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<compendium version="5" auto_indent="NO">
    <feat>
      <name>Invocation: Agonizing Blast</name>
    <prerequisite>Eldritch Blast cantrip</prerequisite>
    <text>When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Source: Player's Handbook p. 110</text>
    </feat>
  <feat>
      <name>Invocation: Armor of Shadows</name>
    <prerequisite></prerequisite>
    <text>You can cast mage armor on yourself at will, without expending a spell slot or material components.
Source: Player's Handbook p. 110</text>
    </feat>
  <feat>
      <name>Invocation: Ascendant Step</name>
    <prerequisite>9th level</prerequisite>
    <text>You can cast levitate on yourself at will, without expending a spell slot or material components.
Source: Player's Handbook p. 110</text>
    </feat>
  <feat>
      <name>Invocation: Beast Speech</name>
    <prerequisite></prerequisite>
    <text>You can cast speak with animals at will, without expending a spell slot.
Source: Player's Handbook p. 110</text>
    </feat>
  <feat>
      <name>Invocation: Beguiling Influence</name>
    <prerequisite></prerequisite>
    <text>You gain proficiency in the Deception and Persuasion skills.
Source: Player's Handbook p. 110</text>
    <proficiency>, Persuasion</proficiency>
    </feat>
  <feat>
      <name>Invocation: Bewitching Whispers</name>
    <prerequisite>7th level</prerequisite>
    <text>You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 110</text>
    </feat>
  <feat>
      <name>Invocation: Book of Ancient Secrets</name>
    <prerequisite>Pact of the Tome</prerequisite>
    <text>You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Source: Player's Handbook p. 110</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Breath of Winter</name>
    <prerequisite>17th level</prerequisite>
    <text>You can spend 6 ki points to cast cone of cold.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Invocation: Chains of Carceri</name>
    <prerequisite>15th level, Pact of the Chain</prerequisite>
    <text>You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Source: Player's Handbook p. 110</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Clench of the North Wind</name>
    <prerequisite>6th level</prerequisite>
    <text>You can spend 3 ki points to cast hold person.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Maneuver: Commander's Strike</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Invocation: Devil's Sight</name>
    <prerequisite></prerequisite>
    <text>You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Source: Player's Handbook p. 110</text>
    </feat>
  <feat>
      <name>Maneuver: Disarming Attack</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Maneuver: Distracting Strike</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Invocation: Dreadful Word</name>
    <prerequisite>7th level</prerequisite>
    <text>You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 110</text>
    </feat>
  <feat>
      <name>Invocation: Eldritch Sight</name>
    <prerequisite></prerequisite>
    <text>You can cast detect magic at will, without expending a spell slot.
Source: Player's Handbook p. 110</text>
    </feat>
  <feat>
      <name>Invocation: Eldritch Spear</name>
    <prerequisite>Eldritch Blast cantrip</prerequisite>
    <text>When you cast eldritch blast, its range is 300 feet.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Elemental Attunement</name>
    <prerequisite></prerequisite>
    <text>You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Eternal Mountain Defense</name>
    <prerequisite>17th level</prerequisite>
    <text>You can spend 5 ki points to cast stoneskin, targeting yourself.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Maneuver: Evasive Footwork</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Invocation: Eyes of the Rune Keeper</name>
    <prerequisite></prerequisite>
    <text>You can read all writing.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Fangs of the Fire Snake</name>
    <prerequisite></prerequisite>
    <text>When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Maneuver: Feinting Attack</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
The advantage is lost if not used on the turn you gain it.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Invocation: Fiendish Vigor</name>
    <prerequisite></prerequisite>
    <text>You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Fist of Four Thunders</name>
    <prerequisite></prerequisite>
    <text>You can spend 2 ki points to cast thunderwave.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Flames of the Phoenix</name>
    <prerequisite>11th level</prerequisite>
    <text>You can spend 4 ki points to cast fireball.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Invocation: Gaze of Two Minds</name>
    <prerequisite></prerequisite>
    <text>You can use your action to touch a willing humanoid 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 use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Maneuver: Goading Attack</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Gong of the Summit</name>
    <prerequisite>6th level</prerequisite>
    <text>You can spend 3 ki points to cast shatter.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Invocation: Lifedrinker</name>
    <prerequisite>12th level, Pact of the Blade</prerequisite>
    <text>When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Maneuver: Lunging Attack</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Maneuver: Maneuvering Attack</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Invocation: Mask of Many Faces</name>
    <prerequisite></prerequisite>
    <text>You can cast disguise self at will, without expending a spell slot.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Invocation: Master of Myriad Forms</name>
    <prerequisite>15th level</prerequisite>
    <text>You can cast alter self at will, without expending a spell slot.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Maneuver: Menacing Attack</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Invocation: Minions of Chaos</name>
