Points de Vie
Maîtrises
Planeshifter
| Niveau | Bonus de Maîtrise | Capacités | Attunements Known |
|---|---|---|---|
| 1 | + 2 | Extraplanar Sensitivity Planar Traditions | 0 |
| 2 | + 2 | Extraplanar Sensitivity Planar Traditions | 0 |
| 3 | + 2 | Extraplanar Sensitivity Planar Traditions | 1 |
| 4 | + 2 | Extraplanar Sensitivity Planar Traditions | 1 |
| 5 | + 3 | Extraplanar Sensitivity Planar Traditions | 1 |
| 6 | + 3 | Extraplanar Sensitivity Planar Traditions | 1 |
| 7 | + 3 | Extraplanar Sensitivity Planar Traditions | 2 |
| 8 | + 3 | Extraplanar Sensitivity Planar Traditions | 2 |
| 9 | + 4 | Extraplanar Sensitivity Planar Traditions | 2 |
| 10 | + 4 | Extraplanar Sensitivity Planar Traditions | 2 |
| 11 | + 4 | Extraplanar Sensitivity Planar Traditions | 3 |
| 12 | + 4 | Extraplanar Sensitivity Planar Traditions | 3 |
| 13 | + 5 | Extraplanar Sensitivity Planar Traditions | 3 |
| 14 | + 5 | Extraplanar Sensitivity Planar Traditions | 3 |
| 15 | + 5 | Extraplanar Sensitivity Planar Traditions | 4 |
| 16 | + 5 | Extraplanar Sensitivity Planar Traditions | 4 |
| 17 | + 6 | Extraplanar Sensitivity Planar Traditions | 4 |
| 18 | + 6 | Extraplanar Sensitivity Planar Traditions | 4 |
| 19 | + 6 | Extraplanar Sensitivity Planar Traditions | 4 |
| 20 | + 6 | Extraplanar Sensitivity Planar Traditions | 4 |
Spell Slots per Spell Level
| Niveau | Bonus de Maîtrise | Capacités | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Extraplanar Sensitivity Planar Traditions | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Extraplanar Sensitivity Planar Traditions | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Extraplanar Sensitivity Planar Traditions | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Extraplanar Sensitivity Planar Traditions | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Extraplanar Sensitivity Planar Traditions | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Extraplanar Sensitivity Planar Traditions | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Extraplanar Sensitivity Planar Traditions | 4 | 3 | 3 | 3 | 2 |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 14
Niveau 15
Niveau 16
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Maîtrises
light
medium
shield
simple
martial
Équipement de Départ
Capacités de Classe
Extraplanar Sensitivity (Level 1)
Your attunement to the outer planes allows you to notice extraplanar beings when others would not. As an action, you can tune your senses to detect such beings. Until the end of your next turn, you know the location of any creature within 60 feet of you that is native to a plane other than the material plane. You know the native plane of any being whose presence you sense, but not its identity or type. You also know the distance and direction to any planar portals within 1000 feet of you.
You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.
Planar Traditions (Level 1)
Choose two different planar traditions related to the planes that you study, as detailed at the end of the class description. Each choice grants you features at 1st level, planar spells starting at 2nd level, and additional features at 3rd, 6th, 14th, and 18th levels. You can "shift" between these two planes, as detailed in the Planar Shift section below.
Planar Spells
Each tradition has a list of spells that you gain at the planeshifter levels noted in the tradition description. While you are shifted to a plane, you have access to the spells associated with that plane.
Planar Shift
As a planeshifter, you are attuned to two planes of existence as determined by your planar tradition. As an action, you may "shift" between these two planes, granting you different features and abilities dependent on the plane you are currently shifted to.
Each plane has its own features and spells, and you may only access and use these features when you are shifted to that plane. When you are shifted to a plane, you do not gain any of the features of your other plane, and you may not cast or concentrate on the spells associated with the other plane, unless you have learned them through another means outside of the planeshifter class.
Fighting Style (Level 2)
At 2nd level, you have adopted a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style more than once, even if you later get to choose again.
