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	<id>https://wiki.avardon.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Enny</id>
	<title>Avardon - User contributions [en]</title>
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	<updated>2026-04-28T17:48:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.avardon.com/index.php?title=Way_of_Shadow&amp;diff=528</id>
		<title>Way of Shadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Way_of_Shadow&amp;diff=528"/>
		<updated>2026-03-12T17:42:03Z</updated>

		<summary type="html">&lt;p&gt;Enny: Added subclass basics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves&#039; guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Shadow Arts ===&lt;br /&gt;
At the cost of 2 Class Resources and an Action, you can use your mastery of the shadow arts in one of the two following ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow Arts: Darkness -&#039;&#039;&#039; Create an area of Darkness in the form of a 2 tile sphere. Magical darkness heavily obscures vision (even of creatures with Darkvision), making it impossible for anyone to see through it. Onle melee attacks are allowed if this area blocks line of sight.&lt;br /&gt;
* &#039;&#039;&#039;Shadow Arts: Silence -&#039;&#039;&#039; Summon a sphere of absolute quiet, 2 tiles in radius, in an area within range, silencing creatures inside (and granting them immunity to Thunder damage).&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
At the cost of a Bonus Action and 1 Class Resource, teleport up to 4 tiles and gain advantage on your next attack roll. Your current and intended location both have to be either obscured or at least 1 tile away from any light source.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Shadows ===&lt;br /&gt;
Become invisible for 2 turns or until you make an attack, cast a spell, or enter lit area.&lt;br /&gt;
&lt;br /&gt;
For the entirety of your invisibility, you have to stay within obscured areas or at least 1 tile away from any light source.&lt;br /&gt;
&lt;br /&gt;
While Invisible, you gain advantage on attack rolls, others have disadvantage on attack rolls against you, and you can only be targeted with AoE abilities. You can still be heard.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Monk&amp;diff=527</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Monk&amp;diff=527"/>
		<updated>2026-03-12T17:36:37Z</updated>

		<summary type="html">&lt;p&gt;Enny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; +53&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Strength, Dexterity +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Resources (Ki):&#039;&#039;&#039; 11&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Extra Attack ===&lt;br /&gt;
All Monks receive an extra attack action per turn.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Unarmed Strike ===&lt;br /&gt;
Monks deal 1d8 + STR/DEX (Bludgeoning) damage with unarmed strikes.&lt;br /&gt;
&lt;br /&gt;
=== Deflect Missile ===&lt;br /&gt;
Using your reaction, deflect up to 10+1d10 damage from a ranged weapon attack.&lt;br /&gt;
&lt;br /&gt;
=== Slow Fall ===&lt;br /&gt;
Using your reaction, reduce fall damage by up to 50 Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Flurry of Blows ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, attack twice, dealing 2d8 + STR/DEX (Bludgeoning) damage. Any Damage Riders will also apply twice.&lt;br /&gt;
&lt;br /&gt;
=== Patient Defense ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, Attack Rolls against you will have Disadvantage, and you gain Advantage on Dexterity saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Step of the Wind ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, you can either double your movement OR disengage, avoiding opportunity attacks when you move.&lt;br /&gt;
&lt;br /&gt;
=== Stillness of Mind ===&lt;br /&gt;
At the cost of an Action, remove Charmed or Frightened statuses.&lt;br /&gt;
&lt;br /&gt;
=== Stunning Strike ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, attempt to Stun a creature (CON save). Deals 1d8 + STR/DEX (Bludgeoning) when unarmed, or your weapon damage if using a weapon.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Way_of_the_Open_Hand&amp;diff=526</id>
		<title>Way of the Open Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Way_of_the_Open_Hand&amp;diff=526"/>
		<updated>2026-03-12T17:36:24Z</updated>