    <prerequisite>9th level</prerequisite>
    <text>You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Invocation: Mire the Mind</name>
    <prerequisite>5th level</prerequisite>
    <text>You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Mist Stance</name>
    <prerequisite>11th level</prerequisite>
    <text>You can spend 4 ki points to cast gaseous form, targeting yourself.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Invocation: Misty Visions</name>
    <prerequisite></prerequisite>
    <text>You can cast silent image at will, without expending a spell slot or material components.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Invocation: One with Shadows</name>
    <prerequisite>5th level</prerequisite>
    <text>When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Invocation: Otherworldly Leap</name>
    <prerequisite>9th level</prerequisite>
    <text>You can cast jump on yourself at will, without expending a spell slot or material components.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Pact Boon: Pact of the Blade</name>
    <prerequisite></prerequisite>
    <text>You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Source: Player's Handbook p. 107</text>
    </feat>
  <feat>
      <name>Pact Boon: Pact of the Chain</name>
    <prerequisite></prerequisite>
    <text>You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
Source: Player's Handbook p. 107</text>
    </feat>
  <feat>
      <name>Pact Boon: Pact of the Tome</name>
    <prerequisite></prerequisite>
    <text>Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Source: Player's Handbook p. 108</text>
    </feat>
  <feat>
      <name>Maneuver: Parry</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Maneuver: Precision Attack</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Maneuver: Pushing Attack</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Maneuver: Rally</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Invocation: Repelling Blast</name>
    <prerequisite>Eldritch Blast cantrip</prerequisite>
    <text>When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Ride the Wind</name>
    <prerequisite>11th level</prerequisite>
    <text>You can spend 4 ki points to cast fly, targeting yourself.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Maneuver: Riposte</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Elemental Discipline: River of Hungry Flame</name>
    <prerequisite>17th level</prerequisite>
    <text>You can spend 5 ki points to cast wall of fire.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Rush of the Gale Spirits</name>
    <prerequisite></prerequisite>
    <text>You can spend 2 ki points to cast gust of wind.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Invocation: Sculptor of Flesh</name>
    <prerequisite>7th level</prerequisite>
    <text>You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Shape the Flowing River</name>
    <prerequisite></prerequisite>
    <text>As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Invocation: Sign of Ill Omen</name>
    <prerequisite>5th level</prerequisite>
    <text>You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Maneuver: Sweeping Attack</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Sweeping Cinder Strike</name>
    <prerequisite></prerequisite>
    <text>You can spend 2 ki points to cast burning hands.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Invocation: Thief of Five Fates</name>
    <prerequisite></prerequisite>
    <text>You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Invocation: Thirsting Blade</name>
    <prerequisite>5th level, Pact of the Blade</prerequisite>
    <text>You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Maneuver: Trip Attack</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Source: Player's Handbook p. 74</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Unbroken Air</name>
    <prerequisite></prerequisite>
    <text>You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Invocation: Visions of Distant Realms</name>
    <prerequisite>15th level</prerequisite>
    <text>You can cast arcane eye at will, without expending a spell slot.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Invocation: Voice of the Chain Master</name>
    <prerequisite>Pact of the Chain</prerequisite>
    <text>You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Water Whip</name>
    <prerequisite></prerequisite>
    <text>You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Elemental Discipline: Wave of Rolling Earth</name>
    <prerequisite>17th level</prerequisite>
    <text>You can spend 6 ki points to cast wall of stone.
Source: Player's Handbook p. 81</text>
    </feat>
  <feat>
      <name>Invocation: Whispers of the Grave</name>
    <prerequisite>9th level</prerequisite>
    <text>You can cast speak with dead at will, without expending a spell slot.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Invocation: Witch Sight</name>
    <prerequisite>15th level</prerequisite>
    <text>You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Source: Player's Handbook p. 111</text>
    </feat>
  <feat>
      <name>Invocation: Aspect of the Moon</name>
    <prerequisite>Pact of the Tome</prerequisite>
    <text>You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Source: Xanathar's Guide to Everything p. 56</text>
    </feat>
  <feat>
      <name>Arcane Shot: Banishing Arrow</name>
    <prerequisite></prerequisite>
    <text>You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Source: Xanathar's Guide to Everything p. 29</text>
    </feat>
  <feat>
      <name>Arcane Shot: Beguiling Arrow</name>
    <prerequisite></prerequisite>
    <text>Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
    </feat>
  <feat>
      <name>Arcane Shot: Bursting Arrow</name>
    <prerequisite></prerequisite>
    <text>You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
    </feat>
  <feat>
      <name>Invocation: Cloak of Flies</name>
    <prerequisite>5th level</prerequisite>
    <text>As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can't use it again until you finish a short or long rest.