Spellcasting (Level 2)
By the time you reach 2nd level, you have learned to use your attunement to the planes to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting.
Spell Slots
The Planeshifter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know the spells listed in the planar spell list of the plane you're shifted to. Each of these spell lists give you spells at 2nd, 5th, 9th, 13th, and 17th levels.
Spellcasting Ability
Intelligence is your spellcasting ability for your planeshifter spells, since your magic draws on your studies into the different planes of existence. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a planeshifter spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your planeshifter spells.
Ethereal Shift (1/rest) (Level 2)
Beginning at 2nd level, you gain the ability to momentarily shunt yourself to the ethereal plane and use your proximity to the inner planes to more easily shift between them. As a bonus action on your turn, you can transport yourself to the ethereal plane and then immediately reappear at a location within 10 feet of where you left. When you do so, you can choose to shift to your other plane as you reappear.
Once you use your Ethereal Shift, you must finish a short or long rest before you can use it again.
Beginning at 15th level, you can use your Ethereal Shift twice between rests, regaining all expended uses when you finish a short or long rest.
At 20th level, you can use your Ethereal Shift an unlimited number of times.
Planar Attunements (Level 3)
In your studies of the planes of existence, you have learned how to attune to some of the outer planes of existence.
At 3rd level, you gain access to an extraplanar attunement of your choice. You can choose any one of the sixteen outer planes of existence, which each give unique features outlined at the end of the class description. When you gain certain planeshifter levels, you gain the ability to attune to more planes of your choice, as shown in the Attunements Known column of the Planeshifter table.
Attunement Spells
Each attunement has a list of spells that you gain at the planeshifter levels noted in the attunement description. Once you reach the required level, you can cast these spells using your spell slots.
Planar Tradition features (Level 3)
At 3rd level, you gain features from your planar traditions.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Brand (Level 5)
Starting at 5th level, you can use a bonus action on your turn to brand a creature that you can see within 60 feet of you. The brand appears as the symbol of one of the planes that you have chosen with your Planar Tradition or Planar Attunement features, and it lasts for 1 minute. For the duration, your weapon attacks against that creature are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, if the creature is native to the plane whose symbol you branded it with, that creature takes an additional 1d4 force damage from your weapon attacks.
Once you reach 11th level, your attacks against branded creatures deal an additional 2d4 force damage. If the creature is native to the plane whose symbol you branded it with, the damage adds together for a total of 3d4.
Planar Tradition features (Level 6)
At 6th level, you gain features from your planar traditions.
Ethereal Sight (Level 7)
At 7th level, you can see into the Ethereal plane within 30 feet of you.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Planar Tradition features (Level 10)
At 10th level, you gain features from your planar traditions.
Brand Improvement (Level 11)
Starting at 11th level, your attacks against branded creatures deal an additional 2d4 force damage. If the creature is native to the plane whose symbol you branded it with, the damage adds together for a total of 3d4.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Planar Tradition features (Level 14)
At 14th level, you gain features from your planar traditions.
Ethereal Shift (2/rest) (Level 15)
Beginning at 15th level, you can use your Ethereal Shift twice between rests, regaining all expended uses when you finish a short or long rest.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Planar Tradition features (Level 18)
At 18th level, you gain features from your planar traditions.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Ethereal Shift (Unlimited) (Level 20)
At 20th level, you can use your Ethereal Shift an unlimited number of times.
Multiclassage
Prérequis de Multiclassage
{"dex":13,"int":13}
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Hall of the Earth
Hall of the Earth (Level 1)
As a member of the Hall of the Earth, you have learned to transmute the earth to your will and shape it to your command. While attuned to the plane of earth, you have access to powerful defensive capabilities.
Those that practice this tradition often act as guardians and bodyguards, utilizing their increased physical durability to stay standing when others would fall.
Planar Spells
You gain the planar spells in the table below at the planeshifter levels listed.
| Planeshifter Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
One with the Earth
When you choose this tradition at 1st level, you gain the ability to shift to the elemental plane of earth to gain a coating of rocky armor. Bludgeoning, piercing, and slashing damage you would take is reduced by 2.