		<summary type="html">&lt;p&gt;Enny: Added subclass basics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Flurry of Blows Augmentation ===&lt;br /&gt;
When you use Flurry of Blows, you can augment your attack in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flurry of Blows: Push&#039;&#039;&#039; - Attempt to Push a creature 1 tile away from you (STR Save).&lt;br /&gt;
* &#039;&#039;&#039;Flurry of Blows: Stagger&#039;&#039;&#039; - Stagger your opponent to steal their Reaction. Costs one additional Class Resource (total of 2).&lt;br /&gt;
* &#039;&#039;&#039;Flurry of Blows: Topple&#039;&#039;&#039; - Attempt to Topple a creature to the ground (DEX Save). Costs one additional Class Resource (total of 2).&lt;br /&gt;
&lt;br /&gt;
=== Manifestations ===&lt;br /&gt;
You can 1d4 deal additional damage with your unarmed attacks through Manifestations. Which Manifestation you choose determines the damage type:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Manifestation of Body&#039;&#039;&#039; - Necrotic&lt;br /&gt;
* &#039;&#039;&#039;Manifestation of Mind&#039;&#039;&#039; - Psychic&lt;br /&gt;
* &#039;&#039;&#039;Manifestion of Soul&#039;&#039;&#039; - Radiant&lt;br /&gt;
&lt;br /&gt;
=== Wholeness of Body ===&lt;br /&gt;
At the cost of an Action, Heal 30 HP and gain 1 Ki Point per turn for 3 Turns.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Way_of_the_Kensei&amp;diff=525</id>
		<title>Way of the Kensei</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Way_of_the_Kensei&amp;diff=525"/>
		<updated>2026-03-12T17:31:47Z</updated>

		<summary type="html">&lt;p&gt;Enny: Added subclass basics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Kensei&#039;s Shot ===&lt;br /&gt;
At the cost of a bonus action, make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an additional 1d4 damage of the weapon&#039;s type.&lt;br /&gt;
&lt;br /&gt;
=== Deft Strike ===&lt;br /&gt;
Once per turn, and at the cost of a resource action, when you hit a target with a kensei weapon, you can spent 1 ki point to cause this weapon to deal an extra 1d6 damage.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Monk&amp;diff=524</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Monk&amp;diff=524"/>
		<updated>2026-03-12T17:29:06Z</updated>

		<summary type="html">&lt;p&gt;Enny: Added class basics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; +53&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Strength, Dexterity +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Resources:&#039;&#039;&#039; 11&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Extra Attack ===&lt;br /&gt;
All Monks receive an extra attack action per turn.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Unarmed Strike ===&lt;br /&gt;
Monks deal 1d8 + STR/DEX (Bludgeoning) damage with unarmed strikes.&lt;br /&gt;
&lt;br /&gt;
=== Deflect Missile ===&lt;br /&gt;
Using your reaction, deflect up to 10+1d10 damage from a ranged weapon attack.&lt;br /&gt;
&lt;br /&gt;
=== Slow Fall ===&lt;br /&gt;
Using your reaction, reduce fall damage by up to 50 Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Flurry of Blows ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, attack twice, dealing 2d8 + STR/DEX (Bludgeoning) damage. Any Damage Riders will also apply twice.&lt;br /&gt;
&lt;br /&gt;
=== Patient Defense ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, Attack Rolls against you will have Disadvantage, and you gain Advantage on Dexterity saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Step of the Wind ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, you can either double your movement OR disengage, avoiding opportunity attacks when you move.&lt;br /&gt;
&lt;br /&gt;
=== Stillness of Mind ===&lt;br /&gt;
At the cost of an Action, remove Charmed or Frightened statuses.&lt;br /&gt;
&lt;br /&gt;
=== Stunning Strike ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, attempt to Stun a creature (CON save). Deals 1d8 + STR/DEX (Bludgeoning) when unarmed, or your weapon damage if using a weapon.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Eldritch_Knight&amp;diff=523</id>
		<title>Eldritch Knight</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Eldritch_Knight&amp;diff=523"/>
		<updated>2026-03-12T17:14:41Z</updated>

		<summary type="html">&lt;p&gt;Enny: Added subclass basics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter&#039;s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== War Magic ===&lt;br /&gt;
You have honed your body and magic for war. After you cast a Cantrip, you can make a Weapon Attack using your Bonus Action.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting (Quarter) ===&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Champion&amp;diff=522</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Champion&amp;diff=522"/>
		<updated>2026-03-12T17:10:26Z</updated>

		<summary type="html">&lt;p&gt;Enny: Added subclass basics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Stance ===&lt;br /&gt;
At the cost of Bonus Action, change your Combat Stance, lasting until the end of your next turn:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bulwark -&#039;&#039;&#039; You cannot be forcibly moved or knocked prone.&lt;br /&gt;
* &#039;&#039;&#039;Reckless Abandon -&#039;&#039;&#039; Suffer -1 on Attack Rolls in exchange for +3 on weapon damage.&lt;br /&gt;
* &#039;&#039;&#039;Deft Footwork -&#039;&#039;&#039; Your Opportunity Attacks have Advantage.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Battle_Master&amp;diff=521</id>
		<title>Battle Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Battle_Master&amp;diff=521"/>
		<updated>2026-03-12T17:06:05Z</updated>

