spell slot level you gain\r\nthem (except if it gives you an increase in how many people\r\nwould be affected by the potion at once).\r\n\r\nSpellcasting Ability. Intelligence is your spellcasting ability\r\nfor your alchemist spells, since you learn your spells and how\r\nto make potions through dedicated study, practice and\r\nmemorization. You use your Intelligence whenever a spell\r\nrefers to your spellcasting ability. In addition, you use your\r\nIntelligence modifier when setting the saving throw DC for a\r\n\r\nAlchemist spell you cast.\r\nSpell save DC = 8 + your proficiency bonus + your\r\nIntelligence modifier.\r\n\r\n\r\n[h2]Apothecary[\/h2]\r\nBy 2nd level, you\u2019ve learned how to properly use tools that are\r\nnormal for an alchemist or apothecary to use. You gain\r\nproficiency with the alchemist supplies, herbalism kit, and\r\npoisoner\u2019s kit if you are not already proficient with them.\r\nAlong with this using your these tools you\u2019ve become able to\r\ncraft healing potions. You can make potions of healing that\r\nheal for 1d8, you can make a number of these per short or\r\nlong rest equal to your intelligence modifier and it cost 20\r\ngold per potion made to represent materials used.\r\n\r\n[h2]Noxious Bombs[\/h2]\r\nStarting at 7th level, you\u2019ve learned how to learn add\r\nelements to your bombs to cause your opponents even more\r\ndismay on the battlefield. Rather than the bludgeoning\r\ndamage that your bombs normally do you can have them do\r\neither acid or poison damage instead, your choice.\r\nAdditionally you can also convert one of your bombs into a\r\ngas bomb with the following effects: you throw your bomb to\r\nan area within your normal range as an action, the bomb\r\nreleases a poisonous gas within a 25ft radius of the spot it\r\nlanded, the gas lasts 1 minute and any creature that starts its\r\nturn in the poisonous gas must make a constitution saving\r\nthrow vs your Spell save DC and on a failure they are\r\npoisoned for 1 hour. You can not make another gas bomb\r\nagain using this feature until you finish a long rest.\r\n\r\n[h2]Potions of Greater Healing[\/h2]\r\nBy 11th level, you\u2019ve learned how to greatly enhance your\r\npotions of healing. Your potions of healing now heal for\r\n2d8+intelligence modifier. At 18 level this increases to\r\n4d8+intelligence modifier and you can make your potions\r\nwithout a cost.\r\n\r\n[h2]Natural Resistance[\/h2]\r\nBy 14th level, due to your extend time spent around acids and\r\npoisons your body has built up a resistance to them. You gain\r\nresistance to acid and poison damage and have advantage on\r\nall saving throws against being poisoned.\r\n\r\n[h2]Potion Chugger[\/h2]\r\nStarting at 18th level, you\u2019ve learned how to keep your last\r\npotion intact even while under the effects of a new one. You\r\ncan have two separate creatures, including yourself under the\r\neffects of potions, or two potions affecting yourself at the\r\nsame time. A creature other than yourself can not be under\r\nthe effects of two of your potions and potions become inert\r\nthe same way as before when you use a new one while two\r\nare active the older one becomes inert.\r\n\r\n[h1]Demolitionist[\/h1]\r\nCreator of blasts and bombardments\r\n\r\n[h2]Mad Bomber[\/h2]\r\nAt 2nd level, you begin to hone your skills as a bomber which\r\nallows you to throw your bombs twice the distance, up to\r\n120ft, that you would normally be able to. You also gain the\r\nability to make an additional number of bombs equal to half\r\nof your specialist level on a short or long rest.\r\n\r\n[h2]Light the Fuse[\/h2]\r\nBy 7th level, you\u2019ve learned how to truly demolish anything\r\nyou hit with your bombs. Rather than the bludgeoning\r\ndamage that your bombs normally do you can have them do\r\neither fire or thunder damage instead, your choice.