At 3rd level, the damage you would take is instead reduced by 3. At 10th level, the damage is reduced by 4, and at 14th level it is reduced by 5.
One with the Earth Improvement (Level 3)
At 3rd level, bludgeoning, piercing, and slashing damage you would take is reduced by 3.
Earthen Skin (Level 6)
Beginning at 6th level, you can cover your skin with a stony covering in response to attack. When you're hit by an attack but before you're dealt damage, you can use your reaction to gain a number of temporary hit points equal to 1d8 + your planeshifter level. These temporary hit points last until the end of your next turn.
Once you use either of your 6th level planar tradition features, you can't use either feature again until you finish a short or long rest.
One with the Earth Improvement (Level 10)
At 10th level, bludgeoning, piercing, and slashing damage you would take is reduced by 4.
One with the Earth Improvement (Level 14)
At 14th level, bludgeoning, piercing, and slashing damage you would take is reduced by 5.
Unyielding Mountain (Level 18)
Beginning at 18th level, as an action, you can transform yourself into a stone guardian. For 1 minute, you have resistance to bludgeoning, piercing, and slashing damage. For the duration, you and allies within 5 feet of you gain a +1 bonus to their AC and cannot be moved unwillingly.
Once you use either of your 18th level planar tradition features, you can't use either feature again until you finish a long rest.
Hall of the Feywild
Hall of the Feywild (Level 1)
As a member of the Hall of the Feywild, you specialize in the deceptive malice that characterizes fey magic. While attuned to this plane, you can misdirect and deceive your foes with fae charms, invisibility, and illusions.
Some practitioners of this hall act as benevolent tricksters, not unlike the fey creatures they emulate. Others might use their abilities for evil purposes, tricking those they come across and acting as thieves or robbers.
Planar Spells
You gain the planar spells in the table below at the planeshifter levels listed.
| Planeshifter Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
One with the Feywild
When you choose this tradition at 1st level, you gain the ability to become briefly invisible. Whenever you reduce a creature to 0 hit points on your turn, you become invisible until the end of your turn, or until you attack or cast a spell.
At 3rd level, the duration of your invisibility is extended to the start of your next turn. At 10th level, it is extended until the end of your next turn, and at 14th level you can attack or cast a spell without breaking your invisibility.
One with the Feywild Improvement (Level 3)
At 3rd level, the duration of your invisibility from this feature is extended to the start of your next turn.
Misdirection (Level 6)
At 6th level, you can blink to a new location, leaving behind an illusory double. As an action on your turn, you create an illusory double of yourself where your standing, and then teleport up to 30 feet to an unoccupied location that you can see. The illusory double lasts for up to one minute, and remains perfectly still for the duration. If another creature interacts with the illusion, it immediately disappears in a burst of smoke.
As long as the illusory double lasts, you can use your bonus action to teleport back to its location as long as you are within 30 feet of it. Once you do so, the illusion disappears.
Once you use either of your 6th level planar tradition features, you can't use either feature again until you finish a short or long rest.
One with the Feywild Improvement (Level 10)
At 10th level, the duration of your invisibility from this feature is extended to the end of your next turn.
One with the Feywild Improvement (Level 14)
At 14th level, you can attack or cast a spell without breaking your invisibility from this feature.
Elusive Trickster (Level 18)
Beginning at 18th level, as an action, you can imbue your form with fey magic. For the next minute, you gain a climbing and swimming speed equal to your walking speed, and when you hit a creature with a weapon attack you deal 1d8 bonus psychic damage and become invisible to that creature until the start of your next turn. The bonus damage and invisibility only activates once per turn for the duration.
Once you use either of your 18th level planar tradition features, you can't use either feature again until you finish a long rest.
Hall of the Inferno
Hall of the Inferno (Level 1)
As a member of the Hall of the Inferno, you specialize in elemental magics that produce blasts of fire and scorching heat. While attuned to the plane of fire, you gain abilities that help you destroy your opposition.