Source: Xanathar's Guide to Everything p. 56</text>
    </feat>
  <feat>
      <name>Invocation: Eldritch Smite</name>
    <prerequisite>5th level, Pact of the Blade</prerequisite>
    <text>Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Source: Xanathar's Guide to Everything p. 56</text>
    </feat>
  <feat>
      <name>Arcane Shot: Enfeebling Arrow</name>
    <prerequisite></prerequisite>
    <text>You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
    </feat>
  <feat>
      <name>Invocation: Ghostly Gaze</name>
    <prerequisite>7th level</prerequisite>
    <text>As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Source: Xanathar's Guide to Everything p. 56</text>
    </feat>
  <feat>
      <name>Invocation: Gift of the Depths</name>
    <prerequisite>5th level</prerequisite>
    <text>You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Source: Xanathar's Guide to Everything p. 57</text>
    </feat>
  <feat>
      <name>Invocation: Gift of the Ever-Living Ones</name>
    <prerequisite>Pact of the Chain</prerequisite>
    <text>Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Source: Xanathar's Guide to Everything p. 57</text>
    </feat>
  <feat>
      <name>Invocation: Grasp of Hadar</name>
    <prerequisite>Eldritch Blast cantrip</prerequisite>
    <text>Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
Source: Xanathar's Guide to Everything p. 57</text>
    </feat>
  <feat>
      <name>Arcane Shot: Grasping Arrow</name>
    <prerequisite></prerequisite>
    <text>When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
    </feat>
  <feat>
      <name>Invocation: Improved Pact Weapon</name>
    <prerequisite>Pact of the Blade</prerequisite>
    <text>You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Source: Xanathar's Guide to Everything p. 57</text>
    </feat>
  <feat>
      <name>Invocation: Lance of Lethargy</name>
    <prerequisite>Eldritch Blast cantrip</prerequisite>
    <text>Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
Source: Xanathar's Guide to Everything p. 57</text>
    </feat>
  <feat>
      <name>Invocation: Maddening Hex</name>
    <prerequisite>The ability to cast Hex/Curse#X, 5th level</prerequisite>
    <text>As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Source: Xanathar's Guide to Everything p. 57</text>
    </feat>
  <feat>
      <name>Arcane Shot: Piercing Arrow</name>
    <prerequisite></prerequisite>
    <text>You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
    </feat>
  <feat>
      <name>Invocation: Relentless Hex</name>
    <prerequisite>The ability to cast Hex/Curse#X, 7th level</prerequisite>
    <text>Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Source: Xanathar's Guide to Everything p. 57</text>
    </feat>
  <feat>
      <name>Arcane Shot: Seeking Arrow</name>
    <prerequisite></prerequisite>
    <text>Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 30</text>
    </feat>
  <feat>
      <name>Arcane Shot: Shadow Arrow</name>
    <prerequisite></prerequisite>
    <text>You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 30</text>
    </feat>
  <feat>
      <name>Invocation: Shroud of Shadow</name>
    <prerequisite>15th level</prerequisite>
    <text>You can cast invisibility at will, without expending a spell slot.
Source: Xanathar's Guide to Everything p. 57</text>
    </feat>
  <feat>
      <name>Invocation: Tomb of Levistus</name>
    <prerequisite>5th level</prerequisite>
    <text>As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Source: Xanathar's Guide to Everything p. 57</text>
    </feat>
  <feat>
      <name>Invocation: Trickster's Escape</name>
    <prerequisite>7th level</prerequisite>
    <text>You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Source: Xanathar's Guide to Everything p. 57</text>
    </feat>
  <feat>
      <name>Maneuver: Ambush</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Source: Tasha's Cauldron of Everything p. 42</text>
    </feat>
  <feat>
      <name>Infusion: Arcane Propulsion Armor</name>
    <prerequisite>14th level, A suit of armor (requires attunement)</prerequisite>
    <text>The wearer of this armor gains these benefits:
• The wearer's walking speed increases by 5 feet.
• The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
• The armor can't be removed against the wearer's will.