		<summary type="html">&lt;p&gt;Enny: Added subclass basics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Superiority Dice ===&lt;br /&gt;
You gain 5 Superiority Dice. 1 Superiority Dice is expended when you use it. Your Superiority Dice are restored on a Long or Short Rest.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuvers&#039;&#039;&#039; ===&lt;br /&gt;
At the cost of 1 Superiority Dice, you may use a Maneuver, all of which enhance your attack in some way. You can only use one Maneuver per attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Commander&#039;s Strike -&#039;&#039;&#039; Direct an ally to strike a foe. The ally can use their Reaction to make a Weapon Attack with +1d10 bonus damage.&lt;br /&gt;
* &#039;&#039;&#039;Disarming Attack -&#039;&#039;&#039; Attempt to Disarm your opponent&#039;s main hand weapon (STR save). +1d10 Bonus Damage.&lt;br /&gt;
* &#039;&#039;&#039;Distracting Strike -&#039;&#039;&#039; Upon Hit, your opponent is Distracted and your allies can attack them with Advantage. +1d10 Bonus Damage.&lt;br /&gt;
* &#039;&#039;&#039;Evasive Footwork -&#039;&#039;&#039; Enemies receive Disadvantage on Attacks against you. &lt;br /&gt;
* &#039;&#039;&#039;Feinting Attack -&#039;&#039;&#039; Use both your Attack Action and Bonus Action to attack with advantage. +1d10 Bonus Damage.&lt;br /&gt;
* &#039;&#039;&#039;Precision Attack -&#039;&#039;&#039; Your superiority die bonus (1d10) will be added to your next Attack Roll.&lt;br /&gt;
* &#039;&#039;&#039;Pushing Attack -&#039;&#039;&#039; Attempt to Push your opponent 1 tile away from you. +1d10 Bonus Damage.&lt;br /&gt;
* &#039;&#039;&#039;Trip Attack -&#039;&#039;&#039; Attempt to Trip your opponent to the ground (DEX save). +1d10 Bonus Damage.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Fighter&amp;diff=520</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Fighter&amp;diff=520"/>
		<updated>2026-03-12T16:56:39Z</updated>

		<summary type="html">&lt;p&gt;Enny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039;: +64&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;: Strength, Constitution +4&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Extra Attack ===&lt;br /&gt;
All fighters have two attack actions per turn.&lt;br /&gt;
&lt;br /&gt;
=== Action Surge ===&lt;br /&gt;
Once per long rest, you can push yourself beyond your normal limits for a moment. You immediately gain an extra action to use that turn.&lt;br /&gt;
&lt;br /&gt;
=== Second Wind ===&lt;br /&gt;
Draw on your stamina to protect yourself. At the cost of a Bonus Action, regain 10+1d10 Hit Points.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Fighter&amp;diff=519</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Fighter&amp;diff=519"/>
		<updated>2026-03-12T16:56:11Z</updated>

		<summary type="html">&lt;p&gt;Enny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039;: +64&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;: Strength, Constitution +4&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Extra Attack &lt;br /&gt;
All fighters have two attack actions per turn.&lt;br /&gt;
&lt;br /&gt;
Action Surge&lt;br /&gt;
Once per long rest, you can push yourself beyond your normal limits for a moment. You immediately gain an extra action to use that turn.&lt;br /&gt;
&lt;br /&gt;
Second Wind&lt;br /&gt;
Draw on your stamina to protect yourself. At the cost of a Bonus Action, regain 10+1d10 Hit Points.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Fighter&amp;diff=518</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Fighter&amp;diff=518"/>
		<updated>2026-03-12T16:55:43Z</updated>

		<summary type="html">&lt;p&gt;Enny: Class basics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039;: +64&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;: Strength, Constitution +4&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
=== Extra Attack ===&lt;br /&gt;
All fighters have two attack actions per turn.&lt;br /&gt;
&lt;br /&gt;
=== Action Surge ===&lt;br /&gt;
Once per long rest, you can push yourself beyond your normal limits for a moment. You immediately gain an extra action to use that turn.&lt;br /&gt;
&lt;br /&gt;
=== Second Wind ===&lt;br /&gt;
Draw on your stamina to protect yourself. At the cost of a Bonus Action, regain 10+1d10 Hit Points.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Circle_of_the_Spores&amp;diff=517</id>
		<title>Circle of the Spores</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Circle_of_the_Spores&amp;diff=517"/>
		<updated>2026-03-12T16:43:29Z</updated>