Followers of this tradition often find themselves in military positions, acting as powerful mid-ranged blasters and front-line fighters. Others might make their due as simple adventurers, deterring monsters with great infernos and destructive blasts.
Planar Spells
You gain the planar spells in the table below at the planeshifter levels listed.
| Planeshifter Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
One with the Inferno
When you choose this tradition at 1st level, you gain the ability to shift to the elemental plane of fire to wreath your weapons in flame. Once per turn when you hit a creature with a weapon attack, the creature takes an extra 1d4 fire damage.
At 3rd level, the extra fire damage is increased to 1d6. At 10th level, this increases to 1d8, and at 14th level this increases to 1d10.
One with the Inferno Improvement (Level 3)
At 3rd level, once per turn when you hit a creature with a weapon attack, the creature takes an extra 1d6 fire damage.
Fiery Blast (Level 6)
Beginning at 6th level, you can unleash devastating infernos. When you roll fire damage, you can use this feature to deal maximum damage, instead of rolling.
Once you use either of your 6th level planar tradition features, you can't use either feature again until you finish a short or long rest.
One with the Inferno Improvement (Level 10)
At 10th level, once per turn when you hit a creature with a weapon attack, the creature takes an extra 1d8 fire damage.
One with the Inferno Improvement (Level 14)
At 14th level, once per turn when you hit a creature with a weapon attack, the creature takes an extra 1d10 fire damage.
Lord of Embers (Level 18)
At 18th level, as an action, you can wreath your entire body in flame. For 1 minute, you have resistance to fire damage and at the end of each of your turns each enemy within 10 feet of you takes 2d10 fire damage. When you take damage, you can use your reaction to activate this effect again.
Once you use either of your 18th level planar tradition features, you can't use either feature again until you finish a long rest.
Hall of the Maelstrom
Hall of the Maelstrom (Level 1)
As a member of the Hall of the Maelstrom, you specialize in elemental magics that produce torrents of water and great floods. While attuned to the plane of water, you gain access to abilities that help you control the battlefield.
Affiliates of this hall might find themselves as tacticians and low ranking military commanders, using their abilities to assist their allies and force their enemies into an inferior position.
Planar Spells
You gain the planar spells in the table below at the planeshifter levels listed.
| Planeshifter Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
One with the Maelstrom
When you choose this tradition at 1st level, you gain the ability to shift to the elemental plane of water to augment your attacks with watery blasts. Once per turn when you hit a creature with a weapon attack, you can choose to push the target up to 5 feet away from you.
At 3rd level, you can push the target up to 10 feet away from you. At 10th level, this increases to 15 feet, and at 14th level this increases to 20 feet.
One with the Maelstrom Improvement (Level 3)
At 3rd level, once per turn when you hit a creature with a weapon attack, you can choose to push the target up to 10 feet away from you.
Icy Rebuke (Level 6)
Beginning at 6th level, you can rebuke your attackers with a blast of ice and frigid air. When you take damage, you can use your reaction to freeze your opponent. The creature that attacked you must make a Dexterity saving throw against your spell save DC. On a failed save, they are restrained until the end of their next turn and knocked prone. On a successful save, they are only knocked prone.
Once you use either of your 6th level planar tradition features, you can't use either feature again until you finish a short or long rest.
One with the Maelstrom Improvement (Level 10)
At 10th level, once per turn when you hit a creature with a weapon attack, you can choose to push the target up to 15 feet away from you.
One with the Maelstrom Improvement (Level 14)
At 14th level, once per turn when you hit a creature with a weapon attack, you can choose to push the target up to 20 feet away from you.
Tidal Champion (Level 18)
Beginning at 18th level, you can assume the form of a mighty ocean spirit. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
You have resistance to cold damage.
The ground in a 15-foot radius centered on you is difficult terrain for enemies.
Whenever you hit an enemy with a weapon attack, they must succeed on a Dexterity saving throw against your planeshifter spell save DC or be knocked prone.
Once you use either of your 18th level planar tradition features, you can't use either feature again until you finish a long rest.