• If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Source: Tasha's Cauldron of Everything p. 20</text>
    </feat>
  <feat>
      <name>Infusion: Armor of Magical Strength</name>
    <prerequisite>A suit of armor (requires attunement)</prerequisite>
    <text>This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
• When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
• If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 20</text>
    </feat>
  <feat>
      <name>Maneuver: Bait and Switch</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Source: Tasha's Cauldron of Everything p. 42</text>
    </feat>
  <feat>
      <name>Invocation: Bond of the Talisman</name>
    <prerequisite>12th level, Pact of the Talisman</prerequisite>
    <text>While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Source: Tasha's Cauldron of Everything p. 70</text>
    </feat>
  <feat>
      <name>Infusion: Boots of the Winding Path</name>
    <prerequisite>6th level, A pair of boots (requires attunement)</prerequisite>
    <text>While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
    </feat>
  <feat>
      <name>Maneuver: Brace</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Source: Tasha's Cauldron of Everything p. 42</text>
    </feat>
  <feat>
      <name>Rune: Cloud Rune</name>
    <prerequisite></prerequisite>
    <text>This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 44</text>
    </feat>
  <feat>
      <name>Maneuver: Commanding Presence</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Source: Tasha's Cauldron of Everything p. 42</text>
    </feat>
  <feat>
      <name>Invocation: Eldritch Mind</name>
    <prerequisite></prerequisite>
    <text>You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Source: Tasha's Cauldron of Everything p. 71</text>
    </feat>
  <feat>
      <name>Infusion: Enhanced Arcane Focus</name>
    <prerequisite>A rod, staff, or wand (requires attunement)</prerequisite>
    <text>While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
    </feat>
  <feat>
      <name>Infusion: Enhanced Defense</name>
    <prerequisite>A suit of armor or a shield</prerequisite>
    <text>A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
    </feat>
  <feat>
      <name>Infusion: Enhanced Weapon</name>
    <prerequisite>A simple or martial weapon</prerequisite>
    <text>This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
    </feat>
  <feat>
      <name>Invocation: Far Scribe</name>
    <prerequisite>5th level, Pact of the Tome</prerequisite>
    <text>A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.
Source: Tasha's Cauldron of Everything p. 71</text>
    </feat>
  <feat>
      <name>Rune: Fire Rune</name>
    <prerequisite></prerequisite>
    <text>This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 44</text>
    </feat>
  <feat>
      <name>Rune: Frost Rune</name>
    <prerequisite></prerequisite>
    <text>This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
    </feat>
  <feat>
      <name>Invocation: Gift of the Protectors</name>
    <prerequisite>9th level, Pact of the Tome</prerequisite>
    <text>A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
Source: Tasha's Cauldron of Everything p. 71</text>
    </feat>
  <feat>
      <name>Maneuver: Grappling Strike</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Source: Tasha's Cauldron of Everything p. 42</text>
    </feat>
  <feat>
      <name>Infusion: Helm of Awareness</name>
    <prerequisite>10th level, A helmet (requires attunement)</prerequisite>
    <text>While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.
Source: Tasha's Cauldron of Everything p. 21</text>
    </feat>
  <feat>
      <name>Rune: Hill Rune</name>
    <prerequisite>7th level</prerequisite>
    <text>This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
    </feat>
  <feat>
      <name>Infusion: Homunculus Servant</name>
    <prerequisite>A gem or crystal worth at least 100 gp</prerequisite>
    <text>You learn intricate methods for magically creating a special Homunculus Servant that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
    </feat>
  <feat>
      <name>Invocation: Investment of the Chain Master</name>
    <prerequisite>Pact of the Chain</prerequisite>
    <text>When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
• The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
• As a bonus action, you can command the familiar to take the Attack action.
• The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
• If the familiar forces a creature to make a saving throw, it uses your spell save DC.