		<summary type="html">&lt;p&gt;Enny: Added subclass basics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn&#039;t the end of life, but instead a change of state that sees life shift into a new form.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
=== Halo of Spores ===&lt;br /&gt;
Whenever an enemy moves within 1 tile of you or starts their turn there, you can use your Reaction to cast Halo of Spores. The enemy must succeed on a CON Save versus your Spell Bonus, or take 1d8 Necrotic damage. This damage is doubled whilst using Symbiotic Entity.&lt;br /&gt;
&lt;br /&gt;
=== Symbiotic Entity ===&lt;br /&gt;
At the cost of an Action and a Class Resource, awaken the magic of your spores, granting you 40 Temporary HP and adding 1d6 Necrotic damage to your weapon attacks. This also doubles the damage of Halo of Spores.&lt;br /&gt;
&lt;br /&gt;
Spreading Spores&lt;br /&gt;
&lt;br /&gt;
At the cost of a Bonus Action, spread spores to enemies within a 1 tile sphere radius around you. The enemy must succeed on a CON Save versus your Spell Bonus, or take 2d8 Necrotic damage.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Circle_of_the_Moon&amp;diff=516</id>
		<title>Circle of the Moon</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Circle_of_the_Moon&amp;diff=516"/>
		<updated>2026-03-12T16:36:56Z</updated>

		<summary type="html">&lt;p&gt;Enny: Added subclass basics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid&#039;s blood.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Lunar Mend ===&lt;br /&gt;
At the cost of a Bonus Action, whilst in Wild Form, heal 1d8 Hit Points per Spell Slot Level.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Circle_of_the_Land&amp;diff=482</id>
		<title>Circle of the Land</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Circle_of_the_Land&amp;diff=482"/>
		<updated>2026-03-11T23:18:57Z</updated>

		<summary type="html">&lt;p&gt;Enny: Basics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle&#039;s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle&#039;s mysterious rites.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Natural Recovery&#039;&#039;&#039; ===&lt;br /&gt;
At the cost of one charge per spell level, you may recover any spell slot.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Druid&amp;diff=481</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Druid&amp;diff=481"/>
		<updated>2026-03-11T23:11:11Z</updated>

		<summary type="html">&lt;p&gt;Enny: Class basics - language and wildshapes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature&#039;s resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature&#039;s indomitable will.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
Language: Druidic&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wild Shape&#039;&#039;&#039; ===&lt;br /&gt;
At the cost of an action, you can use your action to magically assume the shape of a beast. You can use this feature twice, and you regain expended uses when you take a Long or Short Rest.&lt;br /&gt;
&lt;br /&gt;
Wild Shape: Wolf&lt;br /&gt;
&lt;br /&gt;
Wild Shape: Bear&lt;br /&gt;
&lt;br /&gt;
Wild Shape: Panther&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wound Regeneration&#039;&#039;&#039; ===&lt;br /&gt;
At the cost of a Level 2 Spell Slot, you may recover 3 Wounds. You may upcast this using higher level Spell Slots to heal a further 1 Wound per Spell Slot Level.&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Protector&amp;diff=480</id>
		<title>Protector</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Protector&amp;diff=480"/>
		<updated>2026-03-11T22:56:06Z</updated>

		<summary type="html">&lt;p&gt;Enny: Undo revision 479 by Enny (talk) On main race page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Racial Features====&lt;br /&gt;
&lt;br /&gt;
Resistances: Radiant&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Protector&amp;diff=479</id>
		<title>Protector</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Protector&amp;diff=479"/>
		<updated>2026-03-11T22:54:58Z</updated>

		<summary type="html">&lt;p&gt;Enny: /* Racial Features */ Languages: Celestial added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Racial Features====&lt;br /&gt;
&lt;br /&gt;
Resistances: Radiant&lt;br /&gt;
&lt;br /&gt;
Languages: Celestial&lt;/div&gt;</summary>
		<author><name>Enny</name></author>
	</entry>
</feed>