Hall of the Shadowfell
Hall of the Shadowfell (Level 1)
As a member of the Hall of the Shadowfell, you study the malevolent and dark energies that persist throughout the Shadowfell, learning to manipulate those forces to your will. While attuned to the Shadowfell, you gain powers that allow you to disable your foes, leaving them confused, frightened, and unnerved.
Most that follow this tradition are seen as threatening, or sometimes even evil. While many of them do fall into this stereotype, some use the foul abilities of the Shadowfell for good and to neutralize evil.
Planar Spells
You gain the planar spells in the table below at the planeshifter levels listed.
| Planeshifter Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
One with the Shadowfell
When you choose this tradition at 1st level, a well aimed attack can pierce into your enemy's mind, disorienting them. When you score a critical hit on a creature, that creature has disadvantage on attacks until the end of its next turn, and has its speed reduced by half for the same duration.
At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. At 10th level, your critical hits restrain their target until the end of their next turn, and at 14th level your weapon attacks score a critical hit on a roll of 18-20.
One with the Shadowfell Improvement (Level 3)
At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Induce Fear (Level 6)
Beginning at 6th level, you use your action to attempt to frighten a creature within 60 feet of you. That creature must make a Wisdom saving throw against your spell save DC. On a failed save, they take 2d6 psychic damage, and become frightened of you until the end of their next turn. On that turn, they must take the Dash action and move away from you by the safest available route. On a successful save, they take half as much damage and suffer no secondary effect.
Once you use either of your 6th level planar tradition features, you can't use either feature again until you finish a short or long rest.
One with the Shadowfell Improvement (Level 10)
At 10th level, your critical hits restrain their target until the end of their next turn.
One with the Shadowfell Improvement (Level 14)
At 14th level, your weapon attacks score a critical hit on a roll of 18-20.
Lord of the Shadows (Level 18)
Beginning at 18th level, as an action, you can surround yourself with an aura of swirling shadows. For 1 minute, the area within 10 feet of you is considered difficult terrain for enemies, and at the end of each of your turns each creature of your choice within 10 feet of you becomes poisoned until the start of your next turn.
Once you use either of your 18th level planar tradition features, you can't use either feature again until you finish a long rest.
Hall of the Sky
Hall of the Sky (Level 1)
As a member of the Hall of the Sky, you have learned to shape the wind at your command and harness it to grant you bursts of speed and flight. While attuned to the plane of air, you are granted greatly increased mobility and flight.
Practitioners of this hall are often travelers and adventurers, using their unique powers to swiftly navigate the worlds of D&D. Still others might use their abilities to work as thieves or assassins, using powers of flight and swiftness to make their entrances and getaways.
Planar Spells
You gain the planar spells in the table below at the planeshifter levels listed.
| Planeshifter Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
One with the Sky
When you choose this tradition at 1st level, you gain the ability to shift to the elemental plane of air to enhance your speed. Your walking speed increases by 5 feet, and your jump distance is doubled.
At 3rd level, the speed bonus increases to 10 feet. At 10th level, this increases to 15 feet, and at 14th level it increases to 20 feet.
One with the Sky Improvement (Level 3)
At 3rd level, your walking speed bonus increases to 10 feet.
Burst of Flight (Level 6)
Beginning at 6th level, you can quickly take to the skies. As a bonus action, you can fly a distance up to your walking speed without provoking opportunity attacks.
Once you use either of your 6th level planar tradition features, you can't use either feature again until you finish a short or long rest.
One with the Sky Improvement (Level 10)
At 10th level, your walking speed bonus increases to 15 feet.
One with the Sky Improvement (Level 14)
At 14th level, your walking speed bonus increases to 20 feet.
Windborn Vindicator (Level 18)
Beginning at 18th level, you can grant yourself the powers of a sovereign wind spirit. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
You have a flying speed of 60 feet.
You can take the dash action as a bonus action on your turn.
Ranged weapon attacks have disadvantage against you.
Once you use either of your 18th level planar tradition features, you can't use either feature again until you finish a long rest.