• When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Source: Tasha's Cauldron of Everything p. 71</text>
    </feat>
  <feat>
      <name>Infusion: Mind Sharpener</name>
    <prerequisite>A suit of armor or robes</prerequisite>
    <text>The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 22</text>
    </feat>
  <feat>
      <name>Pact Boon: Pact of the Talisman</name>
    <prerequisite></prerequisite>
    <text>Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Source: Tasha's Cauldron of Everything p. 71</text>
    </feat>
  <feat>
      <name>Invocation: Protection of the Talisman</name>
    <prerequisite>7th level, Pact of the Talisman</prerequisite>
    <text>When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Source: Tasha's Cauldron of Everything p. 71</text>
    </feat>
  <feat>
      <name>Maneuver: Quick Toss</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Source: Tasha's Cauldron of Everything p. 42</text>
    </feat>
  <feat>
      <name>Infusion: Radiant Weapon</name>
    <prerequisite>6th level, A simple or martial weapon (requires attunement)</prerequisite>
    <text>This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 22, Eberron: Rising from the Last War p. 62</text>
    </feat>
  <feat>
      <name>Invocation: Rebuke of the Talisman</name>
    <prerequisite>Pact of the Talisman</prerequisite>
    <text>When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
Source: Tasha's Cauldron of Everything p. 71</text>
    </feat>
  <feat>
      <name>Infusion: Repeating Shot</name>
    <prerequisite>A simple or martial weapon with the ammunition property (requires attunement)</prerequisite>
    <text>This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Source: Tasha's Cauldron of Everything p. 22, Eberron: Rising from the Last War p. 62</text>
    </feat>
  <feat>
      <name>Infusion: Replicate Magic Item</name>
    <prerequisite></prerequisite>
    <text>Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
Replicable Items (2nd-Level Artificer)
Magic Item | Attunement
Alchemy jug | No
Bag of holding | No
Cap of water breathing | No
Goggles of night | No
Rope of climbing | No
Sending stones | No
Wand of magic detection | No
Wand of secrets | No
Replicable Items (6th-Level Artificer)
Magic Item | Attunement
Boots of elvenkind | No
Cloak of elvenkind | Yes
Cloak of the manta ray | No
Eyes of charming | Yes
Gloves of thievery | No
Lantern of revealing | No
Pipes of haunting | No
Ring of water walking | No
Replicable Items (10th-Level Artificer)
Magic Item | Attunement
Boots of striding and springing | Yes
Boots of the winterlands | Yes
Bracers of archery | Yes
Brooch of shielding | Yes
Cloak of protection | Yes
Eyes of the eagle | Yes
Gauntlets of ogre power | Yes
Gloves of missile snaring | Yes
Gloves of swimming and climbing | Yes
Hat of disguise | Yes
Headband of intellect | Yes
Helm of telepathy | Yes
Medallion of thoughts | Yes
Necklace of adaptation | Yes
Periapt of wound closure | Yes
Pipes of the sewers | Yes
Quiver of Ehlonna | No
Ring of jumping | Yes
Ring of mind shielding | Yes
Slippers of spider climbing | Yes
Ventilating lungs (detailed in chapter 5) | Yes
Winged boots | Yes
Replicable Items (14th-Level Artificer)
Magic Item | Attunement
Amulet of health | Yes
Arcane propulsion arm (detailed in chapter 5) | Yes
Belt of Hill Giant Strength | Yes
Boots of levitation | Yes
Boots of speed | Yes
Bracers of defense | Yes
Cloak of the bat | Yes
Dimensional shackles | No
Gem of seeing | Yes
Horn of blasting | No
Ring of free action | Yes
Ring of protection | Yes
Ring of the ram | Yes
Source: Tasha's Cauldron of Everything p. 22, Eberron: Rising from the Last War p. 63</text>
    </feat>
  <feat>
      <name>Infusion: Repulsion Shield</name>
    <prerequisite>6th level, A shield (requires attunement)</prerequisite>
    <text>A creature gains a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War p. 63</text>
    </feat>
  <feat>
      <name>Infusion: Resistant Armor</name>
    <prerequisite>6th level, A suit of armor (requires attunement)</prerequisite>
    <text>While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War p. 63</text>
    </feat>
  <feat>
      <name>Infusion: Returning Weapon</name>
    <prerequisite>A simple or martial weapon with the thrown property</prerequisite>
    <text>This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War p. 63</text>
    </feat>
  <feat>
      <name>Infusion: Spell-Refueling Ring</name>
    <prerequisite>6th level, A ring (requires attunement)</prerequisite>
    <text>While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 23</text>
    </feat>
  <feat>
      <name>Rune: Stone Rune</name>
    <prerequisite></prerequisite>
    <text>This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
    </feat>
  <feat>
      <name>Rune: Storm Rune</name>
    <prerequisite>7th level</prerequisite>
    <text>Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
    </feat>
  <feat>
      <name>Maneuver: Tactical Assessment</name>
    <prerequisite></prerequisite>
    <text>Maneuver: Battle Master
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Source: Tasha's Cauldron of Everything p. 42</text>
    </feat>
  <feat>
      <name>Invocation: Undying Servitude</name>
    <prerequisite>5th level</prerequisite>
    <text>You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
Source: Tasha's Cauldron of Everything p. 71</text>
    </feat>
  </compendium>