\r\nAdditionally you can also convert one of your bombs into a\r\nsatchel charge. You throw the satchel charge to an area\r\nwithin your normal range and you can detonate the satchel\r\ncharge as a bonus action. The satchel charge has a 15ft\r\nradius from where you threw and any creature within the\r\nradius must make a dexterity saving throw, a creature takes\r\n4d6 of piercing damage and 4d6 of fire damage on a failed\r\nsave or half damage on a successful one, and then creatures\r\nwithin the radius must then succeed a strength saving throw\r\nor be flung back 20ft in the opposite direction of the satchel\r\ncharge. You can not make another satchel charge again using\r\nthis feature until you finish a long rest.\r\n\r\n[h2]Extra Sharp Shrapnel[\/h2]\r\nBy 11th level, you\u2019ve learned how to make your bomb\u2019s\r\nshrapnel even deadlier than before. When the a creature\r\nsucceeds the dexterity saving throw on your bombs piercing\r\ndamage they now take half damage.\r\n\r\n[h2]Conditional Detonation[\/h2]\r\nStarting at 14th level, you can set a condition to detonate\r\nyour bombs when the chosen condition is met.\r\nYou may set your bombs on a timer, preparing a time for\r\nyour bombs to detonate (up to but not surpassing 24 hours).\r\nYou may also set your bombs detonate when a certain\r\namount of pressure is put on them with the lower limit being\r\n20 pounds of pressure and the upper limit being 600 pounds\r\nof pressure. If these bombs do not explode within 24 hours\r\nthey become inert.\r\n\r\nIf the bombs you applied conditions to are discovered\r\nbefore they explode someone can attempt to disarm them\r\nwith the DC = 10 + your proficiency bonus + your Intelligence\r\nmodifier using either thieves tools or the mechanics skill. If\r\nthey fail the check to disarm the bomb the bomb will explode\r\nand they must then make a dexterity saving throw, creatures\r\nthat fail the saving throw take the bomb\u2019s full damage,\r\ncreatures that succeed take half damage.\r\n\r\n[h2]Thermite Reaction[\/h2]\r\nBy 18th level, as a Demolitionist you\u2019ve learned how to\r\nharness the destructivity of thermite. As an action, you can\r\napply thermite to one creature or object within 5ft of you, that\r\ncreature then must make a Dexterity saving throw with a DC\r\n= 8 + your proficiency bonus + your Dexterity modifier to\r\ndetermine the amount thermite which target is doused in.\r\nWhen a creature doused in thermite suffers fire damage they\r\nbecome ignited, when a creature is ignited they immediately\r\nsuffer 4d8 fire damage on a failure and take half as much on\r\na success. The creature then continues to suffer this damage\r\nas a new damage roll at the start of the creature\u2019s turn for 1\r\nminute or until the creatures uses two consecutive actions to\r\nattempt to put out the fire.\r\n\r\n[h1]Mechanist[\/h1]\r\nInventor of machines and mechanisms\r\n\r\n[h2]Technological Expert[\/h2]\r\nBy 2nd level, you\u2019ve become quite the savant when it comes to\r\ndealing with machines and burgeoning technology. If you are\r\nnot already proficient in the mechanics skill or tinker tools\r\nyou gain proficiency with them, your proficiency bonus is\r\ndoubled for any ability checks you make with the mechanics\r\nskill and tinker tools.\r\n\r\n[h2]Dazzler[\/h2]\r\nby 7th level, you\u2019ve learned how to harness the energy you\u2019ve\r\nbeen studying and infuse your bombs with it. rather than the\r\nbludgeoning damage that your bombs normally do you can\r\nhave them do either lightning or radiant damage, instead,\r\nyour choice. additionally you can also convert one of your\r\nbombs to produce a flare of light that can blind your enemies.\r\nyou can throw this bomb the same range as a normal bomb\r\nas an action and anyone within 40ft radius of the flare must\r\nmake a constitution saving throw, on a failure a creature is\r\nblinded for next 1 minute.