From 32693205697e2ef3066e0965ab2f1bf16eeae49c Mon Sep 17 00:00:00 2001 From: evilchili Date: Sun, 13 Oct 2024 00:15:41 -0700 Subject: [PATCH] starting 5e.tools importer --- src/ttfrog/cli.py | 7 + src/ttfrog/db/base.py | 3 +- src/ttfrog/db/schema/__init__.py | 3 +- src/ttfrog/db/schema/character.py | 5 +- src/ttfrog/db/schema/inventory.py | 3 - src/ttfrog/db/schema/prototypes.py | 27 +- .../container.py => five_e_tools/__init__.py} | 0 src/ttfrog/five_e_tools/importer.py | 32 + src/ttfrog/five_e_tools/parsers/__init__.py | 12 + src/ttfrog/five_e_tools/parsers/base.py | 50 + src/ttfrog/five_e_tools/parsers/item.py | 131 + src/ttfrog/five_e_tools/parsers/spell.py | 100 + .../five_e_tools/sources/backgrounds.json | 30555 ++++++++ src/ttfrog/five_e_tools/sources/books.json | 6249 ++ .../sources/class/class-artificer.json | 2220 + .../sources/class/class-barbarian.json | 3802 + .../sources/class/class-bard.json | 4205 ++ .../sources/class/class-cleric.json | 9107 +++ .../sources/class/class-druid.json | 5094 ++ .../sources/class/class-fighter.json | 5144 ++ .../sources/class/class-monk.json | 4516 ++ .../sources/class/class-mystic.json | 1378 + .../sources/class/class-paladin.json | 5385 ++ .../sources/class/class-ranger.json | 4378 ++ .../sources/class/class-rogue.json | 4412 ++ .../sources/class/class-sidekick.json | 1134 + .../sources/class/class-sorcerer.json | 5746 ++ .../sources/class/class-warlock.json | 4653 ++ .../sources/class/class-wizard.json | 4611 ++ .../five_e_tools/sources/class/index.json | 17 + .../sources/conditionsdiseases.json | 1381 + src/ttfrog/five_e_tools/sources/feats.json | 8521 +++ src/ttfrog/five_e_tools/sources/index.md | 4 + .../five_e_tools/sources/items-base.json | 5013 ++ src/ttfrog/five_e_tools/sources/items.json | 59139 ++++++++++++++++ .../five_e_tools/sources/languages.json | 2165 + src/ttfrog/five_e_tools/sources/loot.json | 4695 ++ .../five_e_tools/sources/magicvariants.json | 4513 ++ src/ttfrog/five_e_tools/sources/races.json | 20978 ++++++ .../five_e_tools/sources/renderdemo.json | 865 + src/ttfrog/five_e_tools/sources/senses.json | 130 + src/ttfrog/five_e_tools/sources/skills.json | 427 + .../five_e_tools/sources/spells/index.json | 21 + .../five_e_tools/sources/spells/sources.json | 16338 +++++ .../sources/spells/spells-aag.json | 88 + .../sources/spells/spells-ai.json | 379 + .../sources/spells/spells-aitfr-avt.json | 83 + .../sources/spells/spells-bmt.json | 161 + .../sources/spells/spells-dodk.json | 738 + .../sources/spells/spells-egw.json | 845 + .../sources/spells/spells-ftd.json | 449 + .../sources/spells/spells-ggr.json | 41 + .../sources/spells/spells-ghloe.json | 300 + .../sources/spells/spells-hwcs.json | 503 + .../sources/spells/spells-idrotf.json | 96 + .../sources/spells/spells-llk.json | 174 + .../sources/spells/spells-phb.json | 21102 ++++++ .../sources/spells/spells-sato.json | 95 + .../sources/spells/spells-scc.json | 229 + .../sources/spells/spells-tce.json | 1250 + .../sources/spells/spells-tdcsr.json | 98 + .../sources/spells/spells-xge.json | 5767 ++ .../sources/spells/spells-xphb.json | 21317 ++++++ test/test_importer.py | 113 + 64 files changed, 280984 insertions(+), 13 deletions(-) rename src/ttfrog/{db/schema/container.py => five_e_tools/__init__.py} (100%) create mode 100644 src/ttfrog/five_e_tools/importer.py create mode 100644 src/ttfrog/five_e_tools/parsers/__init__.py create mode 100644 src/ttfrog/five_e_tools/parsers/base.py create mode 100644 src/ttfrog/five_e_tools/parsers/item.py create mode 100644 src/ttfrog/five_e_tools/parsers/spell.py create mode 100644 src/ttfrog/five_e_tools/sources/backgrounds.json create mode 100644 src/ttfrog/five_e_tools/sources/books.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-artificer.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-barbarian.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-bard.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-cleric.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-druid.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-fighter.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-monk.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-mystic.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-paladin.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-ranger.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-rogue.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-sidekick.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-sorcerer.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-warlock.json create mode 100644 src/ttfrog/five_e_tools/sources/class/class-wizard.json create mode 100644 src/ttfrog/five_e_tools/sources/class/index.json create mode 100644 src/ttfrog/five_e_tools/sources/conditionsdiseases.json create mode 100644 src/ttfrog/five_e_tools/sources/feats.json create mode 100644 src/ttfrog/five_e_tools/sources/index.md create mode 100644 src/ttfrog/five_e_tools/sources/items-base.json create mode 100644 src/ttfrog/five_e_tools/sources/items.json create mode 100644 src/ttfrog/five_e_tools/sources/languages.json create mode 100644 src/ttfrog/five_e_tools/sources/loot.json create mode 100644 src/ttfrog/five_e_tools/sources/magicvariants.json create mode 100644 src/ttfrog/five_e_tools/sources/races.json create mode 100644 src/ttfrog/five_e_tools/sources/renderdemo.json create mode 100644 src/ttfrog/five_e_tools/sources/senses.json create mode 100644 src/ttfrog/five_e_tools/sources/skills.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/index.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/sources.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-aag.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-ai.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-aitfr-avt.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-bmt.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-dodk.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-egw.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-ftd.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-ggr.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-ghloe.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-hwcs.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-idrotf.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-llk.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-phb.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-sato.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-scc.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-tce.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-tdcsr.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-xge.json create mode 100644 src/ttfrog/five_e_tools/sources/spells/spells-xphb.json create mode 100644 test/test_importer.py diff --git a/src/ttfrog/cli.py b/src/ttfrog/cli.py index 26f7a7c..20960ed 100644 --- a/src/ttfrog/cli.py +++ b/src/ttfrog/cli.py @@ -120,5 +120,12 @@ def dump(context: typer.Context): print(db.dump(context.args)) +@db_app.command(context_settings={"allow_extra_args": True, "ignore_unknown_options": True}) +def importer(context: typer.Context): + from ttfrog.five_e_tools import importer + + importer.import_from_5e_tools() + + if __name__ == "__main__": app() diff --git a/src/ttfrog/db/base.py b/src/ttfrog/db/base.py index 5292c8d..43ed4ff 100644 --- a/src/ttfrog/db/base.py +++ b/src/ttfrog/db/base.py @@ -74,7 +74,8 @@ class EnumField(enum.Enum): return self.value -STATS = ["STR", "DEX", "CON", "INT", "WIS", "CHA"] +STATS = ["strength", "dexterity", "constitution", "intelligence", "wisdom", "charisma"] + CREATURE_TYPES = [ "aberation", "beast", diff --git a/src/ttfrog/db/schema/__init__.py b/src/ttfrog/db/schema/__init__.py index 92e85e9..8ff7d74 100644 --- a/src/ttfrog/db/schema/__init__.py +++ b/src/ttfrog/db/schema/__init__.py @@ -1,7 +1,8 @@ from .character import * from .classes import * from .constants import * -from .container import * +from .inventory import * from .log import * from .modifiers import * +from .prototypes import * from .skill import * diff --git a/src/ttfrog/db/schema/character.py b/src/ttfrog/db/schema/character.py index 6886ad1..54dd038 100644 --- a/src/ttfrog/db/schema/character.py +++ b/src/ttfrog/db/schema/character.py @@ -2,8 +2,6 @@ import itertools from collections import defaultdict from dataclasses import dataclass -from pprint import pprint - from sqlalchemy import ForeignKey, String, Text, UniqueConstraint from sqlalchemy.ext.associationproxy import association_proxy from sqlalchemy.ext.declarative import declared_attr @@ -13,7 +11,6 @@ from ttfrog.db.base import BaseObject, SlugMixin from ttfrog.db.schema.classes import CharacterClass, ClassFeature from ttfrog.db.schema.constants import DamageType, Defenses, InventoryType from ttfrog.db.schema.inventory import InventoryMixin -from ttfrog.db.schema.prototypes import ItemType from ttfrog.db.schema.modifiers import Modifier, ModifierMixin, Stat from ttfrog.db.schema.skill import Skill @@ -230,7 +227,7 @@ class CharacterSpellInventory(BaseObject, InventoryMap): @property def known(self): - yield from [spell.prototype for spell in self.inventory.contents] + yield from [spell.prototype for spell in self.inventory.contents] @property def prepared(self): diff --git a/src/ttfrog/db/schema/inventory.py b/src/ttfrog/db/schema/inventory.py index 5457c39..44fcfcf 100644 --- a/src/ttfrog/db/schema/inventory.py +++ b/src/ttfrog/db/schema/inventory.py @@ -1,11 +1,8 @@ from dataclasses import dataclass from typing import List -from pprint import pprint - from sqlalchemy import ForeignKey from sqlalchemy.ext.declarative import declared_attr -from sqlalchemy.ext.associationproxy import association_proxy from sqlalchemy.orm import Mapped from sqlalchemy.orm import base as sa_base from sqlalchemy.orm import mapped_column, relationship diff --git a/src/ttfrog/db/schema/prototypes.py b/src/ttfrog/db/schema/prototypes.py index 4492e54..eb8dfaf 100644 --- a/src/ttfrog/db/schema/prototypes.py +++ b/src/ttfrog/db/schema/prototypes.py @@ -1,9 +1,9 @@ from typing import List -from sqlalchemy import ForeignKey, String +from sqlalchemy import ForeignKey, String, UniqueConstraint from sqlalchemy.orm import Mapped, mapped_column, relationship -from ttfrog.db.base import BaseObject, EnumField +from ttfrog.db.base import BaseObject, EnumField, StatsEnum from ttfrog.db.schema.classes import CharacterClass from ttfrog.db.schema.constants import DamageType, InventoryType from ttfrog.db.schema.modifiers import ModifierMixin @@ -39,11 +39,11 @@ RECHARGE_TIMES = [ "dawn", ] + COST_TYPES = ["Action", "Bonus Action", "Reaction"] RARITY = ["Common", "Uncommon", "Rare", "Very Rare", "Legendary", "Artifact"] - ItemType = EnumField("ItemType", ((k, k) for k in ITEM_TYPES)) Rarity = EnumField("Rarity", ((k, k) for k in RARITY)) RechargeTime = EnumField("RechargeTime", ((k.replace(" ", "_").upper(), k) for k in RECHARGE_TIMES)) @@ -61,6 +61,7 @@ def item_property_creator(fields): class BaseItem(BaseObject, ModifierMixin): __tablename__ = "item_prototype" + __table_args__ = (UniqueConstraint("item_type", "name", "source"),) __inventory_item_class__ = "Item" __mapper_args__ = {"polymorphic_identity": ItemType.ITEM, "polymorphic_on": "item_type"} @@ -71,6 +72,7 @@ class BaseItem(BaseObject, ModifierMixin): item_type: Mapped[ItemType] = mapped_column(default=ItemType.ITEM, nullable=False) rarity: Mapped[Rarity] = mapped_column(default=Rarity.Common, nullable=False) requires_attunement: Mapped[bool] = mapped_column(nullable=False, default=False) + attunement_restrictions: Mapped[str] = mapped_column(nullable=False, default="") consumable: Mapped[bool] = mapped_column(default=False) count: Mapped[int] = mapped_column(nullable=False, default=1) @@ -89,6 +91,9 @@ class BaseItem(BaseObject, ModifierMixin): # if this item is a container, set the inventory type inventory_type: Mapped[InventoryType] = mapped_column(nullable=True, default=None) + # the source publication name + source: Mapped[str] = mapped_column(default="", nullable=False) + @property def has_charges(self): return self.charges is not None @@ -104,9 +109,21 @@ class BaseSpell(BaseItem): id: Mapped[int] = mapped_column(ForeignKey("item_prototype.id"), primary_key=True, init=False) item_type: Mapped[ItemType] = ItemType.SPELL + school: Mapped[str] = mapped_column(default="", nullable=False) + target_range: Mapped[int] = mapped_column(nullable=False, info={"min": 0}, default=0) + target_shape: Mapped[str] = mapped_column(nullable=True, default=None) + target_size: Mapped[str] = mapped_column(nullable=True, default=None) + time: Mapped[str] = mapped_column(default="", nullable=False) + duration: Mapped[str] = mapped_column(default="", nullable=False) level: Mapped[int] = mapped_column(nullable=False, info={"min": 0, "max": 9}, default=0) + components: Mapped[str] = mapped_column(default="", nullable=False) concentration: Mapped[bool] = mapped_column(default=False) + # XXX some spells do multiple types (e.g. Meteor Swarm). Do we model that here or just in desc? + damage_die: Mapped[str] = mapped_column(nullable=True, default=None) + damage_type: Mapped[DamageType] = mapped_column(nullable=True, default=None) + saving_throw: Mapped[StatsEnum] = mapped_column(nullable=True, default=None) + class Weapon(BaseItem): __tablename__ = "weapon" @@ -115,9 +132,11 @@ class Weapon(BaseItem): item_type: Mapped[ItemType] = ItemType.WEAPON damage_die: Mapped[str] = mapped_column(nullable=False, default="1d6") + damage_die_two_handed: Mapped[str] = mapped_column(nullable=True, default=None) damage_type: Mapped[DamageType] = mapped_column(nullable=False, default=DamageType.slashing) attack_range: Mapped[int] = mapped_column(nullable=False, info={"min": 0}, default=0) attack_range_long: Mapped[int] = mapped_column(nullable=True, info={"min": 0}, default=None) + reach: Mapped[int] = mapped_column(nullable=False, info={"min": 0}, default=0) targets: Mapped[int] = mapped_column(nullable=False, info={"min": 1}, default=1) martial: Mapped[bool] = mapped_column(default=False) melee: Mapped[bool] = mapped_column(default=False) @@ -126,7 +145,6 @@ class Weapon(BaseItem): heavy: Mapped[bool] = mapped_column(default=False) light: Mapped[bool] = mapped_column(default=False) loading: Mapped[bool] = mapped_column(default=False) - reach: Mapped[bool] = mapped_column(default=False) thrown: Mapped[bool] = mapped_column(default=False) two_handed: Mapped[bool] = mapped_column(default=False) versatile: Mapped[bool] = mapped_column(default=False) @@ -151,6 +169,7 @@ class Armor(BaseItem): __mapper_args__ = {"polymorphic_identity": ItemType.ARMOR} id: Mapped[int] = mapped_column(ForeignKey("item_prototype.id"), primary_key=True, init=False) item_type: Mapped[ItemType] = ItemType.ARMOR + armor_class: Mapped[int] = mapped_column(nullable=False, info={"min": 0}, default=10) class ItemProperty(BaseObject): diff --git a/src/ttfrog/db/schema/container.py b/src/ttfrog/five_e_tools/__init__.py similarity index 100% rename from src/ttfrog/db/schema/container.py rename to src/ttfrog/five_e_tools/__init__.py diff --git a/src/ttfrog/five_e_tools/importer.py b/src/ttfrog/five_e_tools/importer.py new file mode 100644 index 0000000..4ce8573 --- /dev/null +++ b/src/ttfrog/five_e_tools/importer.py @@ -0,0 +1,32 @@ +import json +from pathlib import Path + +from . import parsers + +SOURCE_DATA_PATH = Path(__file__).parent / "sources" + + +SEARCH_PATTERNS = [ + "spells/spells-*.json", + "items*.json", +] + + +def get_sources(pattern: str): + yield from SOURCE_DATA_PATH.rglob(pattern) + + +def walk_sources(): + for search_path in SEARCH_PATTERNS: + for source in get_sources(search_path): + data = json.loads(source.read_text()) + yield from [i for i in data.items() if not i[0].startswith("_")] + + +def get_all(): + for source_type, entries in walk_sources(): + parser = parsers.get_parser(source_type) + if not parser: + continue + for entry in entries: + yield parser(entry).parse() diff --git a/src/ttfrog/five_e_tools/parsers/__init__.py b/src/ttfrog/five_e_tools/parsers/__init__.py new file mode 100644 index 0000000..2052121 --- /dev/null +++ b/src/ttfrog/five_e_tools/parsers/__init__.py @@ -0,0 +1,12 @@ +from .item import BaseitemParser, ItemParser +from .spell import SpellParser + +__ALL__ = [SpellParser, ItemParser, BaseitemParser] + + +def get_parser(key: str): + try: + return globals()[key.title() + "Parser"] + except KeyError: + # raise NotImplementedError(f"Could not find a parser for {key} data.") + return None diff --git a/src/ttfrog/five_e_tools/parsers/base.py b/src/ttfrog/five_e_tools/parsers/base.py new file mode 100644 index 0000000..7948e24 --- /dev/null +++ b/src/ttfrog/five_e_tools/parsers/base.py @@ -0,0 +1,50 @@ +from dataclasses import dataclass +from functools import cached_property + +from sqlalchemy import inspect + + +@dataclass +class Parser: + data: dict + + @property + def object_type(self): + raise NotImplementedError() + + @cached_property + def description(self): + def add_one_entry(entry): + desc = "" + if type(entry) == str: + desc += entry + elif type(entry) == dict: + if entry["type"] == "entries": + if "name" in entry: + desc += f"\n{entry['name']}\n" + for subentry in entry["entries"]: + desc += add_one_entry(subentry) + else: + desc += f"\n[UNSUPPORTED ENTRY TYPE: {entry['type']}" + return desc + + return "\n".join([add_one_entry(entry) for entry in self.data.get("entries", [])]) + + @property + def requires_attunement(self): + return True if self.data.get("reqAttune", None) else False + + def parse(self): + params = {} + mapped = inspect(self.object_type) + for col in mapped.columns.keys(): + val = getattr(self, col, None) + if val: + params[col] = val + return self.object_type(**params) + + def __getattr__(self, attr_name): + try: + return self.data[attr_name] + except KeyError: + raise AttributeError() diff --git a/src/ttfrog/five_e_tools/parsers/item.py b/src/ttfrog/five_e_tools/parsers/item.py new file mode 100644 index 0000000..9496122 --- /dev/null +++ b/src/ttfrog/five_e_tools/parsers/item.py @@ -0,0 +1,131 @@ +from ttfrog.db.schema.constants import DamageType +from ttfrog.db.schema.prototypes import Armor, BaseItem, Rarity, Shield, Weapon + +from .base import Parser + +DAMAGE_TYPES = { + "P": DamageType.piercing, + "S": DamageType.slashing, + "B": DamageType.bludgeoning, + "R": DamageType.radiant, + "Y": DamageType.psychic, + "N": DamageType.necrotic, + "C": DamageType.cold, + "F": DamageType.fire, + "T": DamageType.thunder, + "": None, +} + + +class ItemParser(Parser): + @property + def object_type(self): + objtype = BaseItem + if "type" not in self.data: + return objtype + + if self.data["type"][:2] in ["LA", "MA", "HA"]: + objtype = Armor + elif self.data["type"][0] in ["R", "M"]: + objtype = Weapon + elif self.data["type"][0] == "S": + objtype = Shield + else: + objtype = BaseItem + return objtype + + @property + def _properties(self): + return self.data.get("property", []) + + @property + def damage_die(self): + return self.data.get("dmg1", None) + + @property + def damage_die_two_handed(self): + return self.data.get("dmg2", None) + + @property + def damage_type(self): + return DAMAGE_TYPES[self.data.get("dmgType", "")] + + @property + def attack_range(self): + rangeval = self.data.get("range", None) + if not rangeval: + return None + return rangeval.split("/")[0] + + @property + def attack_range_long(self): + rangeval = self.data.get("range", None) + if not rangeval: + return None + try: + return rangeval.split("/")[1] + except IndexError: + return None + + @property + def martial(self): + return self.data.get("weaponCategory", "") == "martial" + + @property + def melee(self): + return self.data.get("type", "") == "M" + + @property + def ammunition(self): + return self.data.get("type", "") == "A" + + @property + def finesse(self): + return "F" in self._properties + + @property + def heavy(self): + return "H" in self._properties + + @property + def light(self): + return "L" in self._properties + + @property + def loading(self): + return "RLD" in self._properties + + @property + def loading(self): + return "RLD" in self._properties + + @property + def thrown(self): + return "T" in self._properties + + @property + def two_handed(self): + return "2H" in self._properties + + @property + def versatile(self): + return "V" in self._properties + + @property + def magical(self): + return True if self.data.get("bonusWeapon", False) or self.requires_attunement else False + + @property + def rarity(self): + return ( + Rarity.Common + if self.data.get("rarity", "none") == "none" + else getattr(Rarity, self.data["rarity"].title(), None) + ) + + @property + def armor_class(self): + return self.data.get("ac", None) + + +BaseitemParser = ItemParser diff --git a/src/ttfrog/five_e_tools/parsers/spell.py b/src/ttfrog/five_e_tools/parsers/spell.py new file mode 100644 index 0000000..85aeaa0 --- /dev/null +++ b/src/ttfrog/five_e_tools/parsers/spell.py @@ -0,0 +1,100 @@ +import re + +from ttfrog.db.base import StatsEnum +from ttfrog.db.schema.prototypes import BaseSpell + +from .base import Parser + +DAMAGE_DIE_PATTERN = re.compile(r"{@damage ([\dd]+)} (\w+) damage") + + +ONE_MILE_IN_FEET = 5280 + +SCHOOLS = { + "A": "Abjuration", + "C": "Conjuration", + "D": "Divination", + "E": "Enchantment", + "V": "Evocation", + "I": "Illusion", + "N": "Necromancy", + "T": "Transmutation", +} + + +class SpellParser(Parser): + object_type = BaseSpell + + @property + def target_range(self): + if self.data["range"]["type"] == "special": + return None + elif self.data["range"]["distance"]["type"] in ["sight", "unlimited"]: + return None + elif self.data["range"]["distance"]["type"] in ["self", "touch"]: + return 0 + elif self.data["range"]["distance"]["type"] == "feet": + return self.data["range"]["distance"]["amount"] + elif self.data["range"]["distance"]["type"] == "miles": + return self.data["range"]["distance"]["amount"] * ONE_MILE_IN_FEET + else: + raise Exception(f"Don't know how to handle {self.data}") + + @property + def target_shape(self): + return self.data["range"]["type"] + + @property + def target_size(self): + return self.data["range"].get("amount", None) + + @property + def duration(self): + dur = self.data["duration"][0] + if dur["type"] in ["instant", "permanent", "special"]: + return dur["type"] + elif dur["type"] == "timed": + return f"{dur['duration']['amount']} {dur['duration']['type']}s" + else: + raise Exception(f"Don't know how to handle {dur}") + + @property + def components(self): + components = [] + if self.data["components"].get("v", False): + components.append("verbal") + + if self.data["components"].get("s", False): + components.append("somatic") + + mat = self.data["components"].get("m", False) + if mat: + desc = mat if type(mat) == str else mat["text"] + components.append(f"materials: {desc}") + return ", ".join(components) + + @property + def school(self): + return SCHOOLS[self.data["school"]] + + @property + def saving_throw(self): + return getattr(StatsEnum, self.data["savingThrow"][0]) if "savingThrow" in self.data else None + + @property + def concentration(self): + return self.data.get("duration", [])[0].get("concentration", False) + + @property + def time(self): + return f"{self.data['time'][0]['number']} {self.data['time'][0]['unit']}" + + @property + def damage_die(self): + m = DAMAGE_DIE_PATTERN.findall(self.description) + return m[0][0] if m else None + + @property + def damage_type(self): + m = DAMAGE_DIE_PATTERN.findall(self.description) + return m[0][1] if m else None diff --git a/src/ttfrog/five_e_tools/sources/backgrounds.json b/src/ttfrog/five_e_tools/sources/backgrounds.json new file mode 100644 index 0000000..125421c --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/backgrounds.json @@ -0,0 +1,30555 @@ +{ + "_meta": { + "internalCopies": [ + "background" + ] + }, + "background": [ + { + "name": "Acolyte", + "source": "PHB", + "page": 127, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Acolyte|XPHB" + ], + "skillProficiencies": [ + { + "insight": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "holy symbol|phb", + "displayName": "holy symbol (a gift to you when you entered the priesthood)" + }, + { + "special": "sticks of incense", + "quantity": 5 + }, + { + "special": "vestments" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + }, + { + "a": [ + { + "item": "book|phb", + "displayName": "prayer book" + } + ], + "b": [ + { + "special": "prayer wheel" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Religion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item holy symbol|phb} (a gift to you when you entered the priesthood), a prayer {@item book|phb} or prayer wheel, 5 sticks of incense, vestments, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Feature: Shelter of the Faithful", + "type": "entries", + "entries": [ + "As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.", + "You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I idolize a particular hero of my faith, and constantly refer to that person's deeds and example." + ], + [ + "2", + "I can find common ground between the fiercest enemies, empathizing with them and always working toward peace." + ], + [ + "3", + "I see omens in every event and action. The gods try to speak to us, we just need to listen." + ], + [ + "4", + "Nothing can shake my optimistic attitude." + ], + [ + "5", + "I quote (or misquote) sacred texts and proverbs in almost every situation." + ], + [ + "6", + "I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods." + ], + [ + "7", + "I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me." + ], + [ + "8", + "I've spent so long in the temple that I have little practical experience dealing with people in the outside world." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)" + ], + [ + "2", + "Charity. I always try to help those in need, no matter what the personal cost. (Good)" + ], + [ + "3", + "Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)" + ], + [ + "4", + "Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)" + ], + [ + "5", + "Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)" + ], + [ + "6", + "Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I would die to recover an ancient relic of my faith that was lost long ago." + ], + [ + "2", + "I will someday get revenge on the corrupt temple hierarchy who branded me a heretic." + ], + [ + "3", + "I owe my life to the priest who took me in when my parents died." + ], + [ + "4", + "Everything I do is for the common people." + ], + [ + "5", + "I will do anything to protect the temple where I served." + ], + [ + "6", + "I seek to preserve a sacred text that my enemies consider heretical and seek to destroy." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I judge others harshly, and myself even more severely." + ], + [ + "2", + "I put too much trust in those who wield power within my temple's hierarchy." + ], + [ + "3", + "My piety sometimes leads me to blindly trust those that profess faith in my god." + ], + [ + "4", + "I am inflexible in my thinking." + ], + [ + "5", + "I am suspicious of strangers and expect the worst of them." + ], + [ + "6", + "Once I pick a goal, I become obsessed with it to the detriment of everything else in my life." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Acolyte", + "source": "XPHB", + "page": 178, + "freeRules2024": true, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "int", + "wis", + "cha" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "int", + "wis", + "cha" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "magic initiate|xphb": true + } + ], + "skillProficiencies": [ + { + "insight": true, + "religion": true + } + ], + "toolProficiencies": [ + { + "calligrapher's supplies": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "book|xphb", + "displayName": "Book (Prayers)" + }, + { + "item": "calligrapher's supplies|xphb" + }, + { + "item": "holy symbol|xphb" + }, + { + "item": "parchment|xphb", + "quantity": 10 + }, + { + "item": "robe|xphb" + }, + { + "value": 800 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Intelligence, Wisdom, Charisma" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Magic Initiate|XPHB} (Cleric)" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight|XPHB}, {@skill Religion|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Calligrapher's Supplies|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Calligrapher's Supplies|XPHB}, {@item Book|XPHB|Book (prayers)}, {@item Holy Symbol|XPHB}, {@item Parchment|XPHB|Patchment (10 sheets)}, {@item Robe|xphb}, 8 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Anthropologist", + "source": "ToA", + "page": 191, + "skillProficiencies": [ + { + "insight": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "leather-bound diary" + }, + "ink (1-ounce bottle)|phb", + "ink pen|phb", + "traveler's clothes|phb", + { + "item": "trinket|phb", + "displayName": "trinket of special significance" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Religion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A leather-bound diary, a {@item Ink (1-ounce bottle)|phb|bottle of ink}, an {@item ink pen|phb}, a set of {@item traveler's clothes|phb}, one {@item trinket|phb} of special significance, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Cultural Chameleon", + "type": "entries", + "entries": [ + "Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs Choose a race whose culture you've adopted, or roll on the Adopted Culture table.", + { + "type": "table", + "colLabels": [ + "d8", + "Culture" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Aarakocra" + ], + [ + "2", + "Dwarf" + ], + [ + "3", + "Elf" + ], + [ + "4", + "Goblin" + ], + [ + "5", + "Halfling" + ], + [ + "6", + "Human" + ], + [ + "7", + "Lizardfolk" + ], + [ + "8", + "Orc" + ] + ] + } + ] + }, + { + "name": "Feature: Adept Linguist", + "type": "entries", + "entries": [ + "You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Anthropologists leave behind the societies into which they were born to discover what life is like in other parts of the world. They seek to see how other races and civilizations survive - or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall.", + { + "type": "table", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I prefer the company of those who aren't like me, including people of other races" + ], + [ + "2", + "I'm a stickler when it comes to observing proper etiquette and local customs" + ], + [ + "3", + "I would rather observe than meddle" + ], + [ + "4", + "By living among violent people, I have become desensitized to violence." + ], + [ + "5", + "I would risk life and limb to discover a new culture or unravel the secrets of a dead one." + ], + [ + "6", + "When I arrive at a new settlement for the first time, I must learn all its customs." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Discovery. I want to be the first person to discover a lost culture. (Any)" + ], + [ + "2", + "Distance. One must not interfere with the affairs of another culture - even one in need of aid. (Lawful)" + ], + [ + "3", + "Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)" + ], + [ + "4", + "Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)" + ], + [ + "5", + "Protection. I must do everything possible to save a society facing extinction. (Good)" + ], + [ + "6", + "Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me." + ], + [ + "2", + "Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring." + ], + [ + "3", + "Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them." + ], + [ + "4", + "I want to learn more about a particular humanoid culture that fascinates me." + ], + [ + "5", + "I seek to avenge a clan, tribe, kingdom, or empire that was wiped out." + ], + [ + "6", + "I have a trinket that I believe is the key to finding a long-lost society." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Boats make me seasick." + ], + [ + "2", + "I talk to myself, and I don't make friends easily." + ], + [ + "3", + "I believe that I'm intellectually superior to people from other cultures and have much to teach them." + ], + [ + "4", + "I've picked up some unpleasant habits living among goblins, lizardfolk, or orcs." + ], + [ + "5", + "I complain about everything." + ], + [ + "6", + "I wear a tribal mask and never take it off." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Archaeologist", + "source": "ToA", + "page": 192, + "skillProficiencies": [ + { + "history": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "navigator's tools", + "cartographer's tools" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "map or scroll case|phb", + "displayName": "wooden case containing a map to a ruin or dungeon" + }, + "bullseye lantern|phb", + "miner's pick|phb", + "traveler's clothes|phb", + "shovel|phb", + "two-person tent|phb", + { + "item": "trinket|phb", + "displayName": "trinket recovered from a dig site" + }, + { + "item": "pouch|phb", + "containsValue": 2500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Cartographer's tools|phb} or {@item navigator's tools|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item Map or Scroll Case|phb|wooden case} containing a map to a ruin or dungeon, a {@item bullseye lantern|phb}, a {@item miner's pick|phb}, a set of {@item traveler's clothes|phb}, a {@item shovel|phb}, a {@item two-person tent|phb}, a {@item trinket|phb} recovered from a dig site, and a {@item pouch|phb} containing 25 gp" + } + ] + }, + { + "name": "Dust Digger", + "type": "entries", + "entries": [ + "Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.", + { + "type": "table", + "caption": "Signature Item", + "colLabels": [ + "d8", + "Item" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@item pole (10-foot)|phb|10-foot pole}" + ], + [ + "2", + "{@item Crowbar|phb}" + ], + [ + "3", + "Hat" + ], + [ + "4", + "{@item Hooded lantern|phb}" + ], + [ + "5", + "Medallion" + ], + [ + "6", + "{@item Shovel|phb}" + ], + [ + "7", + "{@item Sledgehammer|phb}" + ], + [ + "8", + "{@item Whip|phb}" + ] + ] + } + ] + }, + { + "name": "Feature: Historical Knowledge", + "type": "entries", + "entries": [ + "When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I love a good puzzle or mystery" + ], + [ + "2", + "I'm a pack rat who never throws anything away." + ], + [ + "3", + "Fame is more important to me than money." + ], + [ + "4", + "I have no qualms about stealing from the dead." + ], + [ + "5", + "I'm happier in a dusty old tomb than I am in the centers of civilization." + ], + [ + "6", + "Traps don't make me nervous. Idiots who trigger traps make me nervous." + ], + [ + "7", + "I might fail, but I will never give up." + ], + [ + "8", + "You might think I'm a scholar, but I love a good brawl. These fists were made for punching." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Preservation. That artifact belongs in a museum. (Good)" + ], + [ + "2", + "Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)" + ], + [ + "3", + "Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)" + ], + [ + "4", + "Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)" + ], + [ + "5", + "Immortality. All of my exploring is part of a plan to find the secret of everlasting life. (Any)" + ], + [ + "6", + "Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books." + ], + [ + "2", + "I want to find my mentor, who disappeared on an expedition some time ago." + ], + [ + "3", + "I have a friendly rival. Only one of us can be the best, and I aim to prove it's me." + ], + [ + "4", + "I won't sell an art object or other treasure that has historical significance or is one of a kind." + ], + [ + "5", + "I'm secretly in love with the wealthy patron who sponsors my archaeological exploits." + ], + [ + "6", + "I hope to bring prestige to a library, a museum, or a university." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have a secret fear of some common wild animal - and in my work, I see them everywhere." + ], + [ + "2", + "I can't leave a room without searching it for secret doors." + ], + [ + "3", + "When I'm not exploring dungeons or ruins. I get jittery and impatient." + ], + [ + "4", + "I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition." + ], + [ + "5", + "When given the choice of going left or right, I always go left." + ], + [ + "6", + "I can't sleep except in total darkness." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Artisan", + "source": "XPHB", + "page": 179, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "str", + "dex", + "int" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "str", + "dex", + "int" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "crafter|xphb": true + } + ], + "skillProficiencies": [ + { + "investigation": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "artisan's tools|xphb" + }, + { + "item": "pouch|xphb", + "quantity": 2 + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 3200 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Strength, Dexterity, Intelligence" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Crafter|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Investigation|XPHB}, {@skill Persuasion|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "Choose one kind of {@item Artisan's Tools|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Artisan's Tools|XPHB} (same as above), 2 {@item Pouch|XPHB|Pouches}, {@item Traveler's Clothes|XPHB}, 32 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ashari", + "source": "TDCSR", + "page": 180, + "skillProficiencies": [ + { + "nature": true, + "choose": { + "from": [ + "arcana", + "survival" + ], + "count": 1 + } + } + ], + "languageProficiencies": [ + { + "primordial": true, + "choose": { + "from": [ + "aquan", + "auran", + "ignan", + "terran" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "Traveler's Clothes|phb", + "displayName": "A set of traveler's clothes" + }, + { + "special": "a staff carved with symbols of your tribe" + }, + "herbalism kit|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Nature}, plus your choice of {@skill Arcana} or {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Herbalism Kit|PHB}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "{@language Primordial} ({@language Primordial|PHB|Aquan}, {@language Primordial|PHB|Auran}, {@language Primordial|PHB|Ignan}, or {@language Primordial|PHB|Terran}, depending on the elemental affinity of your tribe)" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item traveler's clothes|phb}, a staff carved with symbols of your tribe, an {@item herbalism kit|PHB}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Elemental Harmony", + "type": "entries", + "page": 180, + "entries": [ + "Growing up surrounded by wild elemental magics has attuned your senses to those chaotic forces, enabling you to subtly bend them to your will. As an action, you channel minor magic involving the element of your chosen Ashari order, giving you one of the following abilities:", + { + "type": "entries", + "name": "Pyrah", + "page": 180, + "entries": [ + "You instantaneously create and control a burst of flame small enough to light a candle, a torch, or a small campfire. Alternatively, you snuff out a flame of the same size." + ] + }, + { + "type": "entries", + "name": "Terrah", + "page": 180, + "entries": [ + "You instantaneously create a small rock no larger than a {@item gold (gp)|PHB|gold coin}. The rock appears in your hand, then turns to dust after 1 minute." + ] + }, + { + "type": "entries", + "name": "Vesrah", + "page": 180, + "entries": [ + "You instantaneously create enough hot or cold water to fill a small drinking vessel." + ] + }, + { + "type": "entries", + "name": "Zephrah", + "page": 180, + "entries": [ + "You create an instantaneous puff of wind strong enough to blow papers off a desk or mess up someone's hair." + ] + } + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "page": 180, + "entries": [ + "{@book The Ashari|TDCSR|2|The Ashari} hold themselves removed from the rest of Tal'Dorei by their own choice. This makes many Ashari naive to the ways of the world beyond their homes\u2014but it can also make them determined, steadfast, and tightly focused on their goals. Ever since {@creature Keyleth, Voice of the Tempest|TDCSR} and leader of the {@book Zephrah|TDCSR|3|Zephrah}, became a world-renowned hero, the Air Ashari at least have become more familiar to Tal'Dorei's other peoples. They are known to welcome outsiders to their mountaintop enclave, and to take on quests that force them to leave their isolated home.", + "To learn more about your character's Ashari order, see \"{@book The Ashari|TDCSR|2|The Ashari}\".", + { + "type": "table", + "caption": "Ashari Personality Traits", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I like to keep my hands busy, no matter where I am." + ], + [ + "2", + "I love to explore new places and meet new people." + ], + [ + "3", + "I meditate at dawn each day\u2014and I can't stand it when my routine is interrupted." + ], + [ + "4", + "I like noticing patterns in the world around me, whether or not they mean anything." + ], + [ + "5", + "I don't let anything\u2014or anyone\u2014stand in the way of my mission." + ], + [ + "6", + "I'm a plain talker, even with people who outrank me." + ], + [ + "7", + "I've always got some of my native element with me in some form. (This might be modeling clay, pure water, special burning incense, or a bottled cloud.)" + ], + [ + "8", + "I talk with everyone like I've known them all my life. Because most people I know, I have known all my life!" + ] + ] + }, + { + "type": "table", + "caption": "Ashari Ideals", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Destiny}. I believe that everyone has a role to play. Now I just have to find mine. (Neutral)" + ], + [ + "2", + "{@b Community}. It's important to surround yourself with people you can count on, and who will support you. (Good)" + ], + [ + "3", + "{@b Knowledge}. I want to learn everything I can about the Elemental Planes\u2014and maybe even visit them myself. (Neutral)" + ], + [ + "4", + "{@b Freedom}. I don't care what anyone says. Even if it causes problems, the elements must be free. And so should I. (Chaotic)" + ], + [ + "5", + "{@b Structure}. The elements are in harmony when they are free to act as they will, within the safe boundaries set by {@book the Ashari|TDCSR|2|The Ashari}. People are much the same. (Lawful)" + ], + [ + "6", + "{@b Virtuous Cycle}. If I see someone who needs help, I feel compelled to assist them. Surely they'll return the favor someday! (Good)" + ] + ] + }, + { + "type": "table", + "caption": "Ashari Bonds", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I have a cousin in another Ashari tribe whom I've never met, but someday I want to visit my extended family." + ], + [ + "2", + "The leader of my tribe thinks I could be their successor, but I worry that I don't have enough experience to lead my people." + ], + [ + "3", + "A mysterious person killed a member of my family. I've left home to discover who the killer was\u2014and to seek vengeance." + ], + [ + "4", + "My older sibling set out on their Aramante a year ago, and I haven't seen them since." + ], + [ + "5", + "When I was a baby, a {@creature giant eagle} brought me to {@book Zephrah|TDCSR|3|Zephrah}. I love my family, but I often wonder who my birth parents are." + ], + [ + "6", + "I trust my animal friends more than any humanoid ally." + ] + ] + }, + { + "type": "table", + "caption": "Ashari Flaws", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Big cities are overwhelming. I get nervous when surrounded by people I don't know." + ], + [ + "2", + "I know all too well that elemental power is dangerous\u2014but I like playing around with it anyway." + ], + [ + "3", + "I get surly if I go too long without being in contact with my native element." + ], + [ + "4", + "I think the mission of my people is a fool's errand. They should abandon isolation, let the elements be, and enjoy the pleasures of the world!" + ], + [ + "5", + "I can't stand it when people say one thing and mean another! Just say what you mean!" + ], + [ + "6", + "Ugh, I know it's not right, but I can't help but look down on people who can't manipulate the elements. It's not like it's hard!" + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Astral Drifter", + "source": "AAG", + "page": 7, + "feats": [ + { + "magic initiate|phb": true + } + ], + "skillProficiencies": [ + { + "insight": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + "traveler's clothes|phb", + { + "special": "diary" + }, + "ink pen|phb", + "ink (1-ounce bottle)|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Religion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice ({@language Celestial} or {@language Gith|MM} recommended)" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item traveler's clothes|PHB}, a diary, an {@item ink pen|PHB}, a {@item Ink (1-ounce bottle)|PHB|bottle of ink}, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Longevity", + "entries": [ + "You are {@dice 20d6} years older than you look, because you have spent that much time in the Astral Sea without aging." + ] + }, + { + "name": "Feature: Divine Contact", + "type": "entries", + "entries": [ + "You gain the {@feat Magic Initiate||Magic Initiate feat} from the {@book Player's Handbook|PHB} and must choose cleric for the feat.", + "In the Astral Sea, you crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign.", + "Roll on the Divine Contact table to determine which deity you encountered, or work with your DM to identify a more suitable choice.", + { + "type": "table", + "caption": "Divine Contact", + "colLabels": [ + "d10", + "Wandering Deity" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Corellon, god of art and magic (chaotic good)" + ], + [ + "2", + "Tymora, god of good fortune (chaotic good)" + ], + [ + "3", + "Fharlanghn, god of horizons and travel (neutral good)" + ], + [ + "4", + "Istus, god of fate and destiny (neutral)" + ], + [ + "5", + "Nuada, god of war and warriors (neutral)" + ], + [ + "6", + "Zivilyn, god of wisdom (neutral)" + ], + [ + "7", + "Arawn, god of life and death (neutral evil)" + ], + [ + "8", + "Hecate, god of magic and moons (chaotic evil)" + ], + [ + "9", + "Celestian, god of stars and wanderers (neutral)" + ], + [ + "10", + "Ptah, god of knowledge and secrets (lawful neutral)" + ] + ] + } + ], + "data": { + "isFeature": true + } + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Athlete", + "source": "MOT", + "page": 31, + "skillProficiencies": [ + { + "acrobatics": true, + "athletics": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "special": "bronze discus" + } + ], + "b": [ + { + "special": "leather ball" + } + ] + }, + { + "a": [ + { + "special": "lucky charm" + } + ], + "b": [ + { + "special": "past trophy" + } + ] + }, + { + "_": [ + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Acrobatics}, {@skill Athletics}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A bronze discus or leather ball, a lucky charm or past trophy, a set of {@item traveler's clothes|phb}, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Echoes of Victory", + "type": "entries", + "entries": [ + "You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a {@chance 50} chance you can find someone there who admires you and is willing to provide information or temporary shelter.", + "Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the \"{@book Practicing a Profession|PHB|8|Practicing a Profession}\" downtime activity in chapter 8 of the {@book Player's Handbook|PHB}." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Favored Event", + "entries": [ + "While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel.", + { + "type": "table", + "caption": "Favored Event", + "colLabels": [ + "d8", + "Favored Event" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Marathon" + ], + [ + "2", + "Long-distance running" + ], + [ + "3", + "Wrestling" + ], + [ + "4", + "Boxing" + ], + [ + "5", + "Chariot or horse race" + ], + [ + "6", + "Pankration (mixed unarmed combat)" + ], + [ + "7", + "Hoplite race (racing in full armor with a unit)" + ], + [ + "8", + "Pentathlon (running, long jump, discus, javelin, wrestling)" + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.", + { + "type": "table", + "caption": "Athlete Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I feel most at peace during physical exertion, be it exercise or battle." + ], + [ + "2", + "I don't like to sit idle." + ], + [ + "3", + "I have a daily exercise routine that I refuse to break." + ], + [ + "4", + "Obstacles exist to be overcome." + ], + [ + "5", + "When I see others struggling, I offer to help." + ], + [ + "6", + "I love to trade banter and gibes." + ], + [ + "7", + "Anything worth doing is worth doing best." + ], + [ + "8", + "I get irritated if people praise someone else and not me." + ] + ] + }, + { + "type": "table", + "caption": "Athlete Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Competition. I strive to test myself in all things. (Chaotic)" + ], + [ + "2", + "Triumph. The best part of winning is seeing my rivals brought low. (Evil)" + ], + [ + "3", + "Camaraderie. The strongest bonds are forged through struggle. (Good)" + ], + [ + "4", + "People. I strive to inspire my spectators. (Neutral)" + ], + [ + "5", + "Tradition. Every game has rules, and the playing field must be level. (Lawful)" + ], + [ + "6", + "Growth. Lessons hide in victory and defeat. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Athlete Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My teammates are my family." + ], + [ + "2", + "I will overcome a rival and prove myself their better." + ], + [ + "3", + "My mistake got someone hurt. I'll never make that mistake again." + ], + [ + "4", + "I will be the best for the honor and glory of my home." + ], + [ + "5", + "The person who trained me is the most important person in my world." + ], + [ + "6", + "I strive to live up to a specific hero's example." + ] + ] + }, + { + "type": "table", + "caption": "Athlete Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I indulge in a habit that threatens my reputation or my health." + ], + [ + "2", + "I'll do absolutely anything to win." + ], + [ + "3", + "I ignore anyone who doesn't compete and anyone who loses to me." + ], + [ + "4", + "I have lingering pain from old injuries." + ], + [ + "5", + "Any defeat or failure on my part is because my opponent cheated." + ], + [ + "6", + "I must be the captain of any group I join." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Augen Trust (Spy)", + "source": "EGW", + "page": 203, + "_copy": { + "name": "Variant Criminal (Spy)", + "source": "PHB" + }, + "hasFluff": true + }, + { + "name": "Azorius Functionary", + "source": "GGR", + "page": 33, + "skillProficiencies": [ + { + "insight": true, + "intimidation": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Azorius insignia" + }, + { + "special": "scroll containing the text of a law important to you" + }, + "ink (1-ounce bottle)|phb", + "ink pen|phb", + "fine clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s0": [ + "friends#c", + "message#c" + ], + "s1": [ + "command", + "ensnaring strike" + ], + "s2": [ + "arcane lock", + "calm emotions", + "hold person" + ], + "s3": [ + "clairvoyance", + "counterspell" + ], + "s4": [ + "compulsion", + "divination" + ], + "s5": [ + "dominate person" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Intimidation}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "An Azorius insignia, a scroll containing the text of a law important to you, a {@item Ink (1-ounce bottle)|phb|bottle of blue ink}, a {@item ink pen|phb|pen}, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 10 gp (Azorius-minted 1-zino coins)" + } + ] + }, + { + "type": "entries", + "name": "Feature: Legal Authority", + "entries": [ + "You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Azorius Guild Spells", + "entries": [ + "{@i Prerequisite: Spellcasting or Pact Magic class feature}", + "For you, the spells on the Azorius Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Azorius Guild Spells", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Spell Level", + "Spells" + ], + "rows": [ + [ + "Cantrip", + "{@spell friends}, {@spell message}" + ], + [ + "1st", + "{@spell command}, {@spell ensnaring strike}" + ], + [ + "2nd", + "{@spell arcane lock}, {@spell calm emotions}, {@spell hold person}" + ], + [ + "3rd", + "{@spell clairvoyance}, {@spell counterspell}" + ], + [ + "4th", + "{@spell compulsion}, {@spell divination}" + ], + [ + "5th", + "{@spell dominate person}" + ] + ] + }, + "Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you cast {@spell ensnaring strike}, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place." + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Members of the Azorius Senate tend toward a demeanor of cold dignity and a pragmatic, orderly nature. Steeped in the law as they are, their ideals and priorities revolve around legal issues.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Trait" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I try never to let my judgment become clouded by emotion." + ], + [ + "2", + "I have infinite patience with the dolts and boors I'm forced to deal with every day." + ], + [ + "3", + "When I give an order, I expect it to be obeyed." + ], + [ + "4", + "I just want things the way I like them: neat, orderly, and clean." + ], + [ + "5", + "No wrongdoing can escape my watchful gaze." + ], + [ + "6", + "I always say exactly what I mean, no matter how many words it takes to communicate the particular nuance I am attempting to convey." + ], + [ + "7", + "I'm very literal and don't appreciate metaphor or sarcasm." + ], + [ + "8", + "I never change my mind once it's made up." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Guild}. My guild is all that really matters. (Any)" + ], + [ + "2", + "{@b Order}. The law is meant to ensure that the gears of society turn smoothly and quietly. (Lawful)" + ], + [ + "3", + "{@b Peace}. The ultimate object of the law is to remove violence from society. (Good)" + ], + [ + "4", + "{@b Compliance}. Coercion is a fine way of ensuring that the laws are obeyed. (Lawful)" + ], + [ + "5", + "{@b Legislation}. The law embodies excellence in its precision and detail. (Lawful)" + ], + [ + "6", + "{@b Punishment}. A public display of consequences is an excellent deterrent for other criminals. (Evil)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from the same fate." + ], + [ + "2", + "I hope one day to write the laws, not just enforce them." + ], + [ + "3", + "I tried and failed to prevent a murder, and I have sworn to find and arrest the perpetrator." + ], + [ + "4", + "I successfully prevented a murder, and the would-be perpetrator wants me dead." + ], + [ + "5", + "One of my parents was prominent in the guild, and I resent constantly being compared to that standard." + ], + [ + "6", + "I've modeled my career after a highly respected lawmage or arrester, but I fear that my role model might be involved in something illegal." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I'm unable to distinguish between the letter and the spirit of the law." + ], + [ + "2", + "I seem like a harsh judge to others, but I judge myself most harshly of all." + ], + [ + "3", + "I have a secret, illegal vice." + ], + [ + "4", + "I was traumatized by witnessing a crime as a child." + ], + [ + "5", + "I'm incapable of deception." + ], + [ + "6", + "I wish I had joined the Boros, but I fear they'd never accept me." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Contacts", + "entries": [ + "The Azorius Senate is a sprawling bureaucracy, and people in a variety of positions throughout the guild can pull strings to make things happen. Because of the guild's role in making and enforcing laws for the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill.", + "Roll twice on the Azorius Contacts table (for an ally and a rival) and once on the Non-Azorius Contacts table.", + { + "type": "table", + "caption": "Azorius Contacts", + "colLabels": [ + "d8", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "As a teenager, I was a page for a prominent judge." + ], + [ + "2", + "One of my childhood friends is now a precognitive mage in service of the guild." + ], + [ + "3", + "I joined the Azorius hoping to impress an arrester whom I admire." + ], + [ + "4", + "My former mentor is now a warden at Udzec, the new Azorius prison." + ], + [ + "5", + "I was second best at everything in my legal training, and now I work with the person who was always just a little bit better." + ], + [ + "6", + "A good friend was promoted into work they can't tell me about." + ], + [ + "7", + "I know a homunculus in the halls of New Prahv who can get things done behind the scenes." + ], + [ + "8", + "I was once summoned to the presence of Supreme Judge Isperia, the guildmaster of the Azorius, who complimented me on my work." + ] + ] + }, + { + "type": "table", + "caption": "Non-Azorius Contacts", + "colLabels": [ + "d10", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Roll an additional Azorius contact; you can decide if the contact is an ally or a rival." + ], + [ + "2", + "The person who recruited me into the Azorius left and joined the Boros." + ], + [ + "3", + "I have a friendship with a Dimir agent who sometimes funnels me secrets about Azorius activities." + ], + [ + "4", + "A Golgari spore druid would love to see me slip up and break the law." + ], + [ + "5", + "A lesser Gruul chieftain seems to think I could be useful." + ], + [ + "6", + "The black sheep of my family is putting their maniacal genius to use in the Izzet." + ], + [ + "7", + "I'm friends with an Orzhov advokist; we compare notes on different forms of law magic." + ], + [ + "8", + "I was ridiculed once in a Rakdos performance; the performer was impressed with my good humor about it and now does me occasional favors." + ], + [ + "9", + "I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family." + ], + [ + "10", + "While growing up, I was bullied by a brat who's now a hybrid in the Simic Combine." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "How Do I Fit In?", + "entries": [ + "As a member of the Azorius Senate, you are probably engaged in the work of law enforcement (even if your background involved the legislative or judicial aspects of the senate's activities). Legislative aides and judges' clerks find little reason to venture beyond the Azorius guildhalls, but soldiers and lawmages patrol the streets daily.", + "An Azorius soldier or lawmage is a force for order, charged with fighting crime on the streets\u2014and in the halls of power. You might spend your time foiling thefts, putting a stop to Orzhov extortion, rooting out Dimir spies, or hunting down Golgari assassins. Perhaps you take your orders from a precognitive mage (or you are one yourself) who receives unpredictable and cryptic visions of future crimes that you and your allies must try to prevent." + ] + } + ], + "hasFluff": true + }, + { + "name": "Baldur's Gate Acolyte", + "source": "BGDIA", + "page": 202, + "additionalSources": [ + { + "source": "PHB", + "page": 127 + } + ], + "_copy": { + "name": "Acolyte", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": { + "name": "Baldur's Gate Feature: Religious Community", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "You're tightly connected with the religious community of Baldur's Gate. You know if a deity has a following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn't remarkable for most of the city's larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Charlatan", + "source": "BGDIA", + "page": 202, + "additionalSources": [ + { + "source": "PHB", + "page": 128 + } + ], + "_copy": { + "name": "Charlatan", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": { + "name": "Baldur's Gate Feature: Long-Lost Heir", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "You're well-versed in the mannerisms and idiosyncrasies of Baldurian patriars and other nobles, imitating them smoothly enough to convince even the snootiest family heads of your authenticity. You're skilled at posing as the long-lost heir to some imaginary or extinguished patriar lineage.", + "Because of your skill in passing yourself off as a patriar, you have a Watch token that allows you alone into the Upper City of Baldur's Gate. You might be able to bluff others through with you, or even convince members of the Watch that you're a patriar. However, any true test of your authenticity is likely to reveal your deception." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Criminal", + "source": "BGDIA", + "page": 202, + "additionalSources": [ + { + "source": "PHB", + "page": 129 + } + ], + "_copy": { + "name": "Criminal", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": [ + { + "name": "Baldur's Gate Feature: Criminal Connections", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "In Baldur's Gate, crime is just another business. As a result, you can arrange a meeting with a low-ranking operative of nearly any business, patriar family, crew, government institution, or\u2014certainly\u2014the Guild. This operative will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost always occur in shady venues." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Criminal Origins", + "entries": [ + "Criminals are pervasive in Baldur's Gate. If you wish, you may roll on the Criminal Origins table for an event that began your life of crime.", + { + "type": "table", + "caption": "Criminal Origins", + "colLabels": [ + "d8", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You crippled a Guild kingpin's cousin without realizing the connection. You got the Guild to back off demands for your death by offering to make amends by working for the criminals, but even so the kingpin still plots a personal revenge." + ], + [ + "2", + "The Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you'll never work for the Guild. You take special joy in hitting its targets first, tipping off its con victims and otherwise frustrating its schemes." + ], + [ + "3", + "It's always been about money. You're not paid what you're worth, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you've always done\u2014guard work, dock labor, business accounting\u2014but what you learn you pass on to the Guild." + ], + [ + "4", + "The inequality of Baldur's Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts to help the needy." + ], + [ + "5", + "You got into crime as a bored patriar looking for excitement. Your family has no idea of your activities, and neither does the Guild. If either of them ever finds out, your life as you know it will be over." + ], + [ + "6", + "A close friend or relative joined the Guild and vanished mysteriously. You've worked your way into the lower ranks hoping to find out what happened to them." + ], + [ + "7", + "You've always wanted to be a member of the Guild. As a child, you looked up to the Guild members' swagger, their flashy dress, and their competence, which all marked them as different from the other adults you knew. As soon as you could, you joined the organization." + ], + [ + "8", + "To you, this is just a way to earn a living. You go to work, do what needs to be done, and get paid. Anyone who pursues crime for thrill-seeking, to strike back at unjust authorities, or anything else are amateurs, and they're liable to get you arrested or killed with their idiocy." + ] + ] + } + ] + } + ] + } + } + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Baldur's Gate Entertainer", + "source": "BGDIA", + "page": 202, + "additionalSources": [ + { + "source": "PHB", + "page": 130 + } + ], + "_copy": { + "name": "Entertainer", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": { + "name": "Baldur's Gate Feature: Backstage Pass", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "You've learned that most of the real business of entertainment (or any other venture) happens behind the scenes. It's easy for you to case what sorts of audiences attend what venue\u2014like how toughs gather at the Blushing Mermaid or how brash patriars congregate at the Helm and Cloak. After a successful performance, you may meet an enthusiastic member of the crowd\u2014someone of an occupation or social class that frequents the establishment. This contact is delighted to talk with you, and to listen." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Folk Hero", + "source": "BGDIA", + "page": 204, + "additionalSources": [ + { + "source": "PHB", + "page": 131 + } + ], + "_copy": { + "name": "Folk Hero", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": [ + { + "name": "Baldur's Gate Feature: Social Vengeance", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "You've lived your entire life in the Lower or Outer City of Baldur's Gate. You grew up seeing arrogant patriars flaunt their wealth while your hardworking neighbors struggled. As a result, you know how eager commoners in Baldur's Gate are to see any patriar get what they deserve. While in a busy part of the Lower City or Outer City of Baldur's Gate, you can spend {@dice 2d10} minutes to convince {@dice 1d6} {@creature commoner||commoners} to perform a non-illegal act that inconveniences a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking individual." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Folk Hero Origins", + "entries": [ + "Folk heroes might rise from a variety of circumstances, or their origins might be a secret as they do their work anonymously. If you wish, you may roll on the Folk Hero Origins table for an event that started you down your heroic path.", + { + "type": "table", + "caption": "Folk Hero Origins", + "colLabels": [ + "d6", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You helped get healing for a sick child. Now the sick come to you, knowing you'll help them find a way to salvation." + ], + [ + "2", + "You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can't travel through that part of the city without your dozen adopted grandparents inviting you in for a meal." + ], + [ + "3", + "Seeing a lost patriar after dark in the Outer City, you guided the wayward noble through back streets to safety. The patriar repaid your help by paying for improved roofs and lamps in your neighborhood, causing the entire community to celebrate your deed." + ], + [ + "4", + "Fueled by alcohol, you faced down a carrion crawler that slunk out of the sewer, knocking it out with a single punch. Since then, however, the ale you once credited with your heroism has drowned it, and even your most patient admirers are losing hope. You're hoping for one last chance to win back the goodwill you've drunk away." + ], + [ + "5", + "You once defeated a raging bugbear with a hand mirror, a mounted deer's head, and two kicks to the groin. Later, you and the bugbear became friends." + ], + [ + "6", + "Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name." + ] + ] + } + ] + } + ] + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Guild Artisan", + "source": "BGDIA", + "page": 204, + "additionalSources": [ + { + "source": "PHB", + "page": 132 + } + ], + "_copy": { + "name": "Guild Artisan", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": { + "name": "Baldur's Gate Feature: Professional Courtesy", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "You're familiar with the city's crews, their territories, and inter-crew politics. Choose one of the three districts of Baldur's Gate: the Upper City, the Lower City, or the Outer City. This is the district where you conduct most of your business. Whenever you need information about something in one of that district's neighborhoods, you can seek out crew members in that area and learn the local gossip. You can also gain unimpeded entry to nearly any bank, guild hall, place of business, workhouse, or crew meeting place in your district." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Hermit", + "source": "BGDIA", + "page": 204, + "additionalSources": [ + { + "source": "PHB", + "page": 134 + } + ], + "_copy": { + "name": "Hermit", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": [ + { + "name": "Baldur's Gate Feature: The Real City", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "You know the Baldur's Gate most Baldurians ignore, the dog-eat-dog world of the homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here isn't comfortable, but it's unlikely anyone will find you\u2014and you can stay as long as you want." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Hermit Origins", + "entries": [ + "Any number of personal choices or ill-fated circumstances might have led you to turn away from society. You may, if you wish, choose or roll an origin event from the Hermit Origins table.", + { + "type": "table", + "caption": "Hermit Origins", + "colLabels": [ + "d6", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you've never been able to shake the guilt of causing their deaths over a frivolous lark. You've maintained a solitary vigil outside the cavern entrance ever since." + ], + [ + "2", + "You crossed the Guild in a bad way. Fortunately, its members think you're dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are." + ], + [ + "3", + "You study the puzzles of mortal natures. You've seen followers of evil deities perform miracles for the helpless at Twin Songs, and you've seen patriars who worship good deities turn their backs on the poor daily. Bearing witness to such things, and meditating on their contradictions, fills your hours." + ], + [ + "4", + "You tend to some part of the city's forgotten history: the unmarked graves in Cliffside Cemetery, the crumbling remains of dead patriar families' manors, or a collection of religious texts stuffed into an attic and forgotten when a believer's patron deity died. In this solitary work, you've learned secrets no one else knows." + ], + [ + "5", + "You killed a patriar's scion in an illegal duel. The family swore revenge, and you fled to the slums rather than risk bringing their wrath down on your kin." + ], + [ + "6", + "You aren't originally from Baldur's Gate. You came here seeking something else, only to learn that the quest that drove you had become impossible to fulfill\u2014its object was destroyed or its purpose was negated by some superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city." + ] + ] + } + ] + } + ] + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Noble", + "source": "BGDIA", + "page": 204, + "additionalSources": [ + { + "source": "PHB", + "page": 135 + } + ], + "_copy": { + "name": "Noble", + "source": "PHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Feature: Position of Privilege", + "items": { + "name": "Baldur's Gate Feature: Patriar", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "As a member of one of the elite families of Baldur's Gate, you may pass through city gates without paying tolls, mingle among the Gate's nobility unquestioned, and impress those on the lookout for wealthy patrons. You are welcome in the Upper City and may stay there after dark without being harassed or evicted. Your word is accepted over others' without question, and any corruption among guards or government officials tends to work in your favor, not against you\u2014at least until you make some effort to expose it." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Outlander", + "source": "BGDIA", + "page": 204, + "additionalSources": [ + { + "source": "PHB", + "page": 136 + } + ], + "_copy": { + "name": "Outlander", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": [ + { + "name": "Baldur's Gate Feature: Immigrant Experience", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "Even after your short time in Baldur's Gate, you've learned the city holds more walls and gates than those the Watch and Flaming Fist patrols. You are known within the city's immigrant communities. Should you ever need to learn about a foreign land, people, tradition, or history, you know where to find someone with firsthand experience\u2014likely somewhere in the Outer City." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Outlander Origins", + "entries": [ + "Foreigners of all kinds come to Baldur's Gate daily, drawn by countless reasons from countless lands. The Outlander Origins table provides ideas for how your character might have come to Baldur's Gate.", + { + "type": "table", + "caption": "Outlander Origins", + "colLabels": [ + "d6", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Someone stole something precious from your people. You tracked the thief to the city gates, but finding clues in an urban environment is very different from tracking someone across the wilderness. You don't know where to go from here, but your people need you to succeed." + ], + [ + "2", + "You've always been fascinated by the glitter and glamor of city life, so different from the slow pace of life in your homeland. Now you're here, ready to make your mark in the world, but unsure how to begin." + ], + [ + "3", + "War, plague, famine, or a marauding monster ravaged your home, forcing you to flee for your life. You don't even know how many of your people survived or where to find them. Alone or accompanied by a handful of equally bereft survivors, you must navigate a new life that you never asked for." + ], + [ + "4", + "You were captured by kidnappers and taken far from your home. The Knights of the Unicorn freed you and brought you here, but now you're on your own." + ], + [ + "5", + "You were exiled for breaking a trivial-seeming taboo. For this seemingly minor transgression, you lost your friends, family, and homeland in one fell swoop, and were given little choice but to strike out on your own." + ], + [ + "6", + "A peddler once brought something astonishing to your homeland\u2014a Gondan clockwork, shimmering cloth of gold, a trained speaking bird, or some other small wonder\u2014and told you that it came from Baldur's Gate. You've come to see the source of such wonders, and perhaps learn to create them." + ] + ] + } + ] + } + ] + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Sage", + "source": "BGDIA", + "page": 204, + "additionalSources": [ + { + "source": "PHB", + "page": 137 + } + ], + "_copy": { + "name": "Sage", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": { + "name": "Baldur's Gate Feature: Rumor Monger", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "Via your personal rumor mill and articles published in Baldur's Mouth, you can surmise a great deal about Baldurians' secrets\u2014who's practicing necromancy, who's involved in spying or smuggling, who would purchase or craft dangerous magical wares without batting an eyelash. Whenever a noteworthy crime or mysterious happening occurs in the city, you immediately have a list of {@dice 1d4} suspects who, if they aren't involved, have a strong chance of knowing who is." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Sailor", + "source": "BGDIA", + "page": 204, + "additionalSources": [ + { + "source": "PHB", + "page": 139 + } + ], + "_copy": { + "name": "Sailor", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": { + "name": "Baldur's Gate Feature: Smuggler's Sense", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "You're familiar with the docks of Baldur's Gate, the movement of inspectors and tax collectors, the way cargo and coin flows. As a result, it's easy for you to hustle a load of cargo ashore or see such a cargo onto a cooperative ship without attracting suspicion or taxation. You also know the movements of the Gray Wavers\u2014the Flaming Fist harbor guards\u2014and have a sense of how to operate the city's mechanized cranes." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Soldier", + "source": "BGDIA", + "page": 204, + "additionalSources": [ + { + "source": "PHB", + "page": 140 + } + ], + "_copy": { + "name": "Soldier", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": [ + { + "name": "Baldur's Gate Feature: City Guard", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "You may choose to currently serve in either the Flaming Fist or the Watch. If you do, you have responsibilities related to your post. For as long as you perform these responsibilities, you gain benefits. If you stop performing your responsibilities, though, you lose access to the benefits and might suffer further fallout. Should you lose these benefits, you may regain them by having an unpleasant conversation with your commanding officer and fulfilling your responsibilities for a month.", + { + "type": "entries", + "name": "Flaming Fist", + "entries": [ + "If you serve in the Flaming Fist, once every ten days, you must report to the Seatower of Balduran for training, and you're required to take a regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist's fortresses and a direct line of communication with Flaming Fist officers and other soldiers. You can also pass through the city's gates without question\u2014although you can't bring guests into the Upper City as a member of the Watch might. Additionally, you're always welcome at the Three Old Kegs, where the Three Old Toads are glad to greet you with a smile and a mug of ale." + ] + }, + { + "type": "entries", + "name": "The Watch", + "entries": [ + "If you serve in the Watch, you're required to conduct a regular patrol in the Upper City or take a regular shift at its gates, and must report for training in the Watch Citadel once every ten days. In return, you have access to the Citadel and a direct line of communication with Watch officers and officials. Your word carries considerable weight in the High Hall, and most establishments in the Citadel Streets neighborhood are happy to give you and your friends free meals. Additionally, you can escort people into the Upper City without question, regardless of whether they are patriars or have Watch tokens. Outside the Upper City, however, most people regard you with suspicion, and you generally get a chilly reception while in uniform." + ] + } + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Baldur's Gate Feature: Loyalty Test", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book." + ], + "data": { + "isFeature": true + } + } + ] + } + } + }, + "hasFluff": true + }, + { + "name": "Baldur's Gate Urchin", + "source": "BGDIA", + "page": 204, + "additionalSources": [ + { + "source": "PHB", + "page": 141 + } + ], + "_copy": { + "name": "Urchin", + "source": "PHB", + "_mod": { + "entries": { + "mode": "insertArr", + "index": 2, + "items": { + "name": "Baldur's Gate Feature: Gateguide Connection", + "type": "entries", + "entries": [ + "{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate\u2014though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}", + "Even though you might not be a member of the Gateguides crew, you've associated with enough of them that you know their torch-based code. From the lighting, placement, and type of torch arranged on or near a structure, you can gather a great deal of information about those who live or do business there, particularly if they deal fairly with strangers, have Guild or government connections, or have either helped or denied the Gateguides in the past." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true + }, + { + "name": "Bandit Defector", + "source": "HWCS", + "page": 43, + "skillProficiencies": [ + { + "deception": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "gaming set": true, + "musical instrument": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "knife" + }, + { + "special": "cooking pot" + }, + { + "item": "blanket|phb", + "displayName": "winter blanket" + }, + { + "special": "object you received as your cut from a successful robbery" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Deception}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "{@item Disguise kit|PHB}, one type of {@filter Gaming Set|items|source=phb|miscellaneous=mundane|type=gaming set} or {@filter Musical Instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Equipment", + "entry": "a knife, a cooking pot, a winter {@item blanket|phb}, an object you received as your cut from a successful robbery, a set of {@item common clothes|phb}, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Bandit Specialty", + "type": "entries", + "entries": [ + "The Bandit Coalition is a rather loose organization of rogues and brigands, but there is still a degree of specialization within the ranks. This ensures that everyone knows what their job is and lessens confusion in the heat of a robbery. You can select your bandit specialty from the Bandit Specialty table, or roll randomly.", + { + "type": "table", + "colLabels": [ + "d6", + "Bandit Specialty" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Lookout" + ], + [ + "2", + "Lifter" + ], + [ + "3", + "Thug" + ], + [ + "4", + "Runner" + ], + [ + "5", + "Hustler" + ], + [ + "6", + "Captain" + ] + ] + }, + "{@b {@i Lookouts}} typically watch the roads for any signs of Perch Guard patrols, signalling the team to bail if a heist looks too risky. They also keep an eye out for potential marks.", + "{@b {@i Lifters}} are the specialist thieves of an operation. They are usually as adept at pick-pocketing as they are at sneaking up behind a cart to liberate its valuables.", + "{@b {@i Thugs}} are the muscle of a bandit group, and use their size and strength to intimidate merchants into giving up without a fight. They also keep other bandits in line, at the captain's discretion.", + "{@b {@i Runners}} are the messengers and scouts of the Coalition, serving to smuggle pilfered goods to fences. Additionally, they pass information throughout the different camps of the organization. Their job often finds them working alone which makes them particularly vulnerable.", + "{@b {@i Hustlers}} are inveterate con-artists. Through careful planning and execution, their diversions can keep cart drivers occupied just long enough for the lifters to do their work, or create a seamless opening for an ambush.", + "{@b {@i Captains}} are the glue that holds each bandit team together, providing leadership, and stamping out dissention where necessary, often with force. They are figures that inspire with their skill and bravado." + ] + }, + { + "type": "entries", + "name": "Feature: Bandit Routes", + "entries": [ + "As someone who once assisted in countless highway robberies, you are familiar with the roads of the Wood and escape paths used by bandits. When you are not in combat, you (and companions you lead) can travel between locations that cut through forested areas twice as fast as your speed would normally allow." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Those who have chosen to leave the Coalition behind have not made the choice lightly. Some wrestle with their doubts, still caring deeply about the friends they left behind, while others have forsaken their former lives entirely.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am plucky and confident in my abilities, at least, that's what I want others to think." + ], + [ + "2", + "I often crack jokes to lighten the mood." + ], + [ + "3", + "I like to keep my secrets, and those who try to pry into my life irritate me." + ], + [ + "4", + "I have trouble sleeping unless I'm on the ground (or floor) in my bedroll." + ], + [ + "5", + "I picked up many stories during my time on the road, and I have one for every occasion." + ], + [ + "6", + "You mess with my friends, you mess with me." + ], + [ + "7", + "I never really had a plan in life, I tend to just go with the flow." + ], + [ + "8", + "I'm as cautious as they come." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Repentance. I've done terrible things in the past, and I want to try and make up for them. (Good)" + ], + [ + "2", + "Nature. I've seen what's happening to the forest, and it's bigger than all of us. We're all doomed unless we do something about it. (Neutral) " + ], + [ + "3", + "Friendship. My friends are like family to me, and I'll keep trying to do right by them until the end. (Good)" + ], + [ + "4", + "Self-Preservation. Any good rat knows when it's time to flee a sinking ship. I want to be clear of the Bandit Coalition when it goes down. (Evil)" + ], + [ + "5", + "Compassion. The struggle between humblefolk and birdfolk will only lead to more bloodshed. It needs to stop somewhere. (Good)" + ], + [ + "6", + "Freedom. I just want to be free to live my own life, and make my own way in the world. (Chaotic)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I did some hard time in Alderheart's prison, and the perch guard who arrested me still has it out for me." + ], + [ + "2", + "I stole something valuable from the Captain of my unit. I'm in big trouble if they ever find me." + ], + [ + "3", + "I harbor a terrible secret that might change how people think of me if it got out." + ], + [ + "4", + "I still sympathize with the Coalition's aims, I just believe there's a better way." + ], + [ + "5", + "My friends in the Coalition didn't understand why I had to leave. They've branded me a traitor." + ], + [ + "6", + "I had people in the Coalition who looked up to me as a leader. They might still follow me, if I could only reach them." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm always ready to bail when something goes wrong." + ], + [ + "2", + "Whenever I see something valuable, I can't help but think of a way to steal it." + ], + [ + "3", + "It's hard for me to trust people. I've been burned before. " + ], + [ + "4", + "I have a problem with authority. Nobody tells me what to do." + ], + [ + "5", + "There's a warrant out for my arrest." + ], + [ + "6", + "I have a bad habit that I picked up on the road." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Black Fist Double Agent", + "source": "ALCurseOfStrahd", + "page": 2, + "skillProficiencies": [ + { + "deception": true, + "insight": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "choose": { + "from": [ + "anyArtisansTool", + "gaming set" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + "disguise kit|phb", + "common clothes|phb", + { + "item": "emblem|phb", + "displayName": "Tears of Virulence emblem" + }, + { + "special": "writ of free agency signed by the Lord Regent" + }, + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + }, + { + "a": [ + { + "equipmentType": "toolArtisan" + } + ], + "b": [ + { + "equipmentType": "setGaming" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Insight}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}, and one type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "{@item Disguise kit|phb}, {@item common clothes|phb}, a Tears of Virulence {@item emblem|phb}, a writ of free agency signed by the Lord Regent, a set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} you are proficient with, and a {@item pouch|phb} with 15 gp (payment for services rendered)." + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Moderate" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.", + "In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents.", + "Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence." + ] + }, + { + "name": "Feature: Double Agent", + "type": "entries", + "entries": [ + "You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents. Note: This feature is a variant of the Noble feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around." + ], + [ + "2", + "My eloquence and sophistication are tools I use to avoid arousing suspicion myself." + ], + [ + "3", + "I am a thrill-seeker, excited by covert and dangerous missions." + ], + [ + "4", + "I live by my wits and always check every lock twice, just to be certain." + ], + [ + "5", + "I never admit to my mistakes lest they be used against me." + ], + [ + "6", + "I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look." + ], + [ + "7", + "I am prepared for any eventuality; including the day my usefulness as a spy comes to an end." + ], + [ + "8", + "I always make certain to know my enemy before acting, lest I bite off more than I can chew." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Suspicious. In my experience, everybody has something to hide, and what they hide can usually hurt me. (Any)" + ], + [ + "2", + "Secretive. I trade in secrets, and am not about to let any of mine slip. (Any)" + ], + [ + "3", + "Hedonist. Life is short. I live my life to the fullest, as I know any day could be my last. (Chaotic)" + ], + [ + "4", + "Selfless. I use my position to help the downtrodden avoid persecution from the authorities. (Good)" + ], + [ + "5", + "Patriotic. I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful)" + ], + [ + "6", + "Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I was framed for a crime I did not commit, and seek to bring the true culprit to justice." + ], + [ + "2", + "I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities." + ], + [ + "3", + "I miss the glory days of Phlan, before the coming of the dragon." + ], + [ + "4", + "I seek to prove myself worthy of joining the Black Fist as a member of their order." + ], + [ + "5", + "My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible." + ], + [ + "6", + "My family was wrongly imprisoned, and I act as an informant in order to secure their release." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I think too highly of myself, and have an exaggerated sense of self-importance." + ], + [ + "2", + "I have difficulty trusting strangers. I see spies and informants everywhere." + ], + [ + "3", + "Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station." + ], + [ + "4", + "Years of seeing innocent people suffer have left me despondent and pessimistic for the future." + ], + [ + "5", + "My desire for vengeance often gets me into trouble." + ], + [ + "6", + "I am spendthrift, and share my wealth with the patrons of my favorite tavern." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Boros Legionnaire", + "source": "GGR", + "page": 40, + "skillProficiencies": [ + { + "athletics": true, + "intimidation": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "celestial", + "draconic", + "goblin", + "other" + ] + } + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Boros insignia" + }, + { + "special": "feather from an angel's wing" + }, + { + "special": "tattered piece of a Boros banner (a souvenir from a famous battle)" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 200 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s0": [ + "fire bolt#c", + "sacred flame#c" + ], + "s1": [ + "guiding bolt", + "heroism" + ], + "s2": [ + "aid", + "scorching ray" + ], + "s3": [ + "beacon of hope", + "blinding smite" + ], + "s4": [ + "death ward", + "wall of fire" + ], + "s5": [ + "flame strike" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Intimidation}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Choose one of Celestial, Draconic, Goblin, or Minotaur" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A Boros insignia, a feather from an angel's wing, a tattered piece of a Boros banner (a souvenir from a famous battle), a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 2 gp (Boros-minted 1-zino coins)" + } + ] + }, + { + "type": "entries", + "name": "Feature: Legion Station", + "entries": [ + "You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Boros Guild Spells", + "entries": [ + "{@i Prerequisite: Spellcasting or Pact Magic class feature}", + "For you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Boros Guild Spells", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Spell Level", + "Spells" + ], + "rows": [ + [ + "Cantrip", + "{@spell fire bolt}, {@spell sacred flame}" + ], + [ + "1st", + "{@spell guiding bolt}, {@spell heroism}" + ], + [ + "2nd", + "{@spell aid}, {@spell scorching ray}" + ], + [ + "3rd", + "{@spell beacon of hope}, {@spell blinding smite}" + ], + [ + "4th", + "{@spell death ward}, {@spell wall of fire}" + ], + [ + "5th", + "{@spell flame strike}" + ] + ] + }, + "Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire." + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "The Boros Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I approach every task with the same high degree of military precision." + ], + [ + "2", + "I am always the first into the fray." + ], + [ + "3", + "I bear any injury or indignity with stoic discipline." + ], + [ + "4", + "My righteous wrath is easily inflamed by the slightest iniquity." + ], + [ + "5", + "My honor is more important to me than my life." + ], + [ + "6", + "Dangerous work is best accomplished by an orderly group working with common purpose." + ], + [ + "7", + "I treat my weapons, uniform, and insignia with reverence, for they are gifts of the angels." + ], + [ + "8", + "I pace when standing and fidget incessantly when forced to sit." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Guild}. My guild is all that really matters. (Any)" + ], + [ + "2", + "{@b Justice}. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)" + ], + [ + "3", + "{@b Protection}. It isn't right for innocents to suffer because of the arrogance of the powerful. (Good)" + ], + [ + "4", + "{@b Solidarity}. It is most crucial to act with a single will, marching side by side in perfect accord. (Lawful)" + ], + [ + "5", + "{@b Order}. Society functions only if people do their duty and respect the chain of command. (Lawful)" + ], + [ + "6", + "{@b Conviction}. Anything worth doing is worth doing with your whole heart. (Lawful)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I would lay down my life for Aurelia and the angels." + ], + [ + "2", + "I owe my life to the Boros captain who took me in when I was living on the streets." + ], + [ + "3", + "My fellow legionnaires are my family." + ], + [ + "4", + "I wield the same Boros weapon my grandparent did, for the honor of our family." + ], + [ + "5", + "I ran with the Rakdos in my youth, and I'm striving to atone for my past misdeeds." + ], + [ + "6", + "I do what I can to help out the spouse of a comrade who died in battle." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I act bravely when I'm in a group, but I'm a coward when I'm alone." + ], + [ + "2", + "I see everything in clear-cut black and white." + ], + [ + "3", + "I'm just a little fascinated by the ways of the Gruul." + ], + [ + "4", + "I trust the chain of command more than anything\u2014more even than my closest friends." + ], + [ + "5", + "I'm slow to trust members of other guilds." + ], + [ + "6", + "I've been known to turn a blind eye to injustice, with the help of a modest bribe." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Contacts", + "entries": [ + "The ordered structure of the Boros Legion offers abundant opportunities to make friends\u2014and rivals\u2014in higher places. You might have close friends in other guilds that share the Boros emphasis on order and community, or bitter enemies among the guilds that represent chaos and destruction.", + "Roll twice on the Boros Contacts table (for an ally and a rival) and once on the Non-Boros Contacts table.", + { + "type": "table", + "caption": "Boros Contacts", + "colLabels": [ + "d8", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "A former comrade in arms was promoted into the prestigious Sunhome Guard." + ], + [ + "2", + "One of my parents is a ranking Boros officer." + ], + [ + "3", + "A close friend serves aboard the {@i Parhelion II}, a flying fortress." + ], + [ + "4", + "I had a tangled affair with a Boros garrison captain." + ], + [ + "5", + "I have maintained a relationship with one of my instructors at Horizon Military Academy." + ], + [ + "6", + "I competed with a fellow student for the attention of a mentor at Horizon Military Academy." + ], + [ + "7", + "The person who recruited me into the legion changed the course of my life." + ], + [ + "8", + "A Boros angel knows my name." + ] + ] + }, + { + "type": "table", + "caption": "Non-Boros Contacts", + "colLabels": [ + "d10", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "One of my siblings is an Azorius arrester." + ], + [ + "2", + "Roll an additional Boros contact; you can decide if the contact is an ally or a rival." + ], + [ + "3", + "I showed mercy to an injured, now-grateful Dimir spy." + ], + [ + "4", + "I suspect someone I know is a Golgari assassin, but I can't prove it." + ], + [ + "5", + "An adolescent relative ran off to join the Gruul in an act of rebellion and has not yet returned." + ], + [ + "6", + "I once befriended an Izzet scientist, and we're still cordial though the relationship ended messily." + ], + [ + "7", + "I owe a monetary debt to an Orzhov syndic." + ], + [ + "8", + "A Rakdos blood witch seems to enjoy harassing me." + ], + [ + "9", + "I tried to recruit a friend who ended up joining the Selesnya." + ], + [ + "10", + "I keep running into a particular Simic biomancer, and I enjoy the arguments that inevitably result." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "How Do I Fit In?", + "entries": [ + "As a member of the Boros Legion, you are subject to the orders of your superior officers. You go where the angels tell you to go, and you do what they command you to do, to the best of your ability. If you enjoy some measure of independence, it's either because you have proven yourself capable of working without close supervision or because you're a rebellious sort who is willing to disobey orders now and face the consequences later.", + "As a soldier on the street, you are tasked with bringing dangerous threats like the Rakdos and the Gruul in line. You might contend with Rakdos performances gone horribly out of control, Gruul raids on outlying neighborhoods, shipments of rot-infested vegetation from the Golgari undercity, and violent uprisings among the guildless. At the same time, you might have to worry about Dimir spies infiltrating your leadership, overzealous or corrupt Azorius senators abusing the law at the expense of justice, Izzet experiments leveling city blocks, and Simic creations that break out of laboratories and wreak havoc through the Tenth District.", + { + "type": "inset", + "name": "Tajic, Blade of the Legion", + "entries": [ + "Tajic is a firefist who carries the exalted title of Blade of the Legion, putting him just below the angels in rank. He maintains close communication with Aurelia, though recent events in the city have set them at odds. Tajic believes that the Boros can trust only the Boros. He is convinced that any effort at peace among the guilds is doomed to failure without the Guildpact. The Boros, he argues, would be better off spending their energy to make themselves stronger so they can uphold the fragile balance that exists now\u2014and protect the innocent when the balance tilts. Aurelia feels that his negative attitude runs the risk of poisoning the hearts of the other Boros and undermining any peace efforts. For the most part, in deference to the angel, Tajic keeps his views to himself." + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Caravan Specialist", + "source": "ALElementalEvil", + "page": 2, + "skillProficiencies": [ + { + "animal handling": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "_": [ + "whip|phb", + "two-person tent|phb", + { + "special": "regional map" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Animal Handling}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item whip|phb}, a {@item two-person tent|phb}, a regional map, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Poor" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds." + ] + }, + { + "name": "Feature: Wagonmaster", + "type": "entries", + "entries": [ + "You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. Note: This feature is a variant of the Outlander feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Any group is only as strong as its weakest link. Everyone has to pull their own weight. " + ], + [ + "2", + "There's always someone out there trying to take what I've got. Always be vigilant." + ], + [ + "3", + "Anything can be learned if you have the right teacher. Most folks just need a chance." + ], + [ + "4", + "Early to bed and early to rise; this much at least is under my control." + ], + [ + "5", + "You can listen to me or don't and wish you had. Everyone ends up on one side of that fence." + ], + [ + "6", + "Eventually my hard work will be rewarded. Maybe that time has finally come." + ], + [ + "7", + "A strong ox or horse is more reliable than most people I've met." + ], + [ + "8", + "I never had time for books, but wish I had. I admire folks who have taken the time to learn." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Service. Using my talents to help others is the best way of helping myself. (Good)" + ], + [ + "2", + "Selfish. What people don't know WILL hurt them, but why is that my problem? (Evil)" + ], + [ + "3", + "Wanderer. I go where the road takes me. Sometimes that's a good thing... (Chaotic)" + ], + [ + "4", + "Fittest. On the open road, the law of nature wins. Victims are the unprepared. (Lawful)" + ], + [ + "5", + "Focused. I simply have a job to do, and I'm going to do it. (Neutral)" + ], + [ + "6", + "Motivated. There's a reason I'm good at what I do, I pay attention to the details. (Any) " + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people." + ], + [ + "2", + "A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter." + ], + [ + "3", + "The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine." + ], + [ + "4", + "The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful." + ], + [ + "5", + "There's always a road I haven't traveled before. I'm always looking for new places to explore." + ], + [ + "6", + "Wealth and power mean little without the freedom to go where and when you want." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have trouble trusting people I've just met." + ], + [ + "2", + "I enjoy the open road. Underground and tight spaces make me very nervous." + ], + [ + "3", + "I expect others to heed my orders and have little respect or sympathy if they don't." + ], + [ + "4", + "I am very prideful and have trouble admitting when I'm wrong." + ], + [ + "5", + "Once I decide on a course of action, I do not waiver." + ], + [ + "6", + "I like to explore, and my curiosity will sometimes get me into trouble." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Celebrity Adventurer's Scion", + "source": "AI", + "page": 48, + "skillProficiencies": [ + { + "perception": true, + "performance": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "toolProficiencies": [ + { + "disguise kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "disguise kit|phb", + "fine clothes|phb", + { + "item": "pouch|phb", + "containsValue": 3000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Perception}, {@skill Performance}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "{@item Disguise kit|phb}, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 30 gp." + } + ] + }, + { + "name": "Feature: Name Dropping", + "type": "entries", + "entries": [ + "You know and have met any number of powerful people across the land\u2014and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter\u2014or worse.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I will never get out of my famous parent's shadow, and no one else will ever understand this burden." + ], + [ + "2", + "I've seen enough of the adventuring life to have realistic expectations and empathy for my peers." + ], + [ + "3", + "Living up to my legacy will be difficult, but I'm going to do it." + ], + [ + "4", + "I'm used to the very best in life, and that's a hard habit to break." + ], + [ + "5", + "My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me." + ], + [ + "6", + "No one can fake a smile, a handshake, or an interested nod like I can." + ], + [ + "7", + "I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you." + ], + [ + "8", + "No risk is too great for the rewards of defeating my enemies... and taking their stuff." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil)" + ], + [ + "2", + "Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful)" + ], + [ + "3", + "Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)" + ], + [ + "4", + "Training. Hard work, sacrifice, and training lead to success\u2014and eventually to perfection. (Any)" + ], + [ + "5", + "Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)" + ], + [ + "6", + "Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "While my parent was out adventuring, a servant raised me, and I care about that person more than anyone." + ], + [ + "2", + "I consider every member of my parent's former adventuring party to be family." + ], + [ + "3", + "Despite their absences, my famous parent was kind and generous. I love them and want to make them proud." + ], + [ + "4", + "My parent once brought a cursed magic item home. It is my obsession." + ], + [ + "5", + "My childhood home holds all my best memories, and its upkeep is my primary concern." + ], + [ + "6", + "Growing up, I had an imaginary friend I could always count on. That friend is still with me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You don't know what I'm going through. You never can." + ], + [ + "2", + "You. Fetch my cloak. And maybe rub my feet for a while." + ], + [ + "3", + "My comrades are brave, but I must defeat this threat alone to prove my worth." + ], + [ + "4", + "Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them." + ], + [ + "5", + "My best days are behind me. Ahead lies only toil, pain, and death." + ], + [ + "6", + "You have to look out for yourself. No one else will." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Charlatan", + "source": "PHB", + "page": 128, + "reprintedAs": [ + "Charlatan|XPHB" + ], + "skillProficiencies": [ + { + "deception": true, + "sleight of hand": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "forgery kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "fine clothes|phb", + "disguise kit|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + }, + { + "a": [ + { + "special": "stoppered bottles filled with colored liquid", + "quantity": 10 + } + ], + "b": [ + { + "special": "set of weighted dice" + } + ], + "c": [ + { + "special": "deck of marked cards" + } + ], + "d": [ + { + "special": "signet ring of an imaginary duke" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Sleight of Hand}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}, {@item Forgery kit|phb}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item fine clothes|phb}, a {@item disguise kit|phb}, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Feature: False Identity", + "type": "entries", + "entries": [ + "You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Favorite Schemes", + "type": "entries", + "entries": [ + "Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below.", + { + "type": "table", + "colLabels": [ + "d6", + "Scam" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I cheat at games of chance." + ], + [ + "2", + "I shave coins or forge documents." + ], + [ + "3", + "I insinuate myself into people's lives to prey on their weakness and secure their fortunes." + ], + [ + "4", + "I put on new identities like clothes." + ], + [ + "5", + "I run sleight-of-hand cons on street corners." + ], + [ + "6", + "I convince people that worthless junk is worth their hard-earned money." + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I fall in and out of love easily, and am always pursuing someone." + ], + [ + "2", + "I have a joke for every occasion, especially occasions where humor is inappropriate." + ], + [ + "3", + "Flattery is my preferred trick for getting what I want." + ], + [ + "4", + "I'm a born gambler who can't resist taking a risk for a potential payoff." + ], + [ + "5", + "I lie about almost everything, even when there's no reason to." + ], + [ + "6", + "Sarcasm and insults are my weapons of choice." + ], + [ + "7", + "I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment." + ], + [ + "8", + "I pocket anything I see that might have some value." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Independence. I am a free spirit\u2014no one tells me what to do. (Chaotic)" + ], + [ + "2", + "Fairness. I never target people who can't afford to lose a few coins. (Lawful)" + ], + [ + "3", + "Charity. I distribute the money I acquire to the people who really need it. (Good)" + ], + [ + "4", + "Creativity. I never run the same con twice. (Chaotic)" + ], + [ + "5", + "Friendship. Material goods come and go. Bonds of friendship last forever. (Good)" + ], + [ + "6", + "Aspiration. I'm determined to make something of myself. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about." + ], + [ + "2", + "I owe everything to my mentor\u2014a horrible person who's probably rotting in jail somewhere." + ], + [ + "3", + "Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her." + ], + [ + "4", + "I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me." + ], + [ + "5", + "A powerful person killed someone I love. Some day soon, I'll have my revenge." + ], + [ + "6", + "I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I can't resist a pretty face." + ], + [ + "2", + "I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in." + ], + [ + "3", + "I'm convinced that no one could ever fool me the way I fool others." + ], + [ + "4", + "I'm too greedy for my own good. I can't resist taking a risk if there's money involved." + ], + [ + "5", + "I can't resist swindling people who are more powerful than me." + ], + [ + "6", + "I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Charlatan", + "source": "XPHB", + "page": 180, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "dex", + "con", + "cha" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "dex", + "con", + "cha" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "skilled|xphb": true + } + ], + "skillProficiencies": [ + { + "deception": true, + "sleight of hand": true + } + ], + "toolProficiencies": [ + { + "calligrapher's supplies": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "forgery kit|xphb" + }, + { + "item": "costume|xphb" + }, + { + "item": "fine clothes|xphb" + }, + { + "value": 1500 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Dexterity, Constitution, Charisma" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Skilled|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception|XPHB}, {@skill Sleight of Hand|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Forgery Kit|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Forgery Kit|XPHB}, {@item Costume|XPHB}, {@item Fine Clothes|XPHB}, 15 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "City Watch", + "source": "SCAG", + "page": 145, + "skillProficiencies": [ + { + "athletics": true, + "insight": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "uniform in the style of your unit and indicative of your rank" + }, + { + "item": "horn|phb", + "displayName": "horn with which to summon help" + }, + { + "item": "manacles|phb", + "displayName": "set of manacles" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Insight}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A uniform in the style of your unit and indicative of your rank, a {@item horn|phb} with which to summon help, a set of {@item manacles|phb}, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Watcher's Eye", + "type": "entries", + "entries": [ + "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.", + "Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes." + ] + } + ], + "hasFluff": true + }, + { + "name": "Clan Crafter", + "source": "SCAG", + "page": 145, + "skillProficiencies": [ + { + "history": true, + "insight": true + } + ], + "languageProficiencies": [ + { + "dwarvish": true + }, + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + { + "special": "maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, {@skill Insight}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Dwarvish or one of your choice if you already speak Dwarvish" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of {@item traveler's clothes|phb}, and a {@item pouch|phb} containing 5 gp and a gem worth 10 gp" + } + ] + }, + { + "name": "Feature: Respect of the Stout Folk", + "type": "entries", + "entries": [ + "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background guild artisan} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words \"guild\" and \"clan\" to be interchangeable.)", + "Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship." + ] + } + ], + "hasFluff": true + }, + { + "name": "Clasp Member", + "source": "TDCSR", + "page": 181, + "skillProficiencies": [ + { + "deception": true, + "choose": { + "from": [ + "sleight of hand", + "stealth" + ], + "count": 1 + } + } + ], + "languageProficiencies": [ + { + "thieves' cant": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "disguise kit", + "forgery kit", + "thieves' tools" + ], + "count": 1 + } + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "common clothes|phb", + "displayName": "A set of inconspicuous common clothes" + }, + { + "equipmentType": "toolArtisan" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, plus your choice of {@skill Sleight of Hand} or {@skill Stealth}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise Kit|PHB}, {@item forgery kit|PHB}, or {@item thieves' tools|PHB} (one of your choice)" + }, + { + "type": "item", + "name": "Languages:", + "entry": "{@language Thieves' Cant}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of inconspicuous {@item common clothes|phb}, a set of {@filter tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} with which you're proficient, and a belt {@item pouch|PHB} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: A Favor in Turn", + "page": 182, + "entries": [ + "You have gained enough clout in the {@book Clasp|TDCSR|2|The Clasp} that you can call in a favor from your contacts whenever you're close enough to a center of syndicate activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed Spireling for approval. This favor can take on any form subject to the approval of the GM, who decides how it is fulfilled. If muscle is requested, an NPC member of the {@book Clasp|TDCSR|2|The Clasp} can temporarily aid your party. If money is needed, a small loan can be provided. If you've been imprisoned, {@book Clasp|TDCSR|2|The Clasp} operatives can look into breaking you out or paying off the jailer.", + "At some point, the favor will be called in for repayment, often without warning. Refusing the call will result in your termination\u2014literally. You might be called on to commit a specific burglary, or to pressure an {@book Emonian|TDCSR|3|Emon, the City of Fellowship} dignitary to reveal a secret at an upcoming ball. The {@book Clasp|TDCSR|2|The Clasp} might even demand that you assassinate a specific person, with no questions asked or answered. It's the GM's prerogative to ensure that the syndicate's request is proportionate to the favor they bestowed\u2014or that they compensate you in other ways for a service that goes beyond the scope of repaying the initial favor." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "page": 182, + "entries": [ + "The {@book Clasp|TDCSR|2|The Clasp} enjoys a strange status in Tal'Dorei. The syndicate is a feared group of thieves and killers, whose name is often invoked only in whispers. But at the same time, the organization has a reputation for guerilla heroism, in response to its members having saved countless lives when the {@book Chroma Conclave|TDCSR|1|The Chroma Conclave} attacked {@book Emon|TDCSR|3|Emon, the City of Fellowship}. And so like every {@book Clasp|TDCSR|2|The Clasp} member, your own reputation often swings between these two poles.", + "Your bond is likely associated with your fellow {@book Clasp|TDCSR|2|The Clasp} members or the individual who introduced you to the syndicate. Your ideal probably involves establishing your importance and indispensability to the {@book Clasp|TDCSR|2|The Clasp}.", + { + "type": "table", + "caption": "Clasp Member Personality Traits", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "What's life without risk? I'm always willing to take a risk if the reward seems worth it." + ], + [ + "2", + "I only show my emotions around people I really trust." + ], + [ + "3", + "I don't need friends; I need allies. When I do make \"friends,\" I only consider what they can do for me." + ], + [ + "4", + "I look for simple solutions. The world's full of tough problems, but a well-placed knife is a one-size-fits-all answer." + ], + [ + "5", + "Money talks. I don't. We've got an efficient relationship." + ], + [ + "6", + "I used to have one rule\u2014don't get involved in other people's problems. Why are things so complicated now?" + ], + [ + "7", + "Crime is a game, and I play to win. I have no sympathy for players who don't get that." + ], + [ + "8", + "This organization has a lot of folks who cling to ugly, brutal practices. I'm not like that. I'm a professional, and professionals have standards." + ] + ] + }, + { + "type": "table", + "caption": "Clasp Member Ideals", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b By Any Means}. I complete jobs. Collateral damage isn't my problem. (Chaotic)" + ], + [ + "2", + "{@b Ambition}. I will climb to the top of the ladder. Everything I do is a stepping-stone to a Spireling's position. (Neutral)" + ], + [ + "3", + "{@b Decisiveness}. It's important to make up your mind so you can act swiftly and without delay. (Neutral)" + ], + [ + "4", + "{@b Honor}. There's room in the {@book Clasp|TDCSR|2|The Clasp} for both good and evil. Every day, I awake and choose to do what's right. (Good)" + ], + [ + "5", + "{@b Family}. The {@book Clasp|TDCSR|2|The Clasp} is family. Anything that's good for the family is good for me. (Lawful)" + ], + [ + "6", + "{@b Self-Interest}. There are too many bleeding hearts in the {@book Clasp|TDCSR|2|The Clasp} these days. Doing the right thing means doing the thing that makes my life better. (Evil)" + ] + ] + }, + { + "type": "table", + "caption": "Clasp Member Bonds", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'd do anything\u2014anything\u2014to protect my comrades." + ], + [ + "2", + "I'll always be grateful to the Spireling who took me in when I was an orphaned kid." + ], + [ + "3", + "I was inspired to join the {@book Clasp|TDCSR|2|The Clasp} by the stories my parents told of being saved from the {@book Chroma Conclave's|TDCSR|1|The Chroma Conclave} attack on {@book Emon|TDCSR|3|Emon, the City of Fellowship}. I can look past the organization's flaws." + ], + [ + "4", + "I was nearly killed by the {@book Myriad|TDCSR|2|The Myriad}. If the {@book Clasp|TDCSR|2|The Clasp} is the enemy of those villains, then the {@book Clasp|TDCSR|2|The Clasp} is my friend." + ], + [ + "5", + "I've got family back in the old town who are counting on me for money. They don't know how I get it, but they don't need to know." + ], + [ + "6", + "I joined the {@book Clasp|TDCSR|2|The Clasp} to become rich, powerful, and beloved. That's all there is to it." + ] + ] + }, + { + "type": "table", + "caption": "Clasp Member Flaws", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm hopeless at organizing my belongings, and I'm always losing things." + ], + [ + "2", + "I get bored whenever a plan is going too smoothly. A win is always more fun when it's by the skin of my teeth!" + ], + [ + "3", + "I've seen Spirelings walk out among cheering crowds of thousands. Gods, I wish that were me. I need that to be me." + ], + [ + "4", + "I'm rubbish with money, and never seem to leave town with a full purse. Keeps me coming back to the life, I suppose." + ], + [ + "5", + "I can't work with shoddy, makeshift {@item thieves' tools|PHB}. I need everything involving my work to be perfect." + ], + [ + "6", + "Any slight against me, no matter how small, is cause for revenge." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Cloistered Scholar", + "source": "SCAG", + "page": 146, + "skillProficiencies": [ + { + "history": true, + "choose": { + "from": [ + "arcana", + "nature", + "religion" + ] + } + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "robes|phb", + "displayName": "The scholar's robes of your cloister" + }, + "pouch|phb", + { + "special": "quill" + }, + { + "special": "ink" + }, + { + "special": "folded parchment" + }, + { + "special": "small penknife" + }, + { + "item": "book|phb", + "displayName": "borrowed book on the subject of your current study" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, plus your choice of one from among {@skill Arcana}, {@skill Nature}, and {@skill Religion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "any two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "The scholar's {@item robes|phb} of your cloister, a writing kit (small {@item pouch|phb} with a quill, ink, folded parchment, and a small penknife), a borrowed {@item book|phb} on the subject of your current study, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Library Access", + "type": "entries", + "entries": [ + "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.", + "You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.", + "Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background sage} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.", + "Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth - perhaps as a worthy goal in itself, or maybe as a means to a desirable end." + ] + } + ], + "hasFluff": true + }, + { + "name": "Cobalt Scholar (Sage)", + "source": "EGW", + "page": 203, + "_copy": { + "name": "Sage", + "source": "PHB" + }, + "hasFluff": true + }, + { + "name": "Continental Nobility", + "source": "DoDk", + "page": 244, + "prerequisite": [ + { + "level": { + "level": 1, + "class": { + "name": "Artificer", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Barbarian", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Bard", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Cleric", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Druid", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Fighter", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Monk", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Paladin", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Ranger", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Rogue", + "visible": true + } + } + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "persuasion", + "athletics", + "history", + "intimidation" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "a": [ + "signet ring|phb" + ], + "b": [ + { + "special": "brooch bearing your family crest" + } + ] + }, + { + "_": [ + { + "special": "cape in the colours of your house" + }, + "fine clothes|phb", + { + "item": "pouch|phb", + "containsValue": 2500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Two of the following: {@skill Persuasion}, {@skill Athletics}, {@skill History}, or {@skill Intimidation}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item signet ring|PHB} or brooch bearing your family crest, a cape in the colours of your house, a set of {@item fine clothes|PHB}, and a {@item pouch|PHB} containing 25 gp" + } + ] + }, + { + "type": "entries", + "name": "Defining Event", + "entries": [ + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Defining Event" + ], + "rows": [ + [ + "1", + "I was well celebrated in my city as a slayer of a great troll." + ], + [ + "2", + "I witnessed the death of my family during the civil war. They were targets for their ties to the von Kessel name." + ], + [ + "3", + "I led my knights to victory in defending our castle during a raid in the war." + ], + [ + "4", + "I lost a lot of good soldiers in an earlier expedition into Drakkenheim. We never made it past the gate." + ], + [ + "5", + "My house was an enemy of the von Kessel family and had many battles with them." + ], + [ + "6", + "I broke ties with my family when they folded to the Silver Order." + ], + [ + "7", + "I am related, not to a king or queen, but to a noble figure who sat in the small council and made important decisions for their represented house." + ], + [ + "8", + "My family lost everything in the destruction of Drakkenheim. We are noble only in name, no longer in standing." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Feature: Noble Confidence", + "entries": [ + "During a short rest you can give an inspiring pep talk to a number of allies equal to your proficiency bonus. Once in the next 8 hours, each of those allies can roll {@dice 1d4} and add it to the result of a single attack roll, ability check, or saving throw.", + { + "type": "table", + "caption": "Suggested Characteristics", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Personality Trait" + ], + "rows": [ + [ + "1", + "I consider myself a renowned monster slayer, and like to remind everyone of the many accomplishments I hold to my name." + ], + [ + "2", + "I keep family traditions close. Honour and family are amongst the most important things in the world, and I cherish them." + ], + [ + "3", + "I miss the comforts of my home. This city is dirty and smells terrible." + ], + [ + "4", + "I believe in the good in people, and I hope to find a peaceful resolution to our problems. A diplomatic approach is something Westemär greatly needs." + ], + [ + "5", + "As a noble, I have a responsibility to protect those who cannot protect themselves." + ], + [ + "6", + "It is highly important that I look my best and maintain my regal demeanor in all situations. My reputation must go untarnished." + ], + [ + "7", + "I may be of noble birth, but have lived life on the road for some time. I am more than willing to share what I have with others, as I am no better or worse than anyone else." + ], + [ + "8", + "There is no challenge I can't face. I heard about the horrors and monsters of this world, and I am what they fear the most." + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Ideal" + ], + "rows": [ + [ + "1", + "Respect. I am a respected member of my family, and I expect what remains of Drakkenheim's nobility and royal line to acknowledge my standing. (Lawful)" + ], + [ + "2", + "Responsibility. It is my responsibility as a representative of my noble line to remain cordial, and diplomatic in dealings with the various high ranking members of Drakkenheim's society. (Good)" + ], + [ + "3", + "Privacy. I do not wish for my nobility to come up. It may be best if the people of Drakkenheim do not know who I am. At least for now. (Any)" + ], + [ + "4", + "Duty. It is my duty to aid the people of Drakkenheim. As a noble I was connected to this city, and it is what is expected of me. (Good)" + ], + [ + "5", + "Glory. I must claim my victories and prove myself in battle. (Any)" + ], + [ + "6", + "Family. Blood is thicker than water and I will fight to defend my family's honour. (Good)" + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Bond" + ], + "rows": [ + [ + "1", + "I must prove myself as a great warrior for my house and my people." + ], + [ + "2", + "My family was once bound to the royal family of Westemär, I must ensure we remain bound to whoever takes the throne." + ], + [ + "3", + "My family's fortune was lost. Drakkenheim may be our last chance to get it back." + ], + [ + "4", + "My family was betrayed by one of the royal houses, and I plan to make sure any that remain of that name are brought to justice and my family takes its place where it belongs." + ], + [ + "5", + "I am destined to rule, as my ancestors before me have." + ], + [ + "6", + "I have been sent unwillingly on a diplomatic mission to Drakkenheim. I am to gain political standing in these crumbling ruins." + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Flaw" + ], + "rows": [ + [ + "1", + "I boast about my own triumphs, and belittle the accomplishments of others." + ], + [ + "2", + "Bound by honor, I can never back down from a challenge, nor can I let those who undervalue my name go unchallenged." + ], + [ + "3", + "I do not like getting my hands dirty. Other people must do the heavy lifting, not me." + ], + [ + "4", + "I like to flaunt my wealth, and I spare no expense." + ], + [ + "5", + "I'm never wrong. Even if I was, I would never admit it." + ], + [ + "6", + "I was forced to lead, but I am very far out of my depth and desperately hoping people do not catch on that I don't know what I am doing here." + ] + ] + } + ], + "data": { + "isFeature": true + } + } + ], + "hasFluff": true + }, + { + "name": "Cormanthor Refugee", + "source": "ALRageOfDemons", + "page": 5, + "skillProficiencies": [ + { + "nature": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + "two-person tent|phb", + { + "equipmentType": "toolArtisan" + }, + "holy symbol|phb", + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Nature}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Elven" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item two-person tent|phb}, {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, a {@item holy symbol|phb}, a set of {@item traveler's clothes|phb}, a belt {@item pouch|phb} containing 5 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Poor" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for non-humans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps." + ] + }, + { + "name": "Feature: Shelter of the Elven Clergy", + "type": "entries", + "entries": [ + "The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle. Note: This feature is a variant of the Acolyte feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I long for a home that never really existed, whether in the camps, Hillsfar, or Myth Drannor." + ], + [ + "2", + "Though I am not an elf, I am a fervent, radical worshipper of the elven gods." + ], + [ + "3", + "I live in the moment, knowing my life could be turned upside down any day." + ], + [ + "4", + "I appreciate beauty in all of its forms." + ], + [ + "5", + "I hate the dark elves and the Netherese for each driving the elves out of Cormanthyr in the past." + ], + [ + "6", + "I am a forest bumpkin who grew up in a tent in the woods and is wholly ignorant of city life." + ], + [ + "7", + "I was raised alongside children of many other races. I harbor no racial prejudices at all." + ], + [ + "8", + "The elves have just the right word for so many things that cannot be expressed as well in other languages. I pepper my speech with elven words, phrases, and sayings." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Patient. The elves have taught me to think and plan for the long-term. (Lawful)" + ], + [ + "2", + "Rebellious. Governments and politicians drove my family to the camps. I subtly defy authority whenever I think I can get away with it. (Chaotic)" + ], + [ + "3", + "Self - Absorbed. I've had to look out for number one so long that it has become second nature. (Any)" + ], + [ + "4", + "Wanderlust. I want to see as much of the world beyond the camps as I can. (Any)" + ], + [ + "5", + "Generous. I give everything I can to help those in need, regardless of who they are. (Good)" + ], + [ + "6", + "To the Abyss with Them. The people of Hillsfar cast me out. I won't risk my hide to help them. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "The elves took me in when I had nowhere else to go. In return, I do what I can to help elves in need." + ], + [ + "2", + "I seek revenge against the people of Hillsfar for driving my family into the forest." + ], + [ + "3", + "My family lost everything when they were driven from Hillsfar. I strive to rebuild that fortune." + ], + [ + "4", + "The forest has provided me with food and shelter. In return, I protect forests and those who dwell within." + ], + [ + "5", + "I am deeply, tragically in love with someone whose racial lifespan is far longer or shorter than mine." + ], + [ + "6", + "Members of my extended family did not make it to the camps or have been kidnapped to fight in the Arena. I search for them tirelessly." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am very uncomfortable indoors and underground." + ], + [ + "2", + "I am haughty. I grew up among the elves and emulate them. Other races are crude in comparison." + ], + [ + "3", + "Elf this, elf that. I am sick and tired of the elves." + ], + [ + "4", + "I am a miser. Having lost everything once before, I clutch my possessions and wealth very tightly." + ], + [ + "5", + "I am a moocher. I am so used to others providing for me that I have come to expect everyone to do it." + ], + [ + "6", + "I believe the gods have cursed me, my family, and all of the Cormanthor refugees. We are all doomed, doomed I tell you!" + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "Courtier", + "source": "SCAG", + "page": 146, + "skillProficiencies": [ + { + "insight": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + "fine clothes|phb", + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item fine clothes|phb} and a {@item pouch|phb} containing 5 gp" + } + ] + }, + { + "name": "Feature: Court Functionary", + "type": "entries", + "entries": [ + "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background guild artisan} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.", + "The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization." + ] + } + ], + "hasFluff": true + }, + { + "name": "Criminal", + "source": "PHB", + "page": 129, + "basicRules": true, + "reprintedAs": [ + "Criminal|XPHB" + ], + "skillProficiencies": [ + { + "deception": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "thieves' tools": true + } + ], + "startingEquipment": [ + { + "_": [ + "crowbar|phb", + { + "item": "common clothes|phb", + "displayName": "dark common clothes including a hood" + }, + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Stealth}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@item thieves' tools|phb}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item crowbar|phb}, a set of dark {@item common clothes|phb} including a hood, and a belt {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Feature: Criminal Contact", + "type": "entries", + "entries": [ + "You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Specialty", + "type": "entries", + "entries": [ + "There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.", + { + "type": "table", + "colLabels": [ + "d8", + "Specialty" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Blackmailer" + ], + [ + "2", + "Burglar" + ], + [ + "3", + "Enforcer" + ], + [ + "4", + "Fence" + ], + [ + "5", + "Highway robber" + ], + [ + "6", + "Hired killer" + ], + [ + "7", + "Pickpocket" + ], + [ + "8", + "Smuggler" + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always have a plan for when things go wrong." + ], + [ + "2", + "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me." + ], + [ + "3", + "The first thing I do in a new place is note the locations of everything valuable\u2014or where such things could be hidden." + ], + [ + "4", + "I would rather make a new friend than a new enemy." + ], + [ + "5", + "I am incredibly slow to trust. Those who seem the fairest often have the most to hide." + ], + [ + "6", + "I don't pay attention to the risks in a situation. Never tell me the odds." + ], + [ + "7", + "The best way to get me to do something is to tell me I can't do it." + ], + [ + "8", + "I blow up at the slightest insult." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Honor. I don't steal from others in the trade. (Lawful)" + ], + [ + "2", + "Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)" + ], + [ + "3", + "Charity. I steal from the wealthy so that I can help people in need. (Good)" + ], + [ + "4", + "Greed. I will do whatever it takes to become wealthy. (Evil)" + ], + [ + "5", + "People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)" + ], + [ + "6", + "Redemption. There's a spark of good in everyone. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm trying to pay off an old debt I owe to a generous benefactor." + ], + [ + "2", + "My ill-gotten gains go to support my family." + ], + [ + "3", + "Something important was taken from me, and I aim to steal it back." + ], + [ + "4", + "I will become the greatest thief that ever lived." + ], + [ + "5", + "I'm guilty of a terrible crime. I hope I can redeem myself for it." + ], + [ + "6", + "Someone I loved died because of a mistake I made. That will never happen again." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "When I see something valuable, I can't think about anything but how to steal it." + ], + [ + "2", + "When faced with a choice between money and my friends, I usually choose the money." + ], + [ + "3", + "If there's a plan, I'll forget it. If I don't forget it, I'll ignore it." + ], + [ + "4", + "I have a 'tell' that reveals when I'm lying." + ], + [ + "5", + "I turn tail and run when things look bad." + ], + [ + "6", + "An innocent person is in prison for a crime that I committed. I'm okay with that." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Criminal", + "source": "XPHB", + "page": 180, + "freeRules2024": true, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "dex", + "con", + "int" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "dex", + "con", + "int" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "alert|xphb": true + } + ], + "skillProficiencies": [ + { + "sleight of hand": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "thieves' tools": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "dagger|xphb", + "quantity": 2 + }, + { + "item": "thieves' tools|xphb" + }, + { + "item": "crowbar|xphb" + }, + { + "item": "pouch|xphb", + "quantity": 2 + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 1600 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Dexterity, Constitution, Intelligence" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Alert|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Sleight of Hand|XPHB}, {@skill Stealth|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Thieves' Tools|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Dagger|XPHB|2 Daggers}, {@item Thieves' Tools|XPHB}, {@item Crowbar|XPHB}, {@item Pouch|XPHB|2 Pouches}, {@item Traveler's Clothes|XPHB}, 16 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Custom Background", + "source": "PHB", + "page": 126, + "skillProficiencies": [ + { + "any": 2 + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "skillToolLanguageProficiencies": [ + { + "anyLanguage": 2 + }, + { + "anyLanguage": 1, + "anyTool": 1 + }, + { + "anyTool": 1 + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Languages and Tool Proficiencies:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "The equipment package from any background" + } + ] + }, + { + "name": "Feature: Choose a Feature", + "type": "entries", + "entries": [ + "Choose a feature from any background." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Use the suggested characteristics from any background." + ] + }, + "{@note See the section on {@book Customizing a Background|PHB|4|Customizing a Background} in the {@book Player's Handbook|PHB} for more information.}" + ] + }, + { + "name": "Devoted Missionary", + "source": "DoDk", + "page": 246, + "skillProficiencies": [ + { + "choose": { + "from": [ + "history", + "religion", + "arcana", + "nature" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "robes|phb", + "displayName": "set of pale robes" + }, + { + "special": "small chip of delerium encased in glass" + }, + { + "special": "walking stick" + }, + { + "item": "amulet|phb", + "displayName": "amulet with a symbol of your chosen god" + }, + { + "item": "book|phb", + "displayName": "small book of religious text" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Two of the following: {@skill History}, {@skill Religion}, {@skill Arcana}, {@skill Nature}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of pale {@item robes|PHB}, a small chip of delerium encased in glass, a walking stick, an {@item amulet|PHB} with a symbol of your chosen god, a small {@item book|PHB} of religious text" + } + ] + }, + { + "type": "entries", + "name": "Missionary Life", + "entries": [ + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Missionary Life" + ], + "rows": [ + [ + "1", + "I was on a quest of self-enlightenment." + ], + [ + "2", + "I ritualistically surround myself with lit candles and ancient texts when I rest." + ], + [ + "3", + "I had taken a vow of silence until the time that my voice was needed to fulfil my destiny." + ], + [ + "4", + "I was the caretaker of ancient relics of our faith and am quested with finding others." + ], + [ + "5", + "I am but a pilgrim hoping to find divine light in dark places in the world." + ], + [ + "6", + "I was guided to my faith by angels who rescued me from my dark past." + ], + [ + "7", + "I broke my vows to my faith and was exiled. I seek redemption." + ], + [ + "8", + "I must prove myself worthy to my faith and its purpose, no matter the amount of blood spilled or lives lost." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Feature: Guided by Faith", + "entries": [ + "A number of times per day equal to your proficiency bonus, you may ask the Game Master to reveal the DC of any ability check you make before rolling the dice. You may then decide whether or not you wish to attempt the roll.", + { + "type": "table", + "caption": "Suggested Characteristics", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Personality Trait" + ], + "rows": [ + [ + "1", + "I empathize with those who do not follow the path of light. Creatures of all types can be brought back to the path of righteousness and are often suffering and in great pain." + ], + [ + "2", + "I believe in the words of my religion and quote its texts and scriptures as often as I can." + ], + [ + "3", + "I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods." + ], + [ + "4", + "I have spent my life in a temple or church. Rough living wears on me quickly." + ], + [ + "5", + "I believe very strongly that everything will turn out okay, and nothing can shake my positive attitude." + ], + [ + "6", + "My faith kept me distant from others. I have very little experience with the world outside the church/temple/shrine." + ], + [ + "7", + "I have extremely strict etiquette and manners for interactions and tasks, and I refuse to stray from them." + ], + [ + "8", + "I am working on my thesis of religious ongoings in the world and excitedly discuss the nuances of these ideas with anyone and everyone." + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Ideal" + ], + "rows": [ + [ + "1", + "Logic. Emotions must not cloud our judgement on what is right or true. (Lawful)" + ], + [ + "2", + "Self. My religious journey is that of discovering myself. If I can obtain that, there is nothing left to know. (Any)" + ], + [ + "3", + "Charity. I will always help those in need, no matter the cost. (Good)" + ], + [ + "4", + "Faith. The path laid out before me is determined by the divine entity I worship. I will follow its signs and patterns to fulfil my purpose. (Lawful)" + ], + [ + "5", + "Power. The gods have granted me divine powers and I must use them to make those who do not worship as strongly as I see the divine light and understand that I am the one true speaker of my faith. (Chaotic)" + ], + [ + "6", + "Peace. I do not like to be part of conflicts, rather a neutral voice of reason to all sides. (Neutral)" + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Bond" + ], + "rows": [ + [ + "1", + "Nothing is more important than my church and what it represents." + ], + [ + "2", + "I joined my religion to hide from a past I would rather forget." + ], + [ + "3", + "The path to enlightenment is unending. I must stay the course." + ], + [ + "4", + "I will die if it means doing right by my religious beliefs." + ], + [ + "5", + "Everything I do is for the good of the common people." + ], + [ + "6", + "I seek to preserve the ancient texts and artefact of my religion." + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Flaw" + ], + "rows": [ + [ + "1", + "I judge others harshly and believe my path to be the one true path." + ], + [ + "2", + "I believe in the words of my religion so strongly that I follow them without question." + ], + [ + "3", + "The goal I have set for myself is my destiny, and I can not act against it or abandon it for any reason." + ], + [ + "4", + "My religion was meant to keep the dark thoughts at bay, but I find myself losing that battle and a blood thirst grows within me." + ], + [ + "5", + "This is my first taste of life outside my religion, and I enjoy its pleasures a little too much." + ], + [ + "6", + "The gods and my faith have determined that I am always correct as I speak on their behalf. There is no question in my mind that I speak the ultimate truths and any who do not agree are misguided fools." + ] + ] + } + ], + "data": { + "isFeature": true + } + } + ], + "hasFluff": true + }, + { + "name": "Dimir Operative", + "source": "GGR", + "page": 46, + "skillProficiencies": [ + { + "deception": true, + "stealth": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "disguise kit": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Dimir insignia" + }, + { + "special": "small knives", + "quantity": 3 + }, + { + "item": "common clothes|phb", + "displayName": "dark-colored common clothes" + }, + { + "special": "the starting equipment of the background described in this chapter for your secondary guild" + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s0": [ + "encode thoughts|ggr#c", + "mage hand#c" + ], + "s1": [ + "disguise self", + "sleep" + ], + "s2": [ + "detect thoughts", + "pass without trace" + ], + "s3": [ + "gaseous form", + "meld into stone", + "nondetection" + ], + "s4": [ + "arcane eye", + "freedom of movement" + ], + "s5": [ + "modify memory" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Stealth}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A Dimir insignia, three small knives, a set of dark-colored {@item common clothes|phb}, and the starting equipment of the background described in this chapter for your secondary guild" + } + ] + }, + { + "type": "entries", + "name": "Feature: False Identity", + "entries": [ + "You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.", + "Whenever you choose, you can drop this identity and blend into the guildless masses of the city.", + "Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you.", + { + "type": "table", + "colLabels": [ + "d8", + "Reason for Infiltration" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "My parents belong to this guild, and I let them think I'm following in their footsteps." + ], + [ + "2", + "I've been assigned to track this guild's activities." + ], + [ + "3", + "I've been assigned to get close to an individual in this guild and learn their secrets." + ], + [ + "4", + "I've been assigned to recruit a new Dimir spy from the ranks of this guild." + ], + [ + "5", + "I was a member of this guild before the Dimir recruited me." + ], + [ + "6", + "I don't like what this guild stands for and want to destroy it from within." + ], + [ + "7", + "I secretly wish I could leave the Dimir and join this guild, but there is no escaping the Dimir." + ], + [ + "8", + "I chose this guild at random or on a lark." + ] + ] + } + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Dimir Guild Spells", + "entries": [ + "{@i Prerequisite: Spellcasting or Pact Magic class feature}", + "For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Dimir Guild Spells", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Spell Level", + "Spells" + ], + "rows": [ + [ + "Cantrip", + "{@spell encode thoughts|GGR}, {@spell mage hand}" + ], + [ + "1st", + "{@spell disguise self}, {@spell sleep}" + ], + [ + "2nd", + "{@spell detect thoughts}, {@spell pass without trace}" + ], + [ + "3rd", + "{@spell gaseous form}, {@spell meld into stone}, {@spell nondetection}" + ], + [ + "4th", + "{@spell arcane eye}, {@spell freedom of movement}" + ], + [ + "5th", + "{@spell modify memory}" + ] + ] + }, + "Your magic is meant to be subtle and undetectable, but it might pull shadows or clouds of mist around you as you cast your spells. Using the {@spell encode thoughts|GGR} cantrip described below, you can turn a creature's thoughts (including your own) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir." + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Skilled at infiltration, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I'm good at hiding my true thoughts and feelings." + ], + [ + "2", + "When I'm in doubt about revealing something, I assume it's a secret, and I don't share it." + ], + [ + "3", + "I like to sound mysterious, because wisdom hidden grows deeper with time." + ], + [ + "4", + "I have no patience with people who get in my way." + ], + [ + "5", + "I love hearing about other people's nightmares." + ], + [ + "6", + "Combat is meant to be quick, clean, and one-sided." + ], + [ + "7", + "I like to stick to the shadows." + ], + [ + "8", + "I never show my anger. I just plot my revenge." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Guild}. My true guild is all that really matters. (Any)" + ], + [ + "2", + "{@b Control}. I like pulling the strings. (Lawful)" + ], + [ + "3", + "{@b Secrets}. I collect secrets and never reveal them. (Any)" + ], + [ + "4", + "{@b Knowledge}. I want to know as much as I can about this city and how it works. (Any)" + ], + [ + "5", + "{@b Independence}. I value the freedom to pursue my own goals without interference. (Chaotic)" + ], + [ + "6", + "{@b Nihilism}. I don't believe in anything, and anyone who does is a fool. (Neutral)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I discovered a secret I can't let anyone else uncover\u2014including my guild superiors." + ], + [ + "2", + "I formed a close friendship or romance with someone in the guild I'm infiltrating." + ], + [ + "3", + "The Dimir agent who recruited me was unmasked and killed. My revenge on the killers will be thorough and painful." + ], + [ + "4", + "I spend as much time as I can in the Ismeri Library because I'm certain an information hub operates behind its facade. I want its secrets!" + ], + [ + "5", + "I'm utterly loyal to my superior in the guild, more than to the guild or its guildmaster." + ], + [ + "6", + "Someone has discovered my true identity." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I like secrets so much that I'm reluctant to share details of a plan even with those who need to know." + ], + [ + "2", + "I would let my friends die rather than reveal my true identity." + ], + [ + "3", + "I have trouble trusting anyone but myself." + ], + [ + "4", + "I have a particular vice that puts all my secrets at risk if I'm not careful." + ], + [ + "5", + "I'm pretty sure I've done something horrible that I can't remember because of the guild's mind magic." + ], + [ + "6", + "I put too much trust in the people who give me orders." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Contacts", + "entries": [ + "As an agent of House Dimir working undercover, you have limited contacts within your guild. Your relationships within your secondary guild, in the guise of your false identity, are usually more extensive.", + "Roll once on the Dimir Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival.", + { + "type": "table", + "caption": "Dimir Contacts", + "colLabels": [ + "d8", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I know a Dimir courier who relays messages to me from someone higher up the chain of command." + ], + [ + "2", + "I get orders from a shapeshifter I recognize only through a series of code phrases we exchange." + ], + [ + "3", + "An ostentatiously wealthy vampire is my secret guild superior, summoning me to a luxurious estate by means of coded messages." + ], + [ + "4", + "I have never met my guild contact, but I receive telepathic messages, usually in my dreams." + ], + [ + "5", + "I've never met my guild contact, but I get coded messages from a pattern of street lights and graffiti." + ], + [ + "6", + "I didn't discover the identity of my guild contact until after we had begun a romantic relationship." + ], + [ + "7", + "My superior maintains an elaborate identity as a young street urchin... unless it's all a lie, and I'm being sent on ridiculous missions by a twisted child." + ], + [ + "8", + "My sibling and I both get telepathic orders from a mysterious contact, and I'm starting to question the authenticity of my sibling's orders." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "How Do I Fit In?", + "entries": [ + "As a Dimir adventurer, you are a member of the guild's network of spies, thieves, assassins, and mind mages that lurks behind the facade of the public guild. On the surface, House Dimir presents the appearance of a network of couriers, investigators, media reporters, and archivists, dealing in information and spreading news. But you and your peers trade in secrets. You use secret symbols, runes, and signals to surreptitiously communicate with other Dimir agents, often in plain sight.", + "Like any good spy, you have multiple identities: your true face as an agent of House Dimir; a guildless identity; and a role as a member of another guild. Within that secondary guild, you might already be on a mission for House Dimir, assigned to spy on the guild, collect information about a person, or recruit another spy from the ranks of the guild. Or that guild could be a launching point for your real mission. Perhaps, for example, you were ordered to infiltrate the Azorius in hopes of gaining access to a notorious inmate in an Azorius prison." + ] + } + ], + "hasFluff": true + }, + { + "name": "Dragon Casualty", + "source": "ALCurseOfStrahd", + "page": 3, + "skillProficiencies": [ + { + "intimidation": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "draconic": true + } + ], + "toolProficiencies": [ + { + "vehicles (water)": true + }, + { + "anyArtisansTool": 1 + }, + { + "choose": { + "from": [ + "gaming set", + "vehicles (land)" + ] + } + }, + { + "vehicles (land)": true + }, + { + "musical instrument": true + }, + { + "choose": { + "from": [ + "alchemist's supplies", + "herbalism kit" + ] + } + }, + { + "choose": { + "from": [ + "thieves' tools", + "forgery kit", + "disguise kit" + ] + } + }, + { + "gaming set": true + } + ], + "startingEquipment": [ + { + "_": [ + "dagger|phb", + { + "special": "tattered rags" + }, + { + "special": "loaf of moldy bread" + }, + { + "special": "small cast-off scale belonging to Vorgansharax\u2014the Maimed Virulence" + }, + { + "item": "pouch|phb", + "displayName": "pouch of various coins (salvaged during your escape from Phlan)", + "containsValue": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Intimidation}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Special (see origin below)" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Draconic" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item dagger|phb}, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax\u2014the Maimed Virulence, and a {@item pouch|phb} with 5 gp of various coins (salvaged during your escape from Phlan)." + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Wretched" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord.", + "While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow \"survivors\" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.", + "What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death." + ] + }, + { + "name": "Origin", + "type": "entries", + "entries": [ + "Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life. Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background.", + { + "type": "table", + "colLabels": [ + "d8", + "Origin (Occupation)", + "Tool Proficiency" + ], + "colStyles": [ + "col-1 text-center", + "col-5", + "col-6" + ], + "rows": [ + [ + "1", + "Dockworker/Fisherman", + "{@filter Vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}" + ], + [ + "2", + "Tradesperson/Merchant", + "{@filter Artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + ], + [ + "3", + "Black Fist Soldier", + "{@filter Gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} or {@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + ], + [ + "4", + "Adventurer/Visitor", + "{@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + ], + [ + "5", + "Entertainer", + "{@filter Musical Instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + ], + [ + "6", + "Scholar/Healer", + "{@item Alchemist's Supplies|phb} or {@item Herbalism kit|phb}" + ], + [ + "7", + "Criminal", + "{@item thieves' tools|phb}, {@item forgery kit|phb}, or {@item Disguise kit|phb}" + ], + [ + "8", + "Unskilled Laborer", + "{@filter Gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}" + ] + ] + } + ] + }, + { + "name": "Feature: Dragonscarred", + "type": "entries", + "entries": [ + "Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharaxse and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence. This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes.", + "You can parlay this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest. However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times. Note: This feature is a variant of the Far Traveler feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Disfigurement (Optional)", + "type": "entries", + "entries": [ + "In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon.", + { + "type": "table", + "colLabels": [ + "d8", + "Disfigurement" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Small non-functional wing(s)." + ], + [ + "2", + "Misshapen, wing-like membranes along one or both arms." + ], + [ + "3", + "Elongated, claw-like hand(s)." + ], + [ + "4", + "Elongated, claw-like feet." + ], + [ + "5", + "Painful green scales randomly embedded in skin." + ], + [ + "6", + "Bulbous, reptilian eye(s)." + ], + [ + "7", + "Enlarged dorsal spines." + ], + [ + "8", + "Hair replaced with small irregular spines." + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am driven to escape my past, and rarely stay in one place long." + ], + [ + "2", + "I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them." + ], + [ + "3", + "Speaking of my ordeal helps sooth the still open wounds in my soul." + ], + [ + "4", + "My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future." + ], + [ + "5", + "I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable." + ], + [ + "6", + "I am haunted my tortured past, and wake at night screaming at half-remembered horrors." + ], + [ + "7", + "I sleep with my back to a wall or tree, and a weapon within arm's reach." + ], + [ + "8", + "I am slow to trust, but incredibly loyal to those who have earned it." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Survivor. No matter the cost, I will take any action necessary to survive. (Any)" + ], + [ + "2", + "Independence. When in trouble, the only person I can rely on is myself. (Chaotic)" + ], + [ + "3", + "Compassionate. I have suffered long at the hands of a Dragon, and take pity and compassion on the suffering of others. (Good)" + ], + [ + "4", + "Secretive. I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention. (Chaotic)" + ], + [ + "5", + "Justice. I have been wronged, and will not allow the same fate to befall others. (Lawful)" + ], + [ + "6", + "Sycophant. During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have sworn vengeance on the Maimed Virulence and those that follow him." + ], + [ + "2", + "I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them." + ], + [ + "3", + "While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself!" + ], + [ + "4", + "I seek to reclaim and rebuild my former life to the best of my ability." + ], + [ + "5", + "I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor." + ], + [ + "6", + "I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied." + ], + [ + "2", + "I secretly believe others are plotting to harm me." + ], + [ + "3", + "I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat." + ], + [ + "4", + "Anyone who refuses to celebrate my celebrity does not deserve my company." + ], + [ + "5", + "I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence." + ], + [ + "6", + "Once I make up my mind, I follow my chosen course of action regardless of the consequences." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Earthspur Miner", + "source": "ALElementalEvil", + "page": 3, + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "dwarvish": true, + "undercommon": true + } + ], + "startingEquipment": [ + { + "a": [ + "shovel|phb" + ], + "b": [ + "miner's pick|phb" + ] + }, + { + "_": [ + "block and tackle|phb", + "climber's kit|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Survival}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Dwarvish and Undercommon " + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item shovel|phb} or a {@item miner's pick|phb}, a {@item block and tackle|phb}, a {@item climber's kit|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 5 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Poor" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you." + ] + }, + { + "name": "Feature: Deep Miner", + "type": "entries", + "entries": [ + "You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves. Note: This feature is a variant of the Outlander feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Nothing bothers me for long." + ], + [ + "2", + "I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me." + ], + [ + "3", + "Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals." + ], + [ + "4", + "I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time." + ], + [ + "5", + "I'd rather be mining. This is okay; mining is better." + ], + [ + "6", + "I think that I will stumble upon great riches if I just keep looking." + ], + [ + "7", + "People who don't work with their hands and who live in houses are soft and weak." + ], + [ + "8", + "I wish I were more educated. I look up to people who are." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Generosity. The riches of the earth are to be shared by all. (Good)" + ], + [ + "2", + "Greed. Gems and precious metals, I want them all for myself. (Evil)" + ], + [ + "3", + "Mooch. Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic)" + ], + [ + "4", + "Boundaries. Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful)" + ], + [ + "5", + "Let it Be. I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral)" + ], + [ + "6", + "Materialist. I want riches to improve my life. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "The people of the Earthspur mines are my family. I will do anything to protect them." + ], + [ + "2", + "A deep gnome saved my life when I was injured and alone. I owe his people a great debt." + ], + [ + "3", + "I must behold and preserve the natural beauty of places below the earth." + ], + [ + "4", + "Gems hold a special fascination for me, more than gold, land, magic, or power." + ], + [ + "5", + "I want to explore new depths and scale new heights." + ], + [ + "6", + "Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground." + ], + [ + "2", + "I'm not used to being around other people much and sometimes get grouchy about it." + ], + [ + "3", + "Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger." + ], + [ + "4", + "I jealously guard my secrets, because I think others will take advantage of me if they learn what I know." + ], + [ + "5", + "I am obsessed with getting rich. I always have a scheme brewing for making it big." + ], + [ + "6", + "I'm afraid of the dark." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "Entertainer", + "source": "PHB", + "page": 130, + "reprintedAs": [ + "Entertainer|XPHB" + ], + "skillProficiencies": [ + { + "acrobatics": true, + "performance": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "musical instrument": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "instrumentMusical" + }, + { + "special": "the favor of an admirer (love letter, lock of hair, or trinket)" + }, + "costume clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Acrobatics}, {@skill Performance}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}, one type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), {@item costume clothes|phb}, and a belt {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Feature: By Popular Demand", + "type": "entries", + "entries": [ + "You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Specialty", + "type": "entries", + "entries": [ + "A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.", + { + "type": "table", + "colLabels": [ + "d10", + "Routines" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Actor" + ], + [ + "2", + "Dancer" + ], + [ + "3", + "Fire-eater" + ], + [ + "4", + "Jester" + ], + [ + "5", + "Juggler" + ], + [ + "6", + "Instrumentalist" + ], + [ + "7", + "Poet" + ], + [ + "8", + "Singer" + ], + [ + "9", + "Storyteller" + ], + [ + "10", + "Tumbler" + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I know a story relevant to almost every situation." + ], + [ + "2", + "Whenever I come to a new place, I collect local rumors and spread gossip." + ], + [ + "3", + "I'm a hopeless romantic, always searching for that \"special someone\"." + ], + [ + "4", + "Nobody stays angry at me or around me for long, since I can defuse any amount of tension." + ], + [ + "5", + "I love a good insult, even one directed at me." + ], + [ + "6", + "I get bitter if I'm not the center of attention." + ], + [ + "7", + "I'll settle for nothing less than perfection." + ], + [ + "8", + "I change my mood or my mind as quickly as I change key in a song." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Beauty. When I perform, I make the world better than it was. (Good)" + ], + [ + "2", + "Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)" + ], + [ + "3", + "Creativity. The world is in need of new ideas and bold action. (Chaotic)" + ], + [ + "4", + "Greed. I'm only in it for the money and fame. (Evil)" + ], + [ + "5", + "People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)" + ], + [ + "6", + "Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My instrument is my most treasured possession, and it reminds me of someone I love." + ], + [ + "2", + "Someone stole my precious instrument, and someday I'll get it back." + ], + [ + "3", + "I want to be famous, whatever it takes." + ], + [ + "4", + "I idolize a hero of the old tales and measure my deeds against that person's." + ], + [ + "5", + "I will do anything to prove myself superior to my hated rival." + ], + [ + "6", + "I would do anything for the other members of my old troupe." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'll do anything to win fame and renown." + ], + [ + "2", + "I'm a sucker for a pretty face." + ], + [ + "3", + "A scandal prevents me from ever going home again. That kind of trouble seems to follow me around." + ], + [ + "4", + "I once satirized a noble who still wants my head. It was a mistake that I will likely repeat." + ], + [ + "5", + "I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble." + ], + [ + "6", + "Despite my best efforts, I am unreliable to my friends." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Entertainer", + "source": "XPHB", + "page": 180, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "str", + "dex", + "cha" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "str", + "dex", + "cha" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "musician|xphb": true + } + ], + "skillProficiencies": [ + { + "acrobatics": true, + "performance": true + } + ], + "toolProficiencies": [ + { + "musical instrument": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "musical instrument|xphb" + }, + { + "item": "costume|xphb", + "quantity": 2 + }, + { + "item": "mirror|xphb" + }, + { + "item": "perfume|xphb" + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 1100 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Strength, Dexterity, Charisma" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Musician|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Acrobatics|XPHB}, {@skill Performance|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "Choose one kind of {@item Musical Instrument|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Musical Instrument|XPHB} (same as above), {@item Costume|XPHB|2 Costumes}, {@item Mirror|XPHB}, {@item Perfume|XPHB}, {@item Traveler's Clothes|XPHB}, 11 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Faceless", + "source": "BGDIA", + "page": 203, + "skillProficiencies": [ + { + "deception": true, + "intimidation": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "disguise kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "disguise kit|phb", + "costume clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Intimidation}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "{@item Disguise kit|phb}, a {@item costume clothes|phb|costume}, a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Faceless Persona", + "entries": [ + "A faceless character adventures behind the mask of a public persona. This persona is as natural to them as their hidden, true face, but it disguises their identity. Roll on the Faceless Persona table to determine your persona, or work with the DM to create a persona that's unique to your character and suits the tone of your game.", + { + "type": "table", + "caption": "", + "colLabels": [ + "d10", + "Faceless Persona" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + 1, + "A flamboyant spy or brigand" + ], + [ + 2, + "The incarnation of a nation or people" + ], + [ + 3, + "A scoundrel with a masked guise" + ], + [ + 4, + "A vengeful spirit" + ], + [ + 5, + "The manifestation of a deity or your faith" + ], + [ + 6, + "One whose beauty is greatly accented using makeup" + ], + [ + 7, + "An impersonation of another hero" + ], + [ + 8, + "The embodiment of a school of magic" + ], + [ + 9, + "A warrior with distinctive armor" + ], + [ + 10, + "A disguise with animalistic or monstrous characteristics, meant to inspire fear" + ] + ] + } + ] + }, + { + "name": "Feature: Dual Personalities", + "type": "entries", + "entries": [ + "Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you\u2014your weaknesses, your origins, your purpose\u2014find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "A faceless character usually plays their persona\u2014the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + 1, + "I'm earnest and uncommonly direct." + ], + [ + 2, + "I strive to have no personality\u2014it's easier to forget what's hardly there." + ], + [ + 3, + "I treasure a memento of the person or instance that set me upon my path." + ], + [ + 4, + "I sleep just as much as I need to and on an unusual schedule." + ], + [ + 5, + "I think far ahead, a detachedness often mistaken for daydreaming." + ], + [ + 6, + "I cultivate a single obscure hobby or study and eagerly discuss it at length." + ], + [ + 7, + "I am ever learning how to be among others\u2014when to stay quiet, when to laugh." + ], + [ + 8, + "I behave like an extreme opposite of my persona." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + 1, + "Justice. Place in society shouldn't determine one's access to what is right. (Good)" + ], + [ + 2, + "Security. Doing what must be done can't bring the innocent to harm. (Lawful)" + ], + [ + 3, + "Confusion. Deception is a weapon. Strike from where your foes won't expect. (Chaotic)" + ], + [ + 4, + "Infamy. My name will be a malediction, a curse that fulfills my will. (Evil)" + ], + [ + 5, + "Incorruptibility. Be a symbol, and leave your flawed being behind. (Any)" + ], + [ + 6, + "Anonymity. It's my deeds that should be remembered, not their instrument. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + 1, + "I do everything for my family. My first thought is keeping them safe." + ], + [ + 2, + "What I do, I do for the world. The people don't realize how much they need me." + ], + [ + 3, + "I've seen too many in need. I must not fail them as everyone else has." + ], + [ + 4, + "I stand in opposition, lest the wicked go unopposed." + ], + [ + 5, + "I am exceptional. I do this because no one else can, and no one can stop me." + ], + [ + 6, + "I do everything for those who were taken from me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + 1, + "I am callous about death. It comes to us all eventually." + ], + [ + 2, + "I never make eye contact or hold it unflinchingly." + ], + [ + 3, + "I have no sense of humor. Laughing is uncomfortable and embarrassing." + ], + [ + 4, + "I overexert myself, sometimes needing to recuperate for a day or more." + ], + [ + 5, + "I think far ahead, a detachedness often mistaken for daydreaming." + ], + [ + 6, + "I see morality entirely in black and white." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Faction Agent", + "source": "SCAG", + "page": 147, + "skillProficiencies": [ + { + "insight": true, + "choose": { + "from": [ + "arcana", + "animal handling", + "deception", + "history", + "intimidation", + "investigation", + "medicine", + "nature", + "perception", + "performance", + "persuasion", + "religion", + "survival" + ] + } + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Badge or emblem of your faction" + }, + { + "special": "copy of a seminal faction text (or code-book for a covert faction)" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight} and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Badge or emblem of your faction, a copy of a seminal faction text (or code-book for a covert faction), a set of {@item common clothes|phb}, and a {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Feature: Safe Haven", + "type": "entries", + "entries": [ + "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background acolyte} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words \"faith\" and \"faction\" to be interchangeable.)", + "Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature." + ] + } + ], + "hasFluff": true + }, + { + "name": "Failed Merchant", + "source": "AI", + "page": 49, + "skillProficiencies": [ + { + "investigation": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + "merchant's scale|phb", + "fine clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Investigation}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "One set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, {@item merchant's scale|phb}, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Supply Chain", + "type": "entries", + "entries": [ + "From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again." + ], + [ + "2", + "Even my competitors said I was affable and talented. Those traits should serve me well." + ], + [ + "3", + "To prosper, you have to be in control." + ], + [ + "4", + "The customer is always right." + ], + [ + "5", + "I was cutting corners and breaking deals to maximize profit. That's why I failed." + ], + [ + "6", + "When I get an idea, I am single-minded in its execution\u2014even if it's a terrible idea." + ], + [ + "7", + "If I can be everyone's friend, I'll always have support." + ], + [ + "8", + "My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any)" + ], + [ + "2", + "Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good)" + ], + [ + "3", + "Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic)" + ], + [ + "4", + "Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil)" + ], + [ + "5", + "Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful)" + ], + [ + "6", + "Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My family means everything to me. I failed them before, and I must not do so again." + ], + [ + "2", + "My church provides a connection to my god, so I must ensure that it is protected and funded." + ], + [ + "3", + "My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family." + ], + [ + "4", + "If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on." + ], + [ + "5", + "Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them." + ], + [ + "6", + "I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Why spend gold here when you can buy the same thing for copper in the next town?" + ], + [ + "2", + "I must have the best of everything. Like, right now." + ], + [ + "3", + "You haven't heard of me? I'm sure that's because of your ignorance and low breeding." + ], + [ + "4", + "I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck." + ], + [ + "5", + "I find that most people are trustworthy. Hey, where's my belt pouch?" + ], + [ + "6", + "Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Far Traveler", + "source": "SCAG", + "page": 148, + "skillProficiencies": [ + { + "insight": true, + "perception": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "musical instrument", + "gaming set" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + "traveler's clothes|phb", + { + "special": "poorly wrought maps from your homeland that depict where you are in Faerûn" + }, + { + "special": "small piece of jewelry in the style of your homeland's craftsmanship", + "worthValue": 1000 + }, + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + }, + { + "a": [ + { + "equipmentType": "instrumentMusical" + } + ], + "b": [ + { + "equipmentType": "setGaming" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Perception}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Any one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} or {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice, likely something native to your homeland" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "One set of {@item traveler's clothes|phb}, any one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} or {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a {@item pouch|phb} containing 5 gp" + } + ] + }, + { + "name": "Feature: All Eyes on You", + "type": "entries", + "entries": [ + "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.", + "You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Why Are You Here?", + "type": "entries", + "entries": [ + "A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.", + { + "type": "table", + "colLabels": [ + "d6", + "Reason" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Emissary" + ], + [ + "2", + "Exile" + ], + [ + "3", + "Fugitive" + ], + [ + "4", + "Pilgrim" + ], + [ + "5", + "Sightseer" + ], + [ + "6", + "Wanderer" + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own." + ], + [ + "2", + "I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting." + ], + [ + "3", + "I have a strong code of honor or sense of propriety that others don't comprehend." + ], + [ + "4", + "I express affection or contempt in ways that are unfamiliar to others." + ], + [ + "5", + "I honor my deities through practices that are foreign to this land." + ], + [ + "6", + "I begin or end my day with small traditional rituals that are unfamiliar to those around me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Open. I have much to learn from the kindly folk I meet along my way. (Good)" + ], + [ + "2", + "Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)" + ], + [ + "3", + "Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)" + ], + [ + "4", + "Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)" + ], + [ + "5", + "Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)" + ], + [ + "6", + "Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "So long as I have this token from my homeland, I can face any adversity in this strange land." + ], + [ + "2", + "The gods of my people are a comfort to me so far away from home." + ], + [ + "3", + "I hold no greater cause than my service to my people." + ], + [ + "4", + "My freedom is my most precious possession. I'll never let anyone take it from me again." + ], + [ + "5", + "I'm fascinated by the beauty and wonder of this new land." + ], + [ + "6", + "Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land." + ], + [ + "2", + "I pretend not to understand the local language in order to avoid interactions I would rather not have." + ], + [ + "3", + "I have a weakness for the new intoxicants and other pleasures of this land." + ], + [ + "4", + "I don't take kindly to some of the actions and motivations of the people of this land, because these folks are different from me." + ], + [ + "5", + "I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst." + ], + [ + "6", + "I have a weakness for the exotic beauty of the people of these lands." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Farmer", + "source": "XPHB", + "page": 180, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "str", + "con", + "wis" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "str", + "con", + "wis" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "tough|xphb": true + } + ], + "skillProficiencies": [ + { + "animal handling": true, + "nature": true + } + ], + "toolProficiencies": [ + { + "carpenter's tools": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "sickle|xphb" + }, + { + "item": "carpenter's tools|xphb" + }, + { + "item": "healer's kit|xphb" + }, + { + "item": "iron pot|xphb" + }, + { + "item": "shovel|xphb" + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 3000 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Strength, Constitution, Wisdom" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Tough|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Animal Handling|XPHB}, {@skill Nature|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Carpenter's Tools|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Sickle|XPHB}, {@item Carpenter's Tools|XPHB}, {@item Healer's Kit|XPHB}, {@item Iron Pot|XPHB}, {@item Shovel|XPHB}, 30 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Feylost", + "source": "WBtW", + "page": 9, + "skillProficiencies": [ + { + "deception": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1, + "choose": { + "from": [ + "elvish", + "gnomish", + "goblin", + "sylvan" + ] + } + } + ], + "toolProficiencies": [ + { + "musical instrument": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "instrumentMusical" + }, + "traveler's clothes|phb", + { + "item": "feywild trinket|wbtw", + "quantity": 3 + }, + { + "item": "pouch|phb", + "containsValue": 800 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice of {@language Elvish}, {@language Gnomish}, {@language Goblin}, or {@language Sylvan}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), a {@item Traveler's Clothes|PHB|set of traveler's clothes}, three trinkets (each determined by rolling on the {@item Feywild Trinket|WBtW|Feywild Trinkets} table), and a {@item pouch|phb} containing 8 gp" + } + ] + }, + { + "name": "Feature: Feywild Connection", + "type": "entries", + "entries": [ + "Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Fey Mark", + "entries": [ + "You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table.", + { + "type": "table", + "caption": "Fey Mark", + "colLabels": [ + "d8", + "Fey Mark" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Your eyes swirl with iridescent colors." + ], + [ + "2", + "You have a sweet scent, like that of nectar or honey." + ], + [ + "3", + "You have long whiskers like those of a cat." + ], + [ + "4", + "Your ears are covered with soft tufts of fur." + ], + [ + "5", + "Your skin sparkles in moonlight." + ], + [ + "6", + "Flowers either bloom or wilt (your choice) in your presence." + ], + [ + "7", + "Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut." + ], + [ + "8", + "You have a tail like that of a dog or another animal." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Feywild Visitor", + "entries": [ + "Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.", + { + "type": "table", + "caption": "Feywild Visitor", + "colLabels": [ + "d8", + "Visitor" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Awakened creature (a Beast or an ordinary plant that has had the {@spell awaken} spell cast on it)" + ], + [ + "2", + "{@creature Centaur}" + ], + [ + "3", + "{@creature Dryad}" + ], + [ + "4", + "{@creature Faerie Dragon (Violet)||Faerie dragon}" + ], + [ + "5", + "{@creature Pixie}" + ], + [ + "6", + "{@creature Satyr}" + ], + [ + "7", + "{@creature Sprite}" + ], + [ + "8", + "{@creature Unicorn}" + ] + ] + } + ] + }, + { + "type": "section", + "name": "Character Traits", + "entries": [ + "As the players choose backgrounds for their characters, they can use the following tables to help determine their characters' personality traits, ideals, bonds, and flaws. Players can use these tables instead of the ones that appear in the {@book Player's Handbook|PHB}, or they can mix and match them. If a rolled result doesn't make sense for a character, the player can roll again or choose a more appropriate entry on the table.", + "These tables, while optional, are well suited to Feywild-themed adventures and are ideal for any character who has the feylost or Witchlight hand background.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm haunted by fey laughter that only I can hear, though I know it's just my mind playing tricks on me." + ], + [ + "2", + "Like a nomad, I can't settle down in one place for very long." + ], + [ + "3", + "Good music makes me weep like a baby." + ], + [ + "4", + "Wherever I go, I try to bring a little of the warmth and tranquility of home with me." + ], + [ + "5", + "I have never lost my childlike sense of wonder." + ], + [ + "6", + "When I have a new idea, I get wildly excited about it until I come up with another, better idea." + ], + [ + "7", + "I live by my own set of weird and wonderful rules." + ], + [ + "8", + "I can't bring myself to trust most adults." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d8", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Friendship. I never leave a friend behind. (Good)" + ], + [ + "2", + "Empathy. No creature should be made to suffer. (Good)" + ], + [ + "3", + "Wanderlust. I prefer to take the less traveled path. (Chaotic)" + ], + [ + "4", + "Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)" + ], + [ + "5", + "Honor. A deal is a deal, and I would never break one. (Lawful)" + ], + [ + "6", + "Rule of Three. Everything in the multiverse happens in threes. I see the \"rule of three\" everywhere. (Lawful)" + ], + [ + "7", + "Obsession. I won't let go of a grudge. (Evil)" + ], + [ + "8", + "Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d8", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I would never break my word." + ], + [ + "2", + "I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it." + ], + [ + "3", + "I do what I can to protect the natural world." + ], + [ + "4", + "A trusted friend is the most important thing in the multiverse to me." + ], + [ + "5", + "I can't bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions." + ], + [ + "6", + "The Witchlight Carnival feels like home to me." + ], + [ + "7", + "I'm drawn to the Feywild and long to return there, if only for a short while." + ], + [ + "8", + "I feel indebted to {@creature Mister Witch|WBtW} and {@creature Mister Light|WBtW} for giving me a home and a purpose." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d8", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I easily lose track of time. My poor sense of time means I'm always late." + ], + [ + "2", + "I think the whole multiverse is out to get me." + ], + [ + "3", + "I'm always operating under a tight timeline, and I'm obsessed with keeping everything on schedule." + ], + [ + "4", + "I'm a kleptomaniac who covets shiny, sparkling treasure." + ], + [ + "5", + "I'm forgetful. Sometimes I can't remember even the simplest things." + ], + [ + "6", + "I never give away anything for free and always expect something in return." + ], + [ + "7", + "I have many vices and tend to indulge them." + ], + [ + "8", + "I'm always changing my mind\u2014well, almost always." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fisher", + "source": "GoS", + "page": 29, + "skillProficiencies": [ + { + "history": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "startingEquipment": [ + { + "_": [ + "fishing tackle|phb", + "net|phb", + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + }, + { + "a": [ + { + "special": "favorite fishing lure" + } + ], + "b": [ + { + "special": "oiled leather wading boots" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, {@skill Survival}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "{@item Fishing tackle|phb}, a {@item net|phb}, a favorite fishing lure or oiled leather wading boots, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Harvest the Water", + "entries": [ + "You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Fishing Tale", + "entries": [ + "You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale.", + { + "type": "table", + "colLabels": [ + "d8", + "Tale" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster." + ], + [ + "2", + "It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles." + ], + [ + "3", + "Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it." + ], + [ + "4", + "Ghost Fish. You are haunted by a ghostly fish that only you can see." + ], + [ + "5", + "Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam." + ], + [ + "6", + "It Swallowed the Sun. You once saw a fish leap from the water and turn day into night." + ], + [ + "7", + "Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since." + ], + [ + "8", + "Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.", + { + "type": "table", + "caption": "Fisher Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I am unmoved by the wrath of nature." + ], + [ + "2", + "My friends are my crew; we sink or float together." + ], + [ + "3", + "I need long stretches of quiet to clear my head." + ], + [ + "4", + "Rich folk don't know the satisfaction of hard work." + ], + [ + "5", + "I laugh heartily, feel deeply, and fear nothing." + ], + [ + "6", + "I work hard; nature offers no handouts." + ], + [ + "7", + "I dislike bargaining; state your price and mean it." + ], + [ + "8", + "Luck favors me, and I take risks others might not." + ] + ] + }, + { + "type": "table", + "caption": "Fisher Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Camaraderie.} Good people make even the longest voyage bearable. (Good)" + ], + [ + "2", + "{@b Luck.} Our luck depends on respecting its rules\u2014now throw this salt over your shoulder. (Lawful)" + ], + [ + "3", + "{@b Daring.} The richest bounty goes to those who risk everything. (Chaotic)" + ], + [ + "4", + "{@b Plunder.} Take all that you can and leave nothing for the scavengers. (Evil)" + ], + [ + "5", + "{@b Balance.} Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)" + ], + [ + "6", + "{@b Hard Work.} No wave can move a soul hard at work. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Fisher Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I lost something important in the deep sea, and I intend to find it." + ], + [ + "2", + "Someone else's greed destroyed my livelihood, and I will be compensated." + ], + [ + "3", + "I will fish the many famous waters of this land." + ], + [ + "4", + "The gods saved me during a terrible storm, and I will honor their gift." + ], + [ + "5", + "My destiny awaits me at the bottom of a particular pond in the Feywild." + ], + [ + "6", + "I must repay my village's debt." + ] + ] + }, + { + "type": "table", + "caption": "Fisher Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I am judgmental, especially of those I deem homebodies or otherwise lazy." + ], + [ + "2", + "I become depressed and anxious if I'm away from the sea too long." + ], + [ + "3", + "I have lived a hard life and find it difficult to empathize with others." + ], + [ + "4", + "I am inclined to tell long-winded stories at inopportune times." + ], + [ + "5", + "I work hard, but I play harder." + ], + [ + "6", + "I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Folk Hero", + "source": "PHB", + "page": 131, + "basicRules": true, + "skillProficiencies": [ + { + "animal handling": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1, + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + "shovel|phb", + "iron pot|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Animal Handling}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (one of your choice), a {@item shovel|phb}, an {@item iron pot|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Rustic Hospitality", + "type": "entries", + "entries": [ + "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Specialty", + "type": "entries", + "entries": [ + "You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.", + { + "type": "table", + "colLabels": [ + "d10", + "Defining Event" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I stood up to a tyrant's agents." + ], + [ + "2", + "I saved people during a natural disaster." + ], + [ + "3", + "I stood alone against a terrible monster." + ], + [ + "4", + "I stole from a corrupt merchant to help the poor." + ], + [ + "5", + "I led a militia to fight off an invading army." + ], + [ + "6", + "I broke into a tyrant's castle and stole weapons to arm the people." + ], + [ + "7", + "I trained the peasantry to use farming implements as weapons against a tyrant's soldiers." + ], + [ + "8", + "A lord rescinded an unpopular decree after I led a symbolic act of protest against it." + ], + [ + "9", + "A celestial, fey, or similar creature gave me a blessing or revealed my secret origin." + ], + [ + "10", + "Recruited into a lord's army, I rose to leadership and was commended for my heroism." + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I judge people by their actions, not their words." + ], + [ + "2", + "If someone is in trouble, I'm always ready to lend help." + ], + [ + "3", + "When I set my mind to something, I follow through no matter what gets in my way." + ], + [ + "4", + "I have a strong sense of fair play and always try to find the most equitable solution to arguments." + ], + [ + "5", + "I'm confident in my own abilities and do what I can to instill confidence in others." + ], + [ + "6", + "Thinking is for other people. I prefer action." + ], + [ + "7", + "I misuse long words in an attempt to sound smarter." + ], + [ + "8", + "I get bored easily. When am I going to get on with my destiny?" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. People deserve to be treated with dignity and respect. (Good)" + ], + [ + "2", + "Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)" + ], + [ + "3", + "Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)" + ], + [ + "4", + "Might. If I become strong, I can take what I want\u2014what I deserve. (Evil)" + ], + [ + "5", + "Sincerity. There's no good in pretending to be something I'm not. (Neutral)" + ], + [ + "6", + "Destiny. Nothing and no one can steer me away from my higher calling. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have a family, but I have no idea where they are. One day, I hope to see them again." + ], + [ + "2", + "I worked the land, I love the land, and I will protect the land." + ], + [ + "3", + "A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter." + ], + [ + "4", + "My tools are symbols of my past life, and I carry them so that I will never forget my roots." + ], + [ + "5", + "I protect those who cannot protect themselves." + ], + [ + "6", + "I wish my childhood sweetheart had come with me to pursue my destiny." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "The tyrant who rules my land will stop at nothing to see me killed." + ], + [ + "2", + "I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure." + ], + [ + "3", + "The people who knew me when I was young know my shameful secret, so I can never go home again." + ], + [ + "4", + "I have a weakness for the vices of the city, especially hard drink." + ], + [ + "5", + "Secretly, I believe that things would be better if I were a tyrant lording over the land." + ], + [ + "6", + "I have trouble trusting in my allies." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Gambler", + "source": "AI", + "page": 49, + "skillProficiencies": [ + { + "deception": true, + "insight": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "setGaming" + }, + { + "special": "lucky charm" + }, + "fine clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Insight}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, a lucky charm, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Feature: Never Tell Me the Odds", + "type": "entries", + "entries": [ + "Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I plan for every contingency. Leave nothing to chance!" + ], + [ + "2", + "Every copper wants to be a silver. Each bet is an opportunity." + ], + [ + "3", + "I'm one of Lady Luck's favored. Anything I try is destined to succeed." + ], + [ + "4", + "I've lost so much to gambling that I refuse to spend money on anything anymore." + ], + [ + "5", + "Nothing is certain. Planning is a coward's act." + ], + [ + "6", + "I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public." + ], + [ + "7", + "The perfect bet is out there somewhere. I just have to keep my eyes open." + ], + [ + "8", + "I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)" + ], + [ + "2", + "Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful)" + ], + [ + "3", + "Bravery. If you want to succeed, you have to take risks. (Chaotic)" + ], + [ + "4", + "Survival. You can't win if you're dead. Live to fight another day\u2014when the odds might be more in your favor. (Any)" + ], + [ + "5", + "Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)" + ], + [ + "6", + "Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid." + ], + [ + "2", + "I'm loyal to the friend or family member who taught me how to gamble." + ], + [ + "3", + "The person who saved me from my gambling addiction is the only reason I'm alive today." + ], + [ + "4", + "A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash." + ], + [ + "5", + "A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me." + ], + [ + "6", + "Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I don't know when to quit. Especially when everyone else is telling me to." + ], + [ + "2", + "I save my sympathy for my friends, and I have no friends." + ], + [ + "3", + "You think we're in trouble now? Let me tell you how bad things are likely to get!" + ], + [ + "4", + "You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed." + ], + [ + "5", + "I was once a terribly flawed person, like you. Let me tell you how you can save yourself." + ], + [ + "6", + "I'm a great gambler. I'm just bad at math and logic." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Gate Urchin", + "source": "ALRageOfDemons", + "page": 6, + "skillProficiencies": [ + { + "deception": true, + "sleight of hand": true + } + ], + "toolProficiencies": [ + { + "thieves' tools": true, + "musical instrument": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "battered alms box" + }, + { + "equipmentType": "instrumentMusical" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "displayName": "belt pouch" + }, + { + "value": 1000 + } + ] + }, + { + "a": [ + { + "special": "cast-off military jacket" + } + ], + "b": [ + { + "special": "cap" + } + ], + "c": [ + { + "special": "scarf" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Sleight of Hand}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Thieves' tools|phb}, one type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A battered alms box, a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}, a cast-off military jacket, cap, or scarf, a set of {@item common clothes|phb}, a belt {@item pouch|phb}, and 10 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Poor" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you." + ] + }, + { + "name": "Feature: Red Plume and Mage Guild Contacts", + "type": "entries", + "entries": [ + "You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments. Note: This feature is a variant of the Soldier feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I appreciate the simple things in life. a song, a warm meal, a sunny day. I don't need any more." + ], + [ + "2", + "My problems are always caused by others. I'm never to blame." + ], + [ + "3", + "I am afraid I could wind up back on the streets any day." + ], + [ + "4", + "I get along with everyone." + ], + [ + "5", + "I see people as marks for a con and have difficulty feeling true empathy for them." + ], + [ + "6", + "I have a real flair for matchmaking. I can find anyone a spouse!" + ], + [ + "7", + "I think money is the true measure of appreciation and affection. Everything else is talk or an act." + ], + [ + "8", + "I don't like having a lot of stuff, just a few simple things I need. I don't like being tied down and tend to leave things behind when I don't need them anymore." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Loyal. I never rat out any of my friends, even when the Red Plumes or the Rogues Guild ask. (Lawful)" + ], + [ + "2", + "Adventurous. I don't like doing the same thing every day. I crave variety. (Chaotic)" + ], + [ + "3", + "Strong. Only the strong survive. I respect those who are strong and powerful. (Any)" + ], + [ + "4", + "Witty. Brains are better than brawn. I rely on my wits and respect others who do the same. (Any)" + ], + [ + "5", + "Honest. Others can do what they want, but I won't lie or steal, even to feed my family. (Good)" + ], + [ + "6", + "Ungrateful. Those who give, only do it to make themselves feel better. I steal from them. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "The Joydancers of Lliira gave me my instrument when I really needed food. I hate them for that." + ], + [ + "2", + "Busking has taught me to love music above all else." + ], + [ + "3", + "The Rogues Guild spared me when I did a job without cutting them in. I owe them a great debt." + ], + [ + "4", + "I know people hate the Red Plumes, but some of them were really good to me. I help Red Plumes whenever I can, and I respect them. They're just doing what they have to do to get by in this world." + ], + [ + "5", + "I will be wealthy some day. My descendants will live in comfort and style." + ], + [ + "6", + "I know how hard life on the streets is. I do everything I can for those who have less than me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Though I no longer live at the Gate, I am still always concerned about where I will get my next meal." + ], + [ + "2", + "Years of thieving have become habit. I sometimes steal from strangers without thinking about it." + ], + [ + "3", + "I am ashamed of my origins. I pretend I am higher-born and fear others will find out the truth." + ], + [ + "4", + "I think people who grew up in houses are soft, spoiled, and ungrateful. I frequently tell them so." + ], + [ + "5", + "I am still very uncomfortable wearing nice clothes, sleeping in a warm bed, and eating fine food." + ], + [ + "6", + "I do not trust anyone who has not had a hard life. " + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "Gate Warden", + "source": "SatO", + "page": 7, + "prerequisite": [ + { + "campaign": [ + "Planescape" + ] + } + ], + "feats": [ + { + "scion of the outer planes|sato": true + } + ], + "skillProficiencies": [ + { + "persuasion": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "ring of keys to unknown locks" + }, + { + "item": "book|phb", + "displayName": "blank book" + }, + { + "special": "bottle of black ink" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + }, + { + "a": [ + "ink pen|phb" + ], + "b": [ + { + "special": "quill" + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Persuasion}, {@skill Survival}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice (Abyssal, Celestial, or Infernal recommended)" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A ring of keys to unknown locks, a blank {@item book|PHB}, an {@item ink pen|PHB} or quill, a bottle of black ink, a set of {@item traveler's clothes|PHB}, and a {@item pouch|PHB} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Planar Infusion", + "entries": [ + "Living in a gate-town or a similar location steeped you in planar energy. You gain the {@feat Scion of the Outer Planes|SatO} feat. In addition, you know where to find free, modest lodging and food in the community you grew up in." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "The influence of an Outer Plane shapes your perspective. The Gate Warden Personality Traits table suggests traits you might adopt for your character.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Personality Trait" + ], + "rows": [ + [ + "1", + "Strange events and otherworldly creatures don't faze me." + ], + [ + "2", + "I think in terms of exchange: something for something, nothing for nothing." + ], + [ + "3", + "I speak with an unusual cadence." + ], + [ + "4", + "I pepper my speech with words or curses borrowed from planar languages." + ], + [ + "5", + "I've seen enough to know that you can't take anyone at face value, so I scrutinize everyone." + ], + [ + "6", + "I have a superstitious habit I picked up from my gate-town, such as touching iron when I'm nervous or arranging objects in a specific order." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Building a Gate Warden Character", + "entries": [ + "Those who dwell for an extended time near a permanent portal to another plane absorb the essence radiating from the realm beyond. Those influenced by the same plane share similarities in behavior and even physical appearance.", + { + "type": "entries", + "name": "Gate Warden Trinkets", + "entries": [ + "When you make your character, you can roll once on the {@item Gate Warden Trinket|SatO|Gate Warden Trinkets} table, instead of on the {@item Trinket|PHB|Trinkets} table in the Player's Handbook, for your starting trinket." + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Giant Foundling", + "source": "BGG", + "page": 6, + "feats": [ + { + "strike of the giants|bgg": true + } + ], + "skillProficiencies": [ + { + "intimidation": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "giant": true, + "anyStandard": 1 + } + ], + "startingEquipment": [ + { + "_": [ + "backpack|phb", + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + }, + { + "a": [ + { + "special": "small stone that reminds you of home" + } + ], + "b": [ + { + "special": "sprig that reminds you of home" + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Intimidation}, {@skill Survival}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Giant and one other language of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item backpack|phb}, a set of {@item traveler's clothes|phb}, a small stone or sprig that reminds you of home, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Origin Stories", + "entries": [ + "How you came to live among colossal creatures is up to you to determine, but the Foundling Origin table suggests a variety of possibilities.", + { + "type": "table", + "caption": "Foundling Origin", + "colLabels": [ + "d6", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You were found as a baby by a family of nomadic giants who raised you as one of their own." + ], + [ + "2", + "A family of stone giants rescued you when you fell into a mountain chasm, and you have lived with them underground ever since." + ], + [ + "3", + "You were lost or abandoned as a child in a jungle that teemed with ravenous dinosaurs. There, you found an equally lost frost giant; together, you survived." + ], + [ + "4", + "Your farm was crushed and your family killed in a battle between warring groups of giants. Racked with guilt over the destruction, a sympathetic giant soldier promised to care for you." + ], + [ + "5", + "After you had a series of strange dreams as a child, your superstitious parents sent you to study with a powerful but aloof storm giant oracle." + ], + [ + "6", + "While playing hide-and-seek with your friends, you stumbled into the castle of a cloud giant, who immediately adopted you." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Building a Giant Foundling Character", + "entries": [ + "Your life among giants has given you a unique perspective. Though you are unusually large for your kind, you're no larger than a giant child, so you might be very mindful of your size." + ] + }, + { + "name": "Feature: Strike of the Giants", + "type": "entries", + "entries": [ + "You gain the {@feat Strike of the Giants|BGG} feat." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "The Giant Foundling Personality Traits table suggests a variety of traits you might adopt for your character.", + { + "type": "table", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "What I lack in stature compared to giants, I make up for with sheer spite." + ], + [ + "2", + "I insist on being taken seriously as a full-grown adult. Nobody talks down to me!" + ], + [ + "3", + "Crowded spaces make me uncomfortable. I'd much rather be in an open field than a bustling tavern." + ], + [ + "4", + "I embrace my shorter stature. It helps me stay unnoticed\u2014and underestimated." + ], + [ + "5", + "Every avalanche begins as a single pebble." + ], + [ + "6", + "The world always feels too big, and I'm afraid I'll never find my place in it." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Golgari Agent", + "source": "GGR", + "page": 53, + "skillProficiencies": [ + { + "nature": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "elvish", + "giant", + "other" + ] + } + } + ], + "toolProficiencies": [ + { + "poisoner's kit": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Golgari insignia" + }, + "poisoner's kit|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + }, + { + "a": [ + { + "special": "pet beetle" + } + ], + "b": [ + { + "special": "pet spider" + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s0": [ + "dancing lights#c", + "spare the dying#c" + ], + "s1": [ + "entangle", + "ray of sickness" + ], + "s2": [ + "protection from poison", + "ray of enfeeblement", + "spider climb" + ], + "s3": [ + "animate dead", + "plant growth" + ], + "s4": [ + "giant insect", + "grasping vine" + ], + "s5": [ + "cloudkill", + "insect plague" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Nature}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Poisoner's kit|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Choose one of Elvish, Giant, or Kraul" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A Golgari insignia, a {@item poisoner's kit|phb}, a pet beetle or spider, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp worth of mixed coins" + } + ] + }, + { + "type": "entries", + "name": "Feature: Undercity Paths", + "entries": [ + "You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Golgari Guild Spells", + "entries": [ + "{@i Prerequisite: Spellcasting or Pact Magic class feature}", + "For you, the spells on the Golgari Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Golgari Guild Spells", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Spell Level", + "Spells" + ], + "rows": [ + [ + "Cantrip", + "{@spell dancing lights}, {@spell spare the dying}" + ], + [ + "1st", + "{@spell entangle}, {@spell ray of sickness}" + ], + [ + "2nd", + "{@spell protection from poison}, {@spell ray of enfeeblement}, {@spell spider climb}" + ], + [ + "3rd", + "{@spell animate dead}, {@spell plant growth}" + ], + [ + "4th", + "{@spell giant insect}, {@spell grasping vine}" + ], + [ + "5th", + "{@spell cloudkill}, {@spell insect plague}" + ] + ] + }, + "Golgari magic is often accompanied by a sickly green glow and a rotting stench." + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others by reminding them of death's inevitable approach.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Remember, I could kill you in your sleep. Or put centipedes in your bedroll." + ], + [ + "2", + "I like to remind people of their inevitable demise." + ], + [ + "3", + "Sometimes I give voice to the whispers of the rot, which I hear but no one else does." + ], + [ + "4", + "I do my best to discourage anyone from approaching or talking to me." + ], + [ + "5", + "I have accepted my death. Hence, I don't fear it." + ], + [ + "6", + "Like roots growing through stone, I am relentless and determined in my action." + ], + [ + "7", + "I put my knowledge of anatomy to use by narrating the injuries my enemies suffer in grisly detail." + ], + [ + "8", + "Like a wild animal, I lash out viciously when I'm provoked\u2014and I'm easily provoked." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Guild}. My guild is all that really matters. (Any)" + ], + [ + "2", + "{@b Stoicism}. All of us are part of the cyclical march of nature, which will continue with or without us. (Neutral)" + ], + [ + "3", + "{@b Nature}. The natural world is more important than the edifices of the city and civilization. (Neutral)" + ], + [ + "4", + "{@b Interdependence}. We are all part of nature's web. (Lawful)" + ], + [ + "5", + "{@b Ambition}. The time of Golgari ascendance is at hand, and I intend to have a prominent place in the new world order. (Evil)" + ], + [ + "6", + "{@b Live and Let Live}. Meddling in the affairs of other guilds is a great way to get squashed like a bug. (Neutral)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I cherish the finger of a family member who was {@condition petrified} by a medusa." + ], + [ + "2", + "I have an identical twin who is as different from me as any person could be." + ], + [ + "3", + "I want to lead one faction of the guild to a new position of dominance." + ], + [ + "4", + "I love spending time in the moss-covered building where I took part in my first reclamation mission." + ], + [ + "5", + "I found something in the sewer that must never come to light." + ], + [ + "6", + "I am forever grateful to the reclaimer who found me floating facedown in the sewer, moments from death." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Death comes for us all, so you can't expect me to take care of someone who can't fight it off." + ], + [ + "2", + "I assume that anyone outside the Golgari looks down on me." + ], + [ + "3", + "I feel a need for revenge against those who enjoy the privilege of living above ground." + ], + [ + "4", + "I don't bother to couch my opinions in flattering words." + ], + [ + "5", + "I can't help but pocket any trinket or coin I come across, no matter how worthless." + ], + [ + "6", + "I'm convinced that I'm better and stronger than members of other guilds, isolated as they are from the realities of life and death." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Contacts", + "entries": [ + "To the extent that the Golgari Swarm acts like a single organism, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make meaningful connections with others.", + "Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table.", + { + "type": "table", + "caption": "Golgari Contacts", + "colLabels": [ + "d8", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "One of my parents is an elite assassin, a member of the Ochran." + ], + [ + "2", + "I learned combat from a kraul." + ], + [ + "3", + "I know a medusa who is stationed in the guildhall." + ], + [ + "4", + "I had a torrid romance with a spore druid responsible for a large rot farm." + ], + [ + "5", + "There's a troll in a remote area of the undercity who seems to find me interesting\u2014and who knows more than you'd think." + ], + [ + "6", + "An elf lich is determined to see me become a lich someday, too." + ], + [ + "7", + "A medusa decided it would be more fun to recruit me into the guild than to kill me." + ], + [ + "8", + "I know a findbroker who can locate just about anything, for the right price." + ] + ] + }, + { + "type": "table", + "caption": "Non-Golgari Contacts", + "colLabels": [ + "d10", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "An Azorius arrester I literally pulled out of the gutter will do anything for me." + ], + [ + "2", + "Someone joined the Gruul in a battle against the Boros once, and the sergeant of that Boros squad would love to prove that it was me." + ], + [ + "3", + "I had a romance with a Dimir agent whom I still feed secrets to." + ], + [ + "4", + "Roll an additional Golgari contact; you can decide if the contact is an ally or a rival." + ], + [ + "5", + "I joined the Gruul in a battle against the Boros once, and the chief of that small clan thanks me for turning the tide." + ], + [ + "6", + "An Izzet scientist resents that I sold a scrapped invention I found in the sewer." + ], + [ + "7", + "My undercity explorations led me into an Orzhov vault, and a spirit thinks I stole something valuable." + ], + [ + "8", + "I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me." + ], + [ + "9", + "A Selesnya druid and I share an interest in the same garden, and we have enjoyable arguments there." + ], + [ + "10", + "I regularly pick up refuse from beneath a Simic laboratory, and sometimes I talk to the researcher who dumps it there." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "How Do I Fit In?", + "entries": [ + "As part of the Golgari Swarm, you are a specialized instrument of the greater body. Your orders, when you have such, come from the guildmaster by way of his chancellors, who carry his messages throughout the guild. The swarm relies on you to advance the greater good by protecting some part, however small, of its teeming existence. That responsibility doesn't mean you're indispensable; your eventual death is part of your purpose and function, too, and you'll be replaced even as your body provides nutrients to further the swarm's growth.", + "A classic adventuring role for a member of the Golgari involves crawling through dungeon-like environments\u2014the sewers and ancient vaults of the undercity\u2014in search of treasures left behind by the dead. Sometimes you might be sent to find a specific item believed lost in a dangerous part of the undercity. At other times, you could be asked to collect samples of a specific fungus, retrieve a body floating in the muck of the sewers, or bring back whatever booty you can to help fill the swarm's coffers.", + "You might gain enough renown to become a member of the Ochran, assigned to a variety of tasks concerning thievery, assassination, or the protection of important figures in your guild. You might steal something because the guild needs it, or because its loss will bring harm to another guild, hastening that group's decline. You could be assigned to kill an outspoken and active enemy of the Golgari, such as an overzealous Boros captain whose raids into the undercity have approached dangerously close to the swarm's inner sanctum. Or you could serve as a bodyguard to one of Guildmaster Jarad's high chancellors, escorting this figure through the undercity while being ready to intervene at a moment's notice if things go wrong.", + "The shamans of the Golgari use their magic to accelerate the cycle of decay and regrowth. You might be sent to spread spores throughout an area that the Golgari want to claim as their territory or to convince the inhabitants of such a territory to abandon it. You might also contend with the ever-present threat of hostile monsters encroaching into Golgari-controlled regions." + ] + } + ], + "hasFluff": true + }, + { + "name": "Grinner", + "source": "EGW", + "page": 200, + "skillProficiencies": [ + { + "deception": true, + "performance": true + } + ], + "toolProficiencies": [ + { + "thieves' tools": true, + "musical instrument": true + } + ], + "startingEquipment": [ + { + "_": [ + "fine clothes|phb", + "disguise kit|phb", + { + "equipmentType": "instrumentMusical" + }, + { + "special": "gold-plated ring depicting a smiling face" + }, + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Performance}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}, {@item thieves' tools|phb}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item fine clothes|phb}, a {@item disguise kit|phb}, a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} of your choice, a gold-plated ring depicting a smiling face, and a {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Feature: Ballad of the Grinning Fool", + "type": "entries", + "entries": [ + "Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more on the Menagerie Coast or in the lands of the Dwendalian Empire, you can play the \"Ballad of the Grinning Fool\" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion.", + "This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Grinners are trained in the art of secrecy and innuendo, and are skilled at hiding in plain sight by being the loudest and brightest person in the room. Their skills in subterfuge and combat lend themselves well to an adventuring lifestyle, and traveling with mercenaries and treasure hunters creates a convenient excuse to journey through lands bent under tyranny.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I love the spotlight. Everyone, look at me!" + ], + [ + "2", + "Give me a drink and I'm your friend." + ], + [ + "3", + "Talk to me about yourself. I'm a hell of a listener." + ], + [ + "4", + "I hate to start fights, but I love to finish them." + ], + [ + "5", + "I can't sit still." + ], + [ + "6", + "I'm always humming an old tune from my past." + ], + [ + "7", + "When I don't have a reason to smile, I'm miserable." + ], + [ + "8", + "I'm lucky like you wouldn't believe." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Revolution. Tyrants must fall, no matter the cost. (Chaotic)" + ], + [ + "2", + "Compassion. The only way to make a better world is to perform small kindnesses. (Good)" + ], + [ + "3", + "Justice. A nation built upon just foundations will uphold freedom for all. (Law)" + ], + [ + "4", + "Expression. Music, joy, and laughter are the keys to freedom. (Good)" + ], + [ + "5", + "Self-Determination. People should be free to do as they please. (Chaotic)" + ], + [ + "6", + "Vigilance. A free people must be carefully taught, lest they be misled. (Neutral)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I lost someone important to an agent of the Dwendalian Empire. That regime will fall." + ], + [ + "2", + "The first people to be hurt by this war will be the common folk. I need to protect them." + ], + [ + "3", + "Music helped me through a dark time in my life. Now, I'll use music to change the world." + ], + [ + "4", + "I will be known as the greatest spy who ever lived." + ], + [ + "5", + "All life is precious to me. I know I can change the world without taking a humanoid life." + ], + [ + "6", + "The elite in their ivory towers don't understand how we suffer. I intend to show them." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I've never lied once in my life. What? No, I'm not crossing my fingers!" + ], + [ + "2", + "I do everything big! Subtlety? I don't know the meaning of subtlety! Oh, that's a problem?" + ], + [ + "3", + "Being a spy in wartime is painful. I've seen so much suffering, I think I'm losing my mind." + ], + [ + "4", + "I can't focus on my mission. I just want to carouse and sing and play!" + ], + [ + "5", + "Yeah, that's my name. Yeah, I'm a Grinner spy. Who cares about staying undercover?" + ], + [ + "6", + "I can't afford to trust anyone. Not. Anyone." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Grounded", + "source": "HWCS", + "page": 44, + "skillProficiencies": [ + { + "athletics": true, + "insight": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "artisan's tools": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + { + "special": "walking stick" + }, + { + "special": "trinket from another culture" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Athletics}, {@skill Insight}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "one type of {@filter Artisan's Tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages", + "entry": "one of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "a set of {@filter Artisan's Tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (your choice), a walking stick, a trinket from another culture, {@item traveler's clothes|phb|traveling clothes}, and a belt {@item pouch|phb} with 5 gp " + } + ] + }, + { + "name": "An Odd Bird", + "type": "entries", + "entries": [ + "Among birdfolk you are somewhere between an oddity and an outcast. Some consider your aversion to heights a rejection of birdfolk culture, leading many to find you off-putting. Choose how your community regards you or roll on the table below to determine how you fit in.", + { + "type": "table", + "colLabels": [ + "d6", + "Community Place" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am considered weak or unskilled and many treat me like a fledgling." + ], + [ + "2", + "I am looked upon as a traitor to my people." + ], + [ + "3", + "My family wants me to return to the perch, but I just can't." + ], + [ + "4", + "I am not welcome back in my home perch." + ], + [ + "5", + "I am viewed as an oddity, someone for others to laugh at and tease." + ], + [ + "6", + "I have found a new community on the forest floor." + ] + ] + } + ] + }, + { + "name": "Feature: Find Another Path", + "type": "entries", + "entries": [ + "Since you have lived your life close to the ground, you are familiar with the undergrowth in the same way other birdfolk are familiar with the canopy. You can always recall the general layout of the terrain around you while traveling along the forest floor. If your path is ever blocked by an obstacle that requires you to climb or otherwise gain height to circumvent it, you can always find a way around, so long as such a path exists. Additionally, you are adept at finding shelter in the Wood while traveling, and can usually locate a suitable safe shelter (a cave, a tree hollow, or bramble thicket) somewhere on the forest floor for you and up to five other creatures." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Birdfolk who are grounded often find ways to cope with their aversion to canopy life. Some have completely forsaken their old lives in favor of new ones in undergrowth communities, while others keep ties with family and friends in the perches where they were born.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always second guess my choices." + ], + [ + "2", + "I have learned to not let the comments of others affect me." + ], + [ + "3", + "I'm eager to show the benefits of my unique perspective." + ], + [ + "4", + "I'm slow to trust someone new, but open up over shared hardships." + ], + [ + "5", + "I manufacture difficult situations to prove my abilities." + ], + [ + "6", + "I get embarrassed easily, even when someone tries to compliment me." + ], + [ + "7", + "I will deny my fears to everyone." + ], + [ + "8", + "I want to see how others handle situations I'm afraid of." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Adversity. Others think of me as weak, but I will prove my worth with hard work and determination. (Lawful)" + ], + [ + "2", + "Encouragement. I try to seek out and support others like me who are seen as outcasts. (Good)" + ], + [ + "3", + "Exploration. I yearn to experience unique cultures and discover new places. (Chaotic)" + ], + [ + "4", + "Safety. In this dangerous world, it's best to keep your head down and stay cautious. (Neutral)" + ], + [ + "5", + "Rebellion. Who cares what others think of me, so long as my actions reflect how I feel in my heart? (Chaotic)" + ], + [ + "6", + "Compromise. The best way to respect each other's differences is to find a solution that doesn't exclude anyone. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My family has been the subject of ridicule ever since I left my home perch." + ], + [ + "2", + "A bully from my childhood now holds a position of power in my home perch." + ], + [ + "3", + "I follow the teachings of a wise outcast I met in my travels." + ], + [ + "4", + "I feel kinship to a culture outside my own." + ], + [ + "5", + "I won't tolerate anyone who insults me or my friends." + ], + [ + "6", + "I have found a new family on the forest floor, and they mean more to me than anything." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am incapable of action when I'm at great heights." + ], + [ + "2", + "I lash out at the slightest insult." + ], + [ + "3", + "I keep a distance from others so they won't learn of my fears." + ], + [ + "4", + "I project my insecurities onto others." + ], + [ + "5", + "I am uncouth and mannerless." + ], + [ + "6", + "I find hard to trust other birdfolk." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Gruul Anarch", + "source": "GGR", + "page": 60, + "skillProficiencies": [ + { + "animal handling": true, + "athletics": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "draconic", + "giant", + "goblin", + "sylvan" + ] + } + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Gruul insignia" + }, + "hunting trap|phb", + "herbalism kit|phb", + { + "special": "the skull of a boar" + }, + { + "special": "beast-hide cloak" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s0": [ + "fire bolt#c", + "produce flame#c" + ], + "s1": [ + "compelled duel", + "speak with animals", + "thunderwave" + ], + "s2": [ + "beast sense", + "shatter" + ], + "s3": [ + "conjure animals", + "conjure barrage" + ], + "s4": [ + "dominate beast", + "stoneskin" + ], + "s5": [ + "destructive wave" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Animal Handling}, {@skill Athletics}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Herbalism kit|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Choose one of Draconic, Giant, Goblin, or Sylvan" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A Gruul insignia, a {@item hunting trap|phb}, an {@item herbalism kit|phb}, the skull of a boar, a beast-hide cloak, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 10 gp (Azorius 1-zino coins)" + } + ] + }, + { + "type": "entries", + "name": "Feature: Rubblebelt Refuge", + "entries": [ + "You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Gruul Guild Spells", + "entries": [ + "{@i Prerequisite: Spellcasting or Pact Magic class feature}", + "For you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Gruul Guild Spells", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Spell Level", + "Spells" + ], + "rows": [ + [ + "Cantrip", + "{@spell fire bolt}, {@spell produce flame}" + ], + [ + "1st", + "{@spell compelled duel}, {@spell speak with animals}, {@spell thunderwave}" + ], + [ + "2nd", + "{@spell beast sense}, {@spell shatter}" + ], + [ + "3rd", + "{@spell conjure animals}, {@spell conjure barrage}" + ], + [ + "4th", + "{@spell dominate beast}, {@spell stoneskin}" + ], + [ + "5th", + "{@spell destructive wave}" + ] + ] + }, + "Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands." + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Unlike people, the beasts of the wild are friends who won't stab me in the back." + ], + [ + "2", + "Go ahead and insult me\u2014I dare you." + ], + [ + "3", + "I scorn those who can't survive away from the comforts of the city." + ], + [ + "4", + "Don't tell me I'm not allowed to do something." + ], + [ + "5", + "Laws are for people who are afraid to face their inner beasts." + ], + [ + "6", + "I smear the blood of my enemies over my skin." + ], + [ + "7", + "I was, in fact, raised by maaka." + ], + [ + "8", + "HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things.]" + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Clan}. My clan is all that really matters. (Any)" + ], + [ + "2", + "{@b Anarchy}. No person or law or custom can tell another what to do. (Chaotic)" + ], + [ + "3", + "{@b Nature}. We weren't born tame or domesticated, so we shouldn't have to live that way. (Neutral)" + ], + [ + "4", + "{@b Might}. The strongest are meant to dominate the weak. (Evil)" + ], + [ + "5", + "{@b Rage}. AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic)" + ], + [ + "6", + "{@b Tradition}. The Old Ways must be preserved and upheld. