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All Rights Reserved. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also must have the ritual tag.
The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level rounded up , and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level.
The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. You have mastered ranged weapons and can make shots that others find impossible.
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:. You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:. Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:.
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:. You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:.
You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:. You pride yourself on your quickness and your close study of certain clandestine activities. You master the handaxe, battleaxe, greataxe, warhammer, and maul. The flail is a tricky weapon to use, but you have spent countless hours mastering it. You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You have honed your ability to shape your personality and to read the personalities of others. Your nimble fingers and agility let you perform sleight of hand. Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it.
As a bonus action, choose a creature you can see that is at least 20 feet away from you. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. Prerequisite: Psionic Talent feature or Wild Talent feat. After you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to the saving throw, potentially causing it to succeed.
You awaken to your psionic potential, which enhances your mind or body. Increase one ability score of your choice by 1, to a maximum of 20, to represent this enhancement. You also harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Psi-Boosted Ability. When you make an ability check with the ability increased by this feat, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.
Psi-Guided Strike. Once on each of your turns when you hit with an attack roll that uses the ability increased by this feat, you can roll your Psionic Talent die after you make the damage roll and then replace one of the damage dice with the number rolled on the Psionic Talent die. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy.
For example, if the die is a d6 and you roll a 6, it becomes a d4. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. Whenever you finish a long rest, your Psionic Talent die resets to its starting size.
When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level d8 , 11th level d10 , and 17th level d Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You are skilled in the creation of servos—tiny constructs that function as personal assistants. You can cast the Find Familiar spell as a ritual, creating a servo to serve as your familiar instead of an animal.
It uses the Servo stat block, but in every other way, a servo familiar functions as described in the find familiar spell. You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence.
You can speak through your servo in your own voice. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own.
You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether. When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them. If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered.
The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device AC 5, 1 hp.
The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time. Share on.
You should be logged in to clone a site. Intelligence is your spellcasting ability for these spells. You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again.
You can also cast the spell using any spell slots you have. You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability. Athlete Source: Player's Handbook You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of When you are prone, standing up uses only 5 feet of your movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. Charger Source: Player's Handbook When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. Chef Source: Tasha's Cauldron of Everything Time and effort spent mastering the culinary arts has paid off.
You gain the following benefits: Increase your Constitution or Wisdom score by 1, to a maximum of As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus.
These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. Crossbow Expert Source: Player's Handbook Thanks to extensive practice with the crossbow, you gain the following benefits: You ignore the loading quality of crossbows with which you are proficient. When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Crusher Source: Tasha's Cauldron of Everything You are practiced in the art of crushing your enemies, granting you the following benefits: Increase your Strength or Constitution by 1, to a maximum of Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. Defensive Duelist Source: Player's Handbook Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Dungeon Delver Source: Player's Handbook Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: You have advantage on Wisdom Perception and Intelligence Investigation checks made to detect the presence of secret doors. You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps.
You can search for traps while traveling at a normal pace, instead of only at a slow pace Durable Source: Player's Handbook Hardy and resilient, you gain the following benefits: Increase your Constitution score by 1, to a maximum of When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier minimum of 2.
Eldritch Adept Source: Tasha's Cauldron of Everything Prerequisite: Spellcasting or Pact Magic feature Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. Elemental Adept Source: Player's Handbook Prerequisite: The ability to cast at least one spell When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type. Fey Touched Source: Tasha's Cauldron of Everything Your exposure to the Feywild's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of You learn the Misty Step spell and one 1st-level spell of your choice.
The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot.
You can also cast these spells using spell slots you have of the appropriate level. Fighting Initiate Source: Tasha's Cauldron of Everything Prerequisite: Proficiency with a martial weapon Your martial training has helped you develop a particular style of fighting. Grappler Source: Player's Handbook Prerequisite: Strength 13 or higher You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll.
Gunner Source: Tasha's Cauldron of Everything You have a quick hand and keen eye when employing firearms, granting you the following benefits: Increase your Dexterity score by 1, to a maximum of You ignore the loading property of firearms. Healer Source: Player's Handbook You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight.
You gain the following benefits: When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Heavily Armored Source: Player's Handbook Prerequisite: Proficiency with medium armor You have trained to master the use of heavy armor, gaining the following benefits: Increase your Strength score by 1, to a maximum of You gain proficiency with heavy armor.
Heavy Armor Master Source: Player's Handbook Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others.
You gain the following benefits: Increase your Strength score by 1, to a maximum of While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. Inspiring Leader Source: Player's Handbook Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight.
Keen Mind Source: Player's Handbook You have a mind that can track time, direction, and detail with uncanny precision. Increase your Intelligence score by 1, to a maximum of You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.
Lightly Armored Source: Player's Handbook You have trained to master the use of light armor, gaining the following benefits. Increase your Strength or Dexterity score by 1, to a maximum of All orders received after noon will ship the following business day! Offering two different Dual wheel caster series to choose from. The Kingpinless Dual Wheel Casters will deliver. The Maintenance Free version is Chrome Plated for additional protection and resistance to Rust and a very bright and stylish look.
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