\r\n\r\n[h2]Railgun[\/h2]\r\nAt 11th level, your study of electricity has reached a point that\r\nyou\u2019ve begun to understand the powers of electromagnetism\r\nand have the ability to harness electromagnetism in order to\r\ncreate a railgun.The first time you construct your Railgun it it\r\nis a product of long and arduous work over all the time you\r\nspent as a Mechanist, if you ever need to construct an\r\nadditional one it will three days worth of downtime and 4000\r\ngold to represent materials used. The railgun is a ranged\r\nweapon with a range of 180\/400 and and does 5d8+your\r\ndexterity modifier of piercing damage and has the loading\r\nproperty. If there is an enemy directly behind an enemy you\r\nhit with the railgun (up to 20ft of the creature you hit) you can\r\nmake an attack roll against them and this attack deals\r\n2d8+your dexterity modifier, you can use your railgun a\r\nnumber of times equal to your intelligence modifier and you\r\nmust finish a long rest before you can use it again.\r\n[h2]\r\nAnalyst[\/h2]\r\nAt 14th level, you have advantage on ability checks made to\r\nrepair, disable, or discern the properties and abilities of\r\nmechanical devices.\r\n\r\n[h2]Death Ray[\/h2]\r\nBeginning at 18th level, your studies and tinkering have\r\nculminated into what might be one of the deadliest weapons\r\nman has ever created, the death ray. The first time you\r\nconstruct your Death Ray it it is a product of long and\r\narduous work over all the time you spent as a Mechanist, if\r\nyou ever need to construct an additional one it will one\r\nweek's worth of downtime and 10,000 gold to represent\r\nmaterials used. As an action you can fire the Death Ray\r\ndirectly from you in a straight line for 120ft and any creature\r\nin that line must a make a dexterity saving throw, these\r\ncreatures take 6d12 radiant damage on a failed save, half as\r\nmuch on a successful one. The Death Ray disintegrates, sets\r\nto fire to, or sears anything within the area that isn\u2019t being\r\nworn. You can not use the death ray again until you finish a\r\nshort or long rest.\r\n","tabledata":"Specialist Level|Proficiency| Bomb Damage|1st|2nd|3rd|4th|5th|6th\r\n1st|+2|2d8|----|----|----|-----|------|\r\n2nd |+2|2d8|1 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n3rd |+2|2d8|2 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n4th |+2| 2d8 |2 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n5th |+3|3d8|2| 1 |\u2014 |\u2014 |\u2014 |\u2014\r\n6th |+3|3d8|2| 1 |\u2014 |\u2014 |\u2014 |\u2014\r\n7th |+3|3d8|2| 2 |\u2014 |\u2014| \u2014 |\u2014\r\n8th |+3| 3d8| 2 |2 |1 |\u2014 |\u2014 |\u2014\r\n9th |+4|3d8|2| 2| 1 |\u2014| \u2014| \u2014\r\n10th |+4|4d8|3 |2 |1 |\u2014 |\u2014 |\u2014\r\n11th |+4|4d8|3 |2 |1 \u2014| \u2014| \u2014\r\n12th |+4|4d8|3 |2 |1 |1 |\u2014 |\u2014\r\n13th |+5|4d8|3 |2 |2 |1 |\u2014| \u2014\r\n14th |+5| 4d8|3 |2 |2 |1 |\u2014 |\u2014\r\n15th |+5|5d8|3 |2 |2 |1 |1 |\u2014\r\n16th |+5|5d8|3 |2 |2 |1 |1 |\u2014\r\n17th |+6|5d8|3| 2| 2| 2| 1 |\u2014\r\n18th |+6|5d8|3 |2 |2 |2 |1 |\u2014\r\n19th |+6|5d8|3 |2 |2 |2 |2 |1\r\n20th |+6|6d8|3 |2 |2 |2 |2 |1\r\n\r\n\r\nSpell List. the following table is a list of spells that you can craft into potions to use:\r\n\r\nAlchemist Spell List\r\n\r\nLevel Spell | Spell\r\n1st| armor of agathys, comprehend languages, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, feather fall, jump, longstrider, mage armor, protection from good and evil, sanctuary, speak with animals\r\n\r\n2nd| barkskin, beast sense, blur, darkvision, detect thoughts, enhance ability, enlarge\/reduce, invisibility, lesser restoration, levitate, mirror image, nystul\u2019s magic aura, protection from poison, see invisibility, spider climb\r\n\r\n3rd |blink, clairvoyance, gaseous form, fly, haste, nondetection, protection from energy, remove curse, speak with dead, speak with plants, tongues, water breathing, water walk\r\n\r\n4th| death ward, divination, freedom of movement, greater invisibility, polymorph, stoneskin\r\n\r\n5th |commune with nature, contact other plane, dispel good and evil, greater restoration, legend lore, telekinesis, scrying, seeming\r\n\r\n6th| find the path, true seeing, wind walk\r\n","tags":"Snakes and Saloons","isShared":"1","templateId":"25","blockId":"183730"}