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I am determined that one day I will lead my clan\u2014or a new one." + ], + [ + "2", + "I would give my life for my clan chieftain." + ], + [ + "3", + "The chieftain of another clan has a grudge against me." + ], + [ + "4", + "I am devoted to a sacred site in the midst of the rubblebelt." + ], + [ + "5", + "My weapon is made from the first raktusk I ever hunted." + ], + [ + "6", + "GrrrRRAAAAGGHH! [I will do anything to prove myself greater than my siblings or ancestors.]" + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "If you question my courage, I will never back down." + ], + [ + "2", + "HrrrGGGAAAARRuuuh! [My anger in battle led to the death of a loved one.]" + ], + [ + "3", + "I'm as stubborn as a batterboar." + ], + [ + "4", + "I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it." + ], + [ + "5", + "I'm easily manipulated by people I find attractive." + ], + [ + "6", + "I'm not actually all that angry." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Contacts", + "entries": [ + "The members of the Gruul Clans rely on each other even as they vie for territory and glory. Their encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.", + "Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul Contacts table.", + { + "type": "table", + "caption": "Gruul Contacts", + "colLabels": [ + "d8", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "One of my parents is a renowned warrior in my clan." + ], + [ + "2", + "My sibling has the ear of the clan chief." + ], + [ + "3", + "I have cousins in a different clan." + ], + [ + "4", + "When we were younger, I was romantically involved with a prominent warrior in my clan." + ], + [ + "5", + "A druid in my clan believes I have a destiny to fulfill." + ], + [ + "6", + "The warrior who trained me remembers me for my exceptional potential." + ], + [ + "7", + "My clan chief killed one of my parents, who had challenged the chief for leadership of the clan. Some combination of resentment and remorse stirs the clan chief to help me sometimes." + ], + [ + "8", + "I made a strong impression on Borborygmos." + ] + ] + }, + { + "type": "table", + "caption": "Non-Gruul Contacts", + "colLabels": [ + "d10", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "An Azorius arrester thinks I can be reformed." + ], + [ + "2", + "A Boros soldier gives me gifts in exchange for information about other clans' movements." + ], + [ + "3", + "I once caught and released a Dimir spy." + ], + [ + "4", + "I consult with a Golgari shaman for spiritual guidance at times." + ], + [ + "5", + "Roll an additional Gruul contact; you can decide if the contact is an ally or a rival." + ], + [ + "6", + "An Izzet scientist blames the Gruul for the destruction of his life's work in a raid, but seems to think that I'm not like other Gruul." + ], + [ + "7", + "I foolishly borrowed money from an Orzhov syndic to indulge a shameful vice." + ], + [ + "8", + "A close friend left our clan and joined the Cult of Rakdos." + ], + [ + "9", + "A distant relative is trying to recruit me into the Selesnya Conclave." + ], + [ + "10", + "I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "How Do I Fit In?", + "entries": [ + "In service of a simple goal, you have a simple part to play: Fight. Unleash your rage. Flatten buildings and defeat those who stand in your way. Be Gruul, in your own way.", + "You will frequently be summoned to participate in a raid your clan is launching against the city or against a group of its defenders. Your clan leader might also send you on a special mission, though it would almost certainly still qualify as a raid. You might join a small group of Gruul warriors on a dangerous charge deep into the settled streets to plunder a certain location, retrieve an item stolen from your clan, or assault a Boros garrison.", + "Sometimes your objective might be more esoteric. With prophecies of the return of Ilharg the Raze-Boar spreading like wildfire among the Gruul druids, you might be asked to carry out some task that the druids believe will speed his coming. Such a task might involve collecting a sacred relic held in an Orzhov vault or collecting sacrifices for a grand ceremony in the Raze-Boar's honor." + ] + } + ], + "hasFluff": true + }, + { + "name": "Guard", + "source": "XPHB", + "page": 181, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "str", + "int", + "wis" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "str", + "int", + "wis" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "alert|xphb": true + } + ], + "skillProficiencies": [ + { + "athletics": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "spear|xphb" + }, + { + "item": "light crossbow|xphb" + }, + { + "item": "bolts (20)|xphb" + }, + { + "item": "gaming set|xphb" + }, + { + "item": "hooded lantern|xphb" + }, + { + "item": "manacles|xphb" + }, + { + "item": "quiver|xphb" + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 1200 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Strength, Intelligence, Wisdom" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Alert|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics|XPHB}, {@skill Perception|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "Choose one kind of {@item Gaming Set|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Spear|XPHB}, {@item Light Crossbow|XPHB}, 20 {@item Bolt|XPHB|Bolts}, {@item Gaming Set|XPHB} (same as above), {@item Hooded Lantern|XPHB}, {@item Manacles|XPHB}, {@item Quiver|XPHB}, {@item Traveler's Clothes|XPHB}, 12 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Guide", + "source": "XPHB", + "page": 181, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "dex", + "con", + "wis" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "dex", + "con", + "wis" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "magic initiate|xphb": true + } + ], + "skillProficiencies": [ + { + "stealth": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "cartographer's tools": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "shortbow|xphb" + }, + { + "item": "arrows (20)|xphb" + }, + { + "item": "cartographer's tools|xphb" + }, + { + "item": "bedroll|xphb" + }, + { + "item": "quiver|xphb" + }, + { + "item": "tent|xphb" + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 300 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Dexterity, Constitution, Wisdom" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Magic Initiate|XPHB} (Druid)" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Stealth|XPHB}, {@skill Survival|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Cartographer's Tools|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Shortbow|XPHB}, {@item Arrow|XPHB|20 Arrows}, {@item Cartographer's Tools|XPHB}, {@item Bedroll|XPHB}, {@item Quiver|XPHB}, {@item Tent|XPHB}, {@item Traveler's Clothes|XPHB}, 3 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Guild Artisan", + "source": "PHB", + "page": 132, + "skillProficiencies": [ + { + "insight": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + { + "special": "letter of introduction from your guild" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (one of your choice), a letter of introduction from your guild, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Feature: Guild Membership", + "type": "entries", + "entries": [ + "As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.", + "Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.", + "You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Specialty", + "type": "entries", + "entries": [ + "Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.", + { + "type": "table", + "colLabels": [ + "d20", + "Guild Business" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Alchemists and apothecaries" + ], + [ + "2", + "Armorers, locksmiths, and finesmiths" + ], + [ + "3", + "Brewers, distillers, and vintners" + ], + [ + "4", + "Calligraphers, scribes, and scriveners" + ], + [ + "5", + "Carpenters, roofers, and plasterers" + ], + [ + "6", + "Cartographers, surveyors, and chart-makers" + ], + [ + "7", + "Cobblers and shoemakers" + ], + [ + "8", + "Cooks and bakers" + ], + [ + "9", + "Glassblowers and glaziers" + ], + [ + "10", + "Jewelers and gemcutters" + ], + [ + "11", + "Leatherworkers, skinners, and tanners" + ], + [ + "12", + "Masons and stonecutters" + ], + [ + "13", + "Painters, limners, and sign-makers" + ], + [ + "14", + "Potters and tile-makers" + ], + [ + "15", + "Shipwrights and sail-makers" + ], + [ + "16", + "Smiths and metal-forgers" + ], + [ + "17", + "Tinkers, pewterers, and casters" + ], + [ + "18", + "Wagon-makers and wheelwrights" + ], + [ + "19", + "Weavers and dyers" + ], + [ + "20", + "Woodcarvers, coopers, and bowyers" + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Guild artisans are among the most ordinary people in the world\u2014until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I believe that anything worth doing is worth doing right. I can't help it\u2014I'm a perfectionist." + ], + [ + "2", + "I'm a snob who looks down on those who can't appreciate fine art." + ], + [ + "3", + "I always want to know how things work and what makes people tick." + ], + [ + "4", + "I'm full of witty aphorisms and have a proverb for every occasion." + ], + [ + "5", + "I'm rude to people who lack my commitment to hard work and fair play." + ], + [ + "6", + "I like to talk at length about my profession." + ], + [ + "7", + "I don't part with my money easily and will haggle tirelessly to get the best deal possible." + ], + [ + "8", + "I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)" + ], + [ + "2", + "Generosity. My talents were given to me so that I could use them to benefit the world. (Good)" + ], + [ + "3", + "Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)" + ], + [ + "4", + "Greed. I'm only in it for the money. (Evil)" + ], + [ + "5", + "People. I'm committed to the people I care about, not to ideals. (Neutral)" + ], + [ + "6", + "Aspiration. I work hard to be the best there is at my craft. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "The workshop where I learned my trade is the most important place in the world to me." + ], + [ + "2", + "I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy." + ], + [ + "3", + "I owe my guild a great debt for forging me into the person I am today." + ], + [ + "4", + "I pursue wealth to secure someone's love." + ], + [ + "5", + "One day I will return to my guild and prove that I am the greatest artisan of them all." + ], + [ + "6", + "I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'll do anything to get my hands on something rare or priceless." + ], + [ + "2", + "I'm quick to assume that someone is trying to cheat me." + ], + [ + "3", + "No one must ever learn that I once stole money from guild coffers." + ], + [ + "4", + "I'm never satisfied with what I have\u2014I always want more." + ], + [ + "5", + "I would kill to acquire a noble title." + ], + [ + "6", + "I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Harborfolk", + "source": "ALElementalEvil", + "page": 4, + "skillProficiencies": [ + { + "athletics": true, + "sleight of hand": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "vehicles (water)": true + } + ], + "startingEquipment": [ + { + "_": [ + "fishing tackle|phb", + "dice set|phb", + "playing card set|phb", + { + "item": "three-dragon ante set|phb", + "displayName": "or Three-Dragon Ante set" + }, + "common clothes|phb", + "rowboat|", + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Sleight of Hand}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@filter vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "{@item Fishing tackle|phb}, {@item dice set|phb}, {@item playing card set|phb}, or {@item Three-Dragon Ante set|phb}, a set of {@item common clothes|phb}, {@item rowboat}, and a belt {@item pouch|phb} containing 5 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Poor" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while." + ] + }, + { + "name": "Feature: Harborfolk", + "type": "entries", + "entries": [ + "You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are). Note: This feature is a variant of the Folk Hero feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am curious. I want to know why things are the way they are and why people do the things that they do." + ], + [ + "2", + "I can't sing, but that never stops me from doing it, loudly. Everyone loves a good sea chanty!" + ], + [ + "3", + "I think the High Blade is doing a terrific job, don't you?" + ], + [ + "4", + "I'm very excited that the House Built on Gold is being restored. I am a zealous worshipper of Waukeen." + ], + [ + "5", + "I am quite superstitious. I see portents in everyday occurrences." + ], + [ + "6", + "I resent the rich and enjoy thwarting their plans and spoiling their fun in small ways." + ], + [ + "7", + "I have a sea story to fit every occasion." + ], + [ + "8", + "I'm a fisher, but I secretly detest eating fish. I will do anything to avoid it." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Calm. For all things, there is a tide. I set sail when it is right, and mend my nets when it is not. (Lawful)" + ], + [ + "2", + "Windblown. I go where the winds blow. No man or woman tells me where or when to sail. (Chaotic)" + ], + [ + "3", + "Aspiring. I will gain the favor of a Zor or Zora patron, maybe even one of the Blades! (Any)" + ], + [ + "4", + "Salty. I want people to look to me as an expert on plying Mulmaster Harbor. (Any)" + ], + [ + "5", + "Selfless. We are all children of the sea. I help everyone in peril afloat and ashore. (Good)" + ], + [ + "6", + "Let them Drown. I refuse to risk my hide to help others. They wouldn't help me if roles were reversed. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I once lost everything but my rowboat. I'll do anything to protect it." + ], + [ + "2", + "My brother was in the Soldiery, but he was killed. I really look up to the men and women who serve." + ], + [ + "3", + "The Cloaks killed my friend for spellcasting. I'll get them back somehow, someday." + ], + [ + "4", + "The High House of Hurting helped me when I was hurt and asked nothing in return. I owe them my life." + ], + [ + "5", + "I was robbed in the Zhent ghetto once. It will not happen again." + ], + [ + "6", + "I would do anything to protect the other harborfolk. They are my family." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I drink too much, which causes me to miss the tide." + ], + [ + "2", + "I killed a drunk member of the City Watch in a brawl. I am terrified that they might find out." + ], + [ + "3", + "I oversell myself and make promises I can't keep when I want to impress someone." + ], + [ + "4", + "Book learning is a waste of time. I have no patience for people who don't speak from experience." + ], + [ + "5", + "I almost always cheat. I can't help myself." + ], + [ + "6", + "I am a secret informant for the Hawks. I send them reports about everything I see and hear, even what my friends and allies are up to." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "Haunted One", + "source": "VRGR", + "page": 34, + "otherSources": [ + { + "source": "CoS", + "page": 209 + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "arcana", + "investigation", + "religion", + "survival" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "anyStandard": 1, + "choose": { + "from": [ + "abyssal", + "celestial", + "deep speech", + "draconic", + "infernal", + "primordial", + "sylvan", + "undercommon" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + "monster hunter's pack|vrgr", + "common clothes|phb", + { + "item": "Horror Trinket|VRGR", + "displayName": "trinket of special significance (choose one or roll on the Horror Trinkets table)" + }, + { + "value": 10 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Choose two from among {@skill Arcana}, {@skill Investigation}, {@skill Religion}, or {@skill Survival}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Choose two, one of which must be {@language Abyssal}, {@language Celestial}, {@language Deep Speech}, {@language Draconic}, {@language Infernal}, {@language Primordial}, {@language Sylvan}, or {@language Undercommon}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "{@item Monster hunter's pack|vrgr} (containing a {@item chest|PHB}, a {@item crowbar|PHB}, a {@item hammer|PHB}, three wooden stakes, a {@item holy symbol|PHB}, a {@item Holy Water (flask)|PHB|flask of holy water}, a {@item Manacles|PHB|set of manacles}, a {@item steel mirror|PHB}, a {@item Oil (flask)|PHB|flask of oil}, a {@item tinderbox|PHB}, and 3 {@item Torch|PHB|torches}), a set of {@item common clothes|phb}, one {@item trinket|CoS} of special significance (choose one or roll on the {@item Horror Trinket|VRGR|Horror Trinkets} table), and 1 sp" + } + ] + }, + { + "name": "Feature: Heart of Darkness", + "type": "entries", + "entries": [ + "Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Harrowing Event", + "type": "entries", + "entries": [ + "Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.", + { + "type": "table", + "caption": "Harrowing Event", + "colLabels": [ + "d10", + "Event" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "A monster that slaughtered dozens of innocent people spared your life, and you don't know why." + ], + [ + "2", + "You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night." + ], + [ + "3", + "An apparition that has haunted your family for generations now haunts you. You don't know what it wants, and it won't leave you alone." + ], + [ + "4", + "Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror." + ], + [ + "5", + "An oni took your sibling one cold, dark night, and you were unable to stop it." + ], + [ + "6", + "You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered." + ], + [ + "7", + "A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts." + ], + [ + "8", + "You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche." + ], + [ + "9", + "A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it bottled up." + ], + [ + "10", + "You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams." + ] + ] + } + ] + }, + { + "type": "section", + "name": "Horror Characteristics", + "id": "0a4", + "entries": [ + "Characters in a horror-focused campaign might have distinct motivations and characteristics. Use the following tables to supplement your background's suggested characteristics or to inspire those of your own design.", + { + "type": "table", + "caption": "Horror Character Personality Traits", + "colLabels": [ + "d12", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I had an encounter that I believe gives me a special affinity with a supernatural creature or event." + ], + [ + "2", + "A signature piece of clothing or distinct weapon serves as an emblem of who I am." + ], + [ + "3", + "I never accept that I'm out of my depth." + ], + [ + "4", + "I must know the answer to every secret. No door remains unopened in my presence." + ], + [ + "5", + "I let people underestimate me, revealing my full competency only to those close to me." + ], + [ + "6", + "I compulsively seek to collect trophies of my travels and victories." + ], + [ + "7", + "It doesn't matter if the whole world's against me. I'll always do what I think is right." + ], + [ + "8", + "I have morbid interests and a macabre aesthetic." + ], + [ + "9", + "I have a personal ritual, mantra, or relaxation method I use to deal with stress." + ], + [ + "10", + "Nothing is more important than life, and I never leave anyone in danger." + ], + [ + "11", + "I'm quick to jump to extreme solutions. Why risk a lesser option not working?" + ], + [ + "12", + "I'm easily startled, but I'm not a coward." + ] + ] + }, + { + "type": "table", + "caption": "Horror Character Ideals", + "colLabels": [ + "d12", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations." + ], + [ + "2", + "Balance. I strive to counter the deeds of someone for whom I feel responsible." + ], + [ + "3", + "Bound. I've wronged someone and must work their will to avoid their curse." + ], + [ + "4", + "Escape. I believe there is something beyond the world I know, and I need to find it." + ], + [ + "5", + "Legacy. I must do something great so that I'm remembered, and my time is running out." + ], + [ + "6", + "Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds." + ], + [ + "7", + "Obsession. I've lived this way for so long that I can't imagine another way." + ], + [ + "8", + "Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy." + ], + [ + "9", + "Promise. My life is no longer my own. I must fulfill the dream of someone who's gone." + ], + [ + "10", + "Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists." + ], + [ + "11", + "Sanctuary. I know the forces at work in the world and strive to create islands apart from them." + ], + [ + "12", + "Truth. I care about the truth above all else, even if it doesn't benefit anyone." + ] + ] + }, + { + "type": "table", + "caption": "Horror Character Bonds", + "colLabels": [ + "d12", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I desperately need to get back to someone or someplace, but I lost them in the Mists." + ], + [ + "2", + "Everything I do is in the service of a powerful master, one I must keep a secret from everyone." + ], + [ + "3", + "I owe much to my vanished mentor. I seek to continue their work even as I search to find them." + ], + [ + "4", + "I've seen great darkness, and I'm committed to being a light against it\u2014the light of all lights." + ], + [ + "5", + "Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them." + ], + [ + "6", + "The world has been convinced of a terrible lie. It's up to me to reveal the truth." + ], + [ + "7", + "I deeply miss someone and am quick to adopt people who remind me of them." + ], + [ + "8", + "A great evil dwells within me. I will fight against it and the world's other evils for as long as I can." + ], + [ + "9", + "I'm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself." + ], + [ + "10", + "Spirits are drawn to me. I do all I can to help them find peace." + ], + [ + "11", + "I use my cunning mind to solve mysteries and find justice for those who've been wronged." + ], + [ + "12", + "I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit." + ] + ] + }, + { + "type": "table", + "caption": "Horror Character Flaws", + "colLabels": [ + "d12", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I believe doom follows me and that anyone who gets close to me will face a tragic end." + ], + [ + "2", + "I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could." + ], + [ + "3", + "I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists." + ], + [ + "4", + "I've done unspeakable evil and will do anything to prevent others from finding out." + ], + [ + "5", + "I am exceptionally credulous and believe any story or legend immediately." + ], + [ + "6", + "I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits." + ], + [ + "7", + "I know my future is written and that anything I do will lead to a prophesied end." + ], + [ + "8", + "I need to find the best in everyone and everything, even when that means denying obvious malice." + ], + [ + "9", + "I've seen the evil of a type of place\u2014like forests, cities, or graveyards\u2014and resist going there." + ], + [ + "10", + "I'm exceptionally cautious, planning laboriously and devising countless contingencies." + ], + [ + "11", + "I have a reputation for defeating a great evil, but that's a lie and the wicked force knows." + ], + [ + "12", + "I know the ends always justify the means and am quick to make sacrifices to attain my goals." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hermit", + "source": "PHB", + "page": 134, + "reprintedAs": [ + "Hermit|XPHB" + ], + "skillProficiencies": [ + { + "medicine": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "map or scroll case|phb", + "displayName": "scroll case stuffed full of notes from your studies or prayers" + }, + { + "item": "blanket|phb", + "displayName": "winter blanket" + }, + "common clothes|phb", + "herbalism kit|phb", + { + "value": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Medicine}, {@skill Religion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Herbalism kit|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item Map or Scroll Case|phb|scroll case} stuffed full of notes from your studies or prayers, a winter {@item blanket|phb}, a set of {@item common clothes|phb}, an {@item herbalism kit|phb}, and 5 gp" + } + ] + }, + { + "name": "Feature: Discovery", + "type": "entries", + "entries": [ + "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.", + "Work with your DM to determine the details of your discovery and its impact on the campaign." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Specialty", + "type": "entries", + "entries": [ + "What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.", + { + "type": "table", + "colLabels": [ + "d8", + "Life of Seclusion" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I was searching for spiritual enlightenment." + ], + [ + "2", + "I was partaking of communal living in accordance with the dictates of a religious order." + ], + [ + "3", + "I was exiled for a crime I didn't commit." + ], + [ + "4", + "I retreated from society after a life-altering event." + ], + [ + "5", + "I needed a quiet place to work on my art, literature, music, or manifesto." + ], + [ + "6", + "I needed to commune with nature, far from civilization." + ], + [ + "7", + "I was the caretaker of an ancient ruin or relic." + ], + [ + "8", + "I was a pilgrim in search of a person, place, or relic of spiritual significance." + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt." + ], + [ + "2", + "I am utterly serene, even in the face of disaster." + ], + [ + "3", + "The leader of my community had something wise to say on every topic, and I am eager to share that wisdom." + ], + [ + "4", + "I feel tremendous empathy for all who suffer." + ], + [ + "5", + "I'm oblivious to etiquette and social expectations." + ], + [ + "6", + "I connect everything that happens to me to a grand, cosmic plan." + ], + [ + "7", + "I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings." + ], + [ + "8", + "I am working on a grand philosophical theory and love sharing my ideas." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)" + ], + [ + "2", + "Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)" + ], + [ + "3", + "Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)" + ], + [ + "4", + "Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)" + ], + [ + "5", + "Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)" + ], + [ + "6", + "Self-Knowledge. If you know yourself, there's nothing left to know. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Nothing is more important than the other members of my hermitage, order, or association." + ], + [ + "2", + "I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them." + ], + [ + "3", + "I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me." + ], + [ + "4", + "I entered seclusion because I loved someone I could not have." + ], + [ + "5", + "Should my discovery come to light, it could bring ruin to the world." + ], + [ + "6", + "My isolation gave me great insight into a great evil that only I can destroy." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Now that I've returned to the world, I enjoy its delights a little too much." + ], + [ + "2", + "I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell." + ], + [ + "3", + "I am dogmatic in my thoughts and philosophy." + ], + [ + "4", + "I let my need to win arguments overshadow friendships and harmony." + ], + [ + "5", + "I'd risk too much to uncover a lost bit of knowledge." + ], + [ + "6", + "I like keeping secrets and won't share them with anyone." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Hermit", + "source": "XPHB", + "page": 182, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "con", + "wis", + "cha" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "con", + "wis", + "cha" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "healer|xphb": true + } + ], + "skillProficiencies": [ + { + "medicine": true, + "religion": true + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "quarterstaff|xphb" + }, + { + "item": "herbalism kit|xphb" + }, + { + "item": "bedroll|xphb" + }, + { + "item": "book|xphb" + }, + { + "item": "lamp|xphb" + }, + { + "item": "oil|xphb", + "quantity": 3 + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 1600 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Constitution, Wisdom, Charisma" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Healer|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Medicine|XPHB}, {@skill Religion|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Herbalism Kit|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Quarterstaff|XPHB}, {@item Herbalism Kit|XPHB}, {@item Bedroll|XPHB}, {@item Book|XPHB} (philosophy), {@item Lamp|XPHB}, {@item Oil|XPHB} (3 flasks), {@item Traveler's Clothes|XPHB}, 16 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hillsfar Merchant", + "source": "ALRageOfDemons", + "page": 7, + "skillProficiencies": [ + { + "insight": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true, + "vehicles (water)": true + } + ], + "startingEquipment": [ + { + "_": [ + "fine clothes|phb", + "signet ring|phb", + { + "special": "letter of introduction from your family's trading house" + }, + { + "special": "purse", + "containsValue": 2500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)} and {@filter vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item fine clothes|phb}, a {@item signet ring|phb}, a letter of introduction from your family's trading house, and a purse containing 25 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Wealthy" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.", + "Choose one of the following features:" + ] + }, + { + "name": "Feature: Factor", + "type": "entries", + "entries": [ + "Although you've left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days. Note: This feature is a variant of the Noble Knight's Retainers feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Alternate Feature: Trade Contact", + "type": "entries", + "entries": [ + "You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas. Note: This feature is a variant of the Criminal Contact and Researcher features." + ], + "data": { + "isFeature": true, + "isAlternateFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I fill my evenings with wine or mead and song." + ], + [ + "2", + "I greatly admire gladiators and enjoy the Arena." + ], + [ + "3", + "I take my wealth for granted. It seldom occurs to me that others aren't rich themselves." + ], + [ + "4", + "I leave broken hearts all around the Moonsea and up and down the Sword Coast." + ], + [ + "5", + "I work hard and seldom make time for fun." + ], + [ + "6", + "I am a particularly devout and pray often." + ], + [ + "7", + "The Red Plumes caught me once. I hate them." + ], + [ + "8", + "I ask a lot of questions to get information about those with whom I am working and dealing." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Frugal. I spend my money very carefully. (Lawful)" + ], + [ + "2", + "Profligate. I tend to spend extravagantly. (Chaotic)" + ], + [ + "3", + "Honest. I deal with others above board. (Any)" + ], + [ + "4", + "Sharp. I seek to make the best deal possible. (Any)" + ], + [ + "5", + "Charitable. I give generously to others. (Good)" + ], + [ + "6", + "Greedy. I do not share my wealth with others. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am fiercely loyal to those with whom I work." + ], + [ + "2", + "I must uphold the good name of my family." + ], + [ + "3", + "I will prove myself to my family as an adventurer." + ], + [ + "4", + "Deals are sacrosanct. I never go back on my word." + ], + [ + "5", + "I love making deals and negotiating agreements." + ], + [ + "6", + "I guard my wealth jealously." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am a braggart. I promote myself shamelessly." + ], + [ + "2", + "I am vain. I always wear the latest fashions." + ], + [ + "3", + "I am a glutton. I eat and drink to excess." + ], + [ + "4", + "I am a snob. I want only the finest things in life." + ], + [ + "5", + "I am lazy. I want others to take care of everything." + ], + [ + "6", + "I am overconfident. I overestimate my abilities." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "Hillsfar Smuggler", + "source": "ALRageOfDemons", + "page": 8, + "skillProficiencies": [ + { + "perception": true, + "stealth": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "forgery kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "forgery kit|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "displayName": "belt pouch" + }, + { + "value": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Perception}, {@skill Stealth}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One racial language" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Forgery kit|phb}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item forgery kit|phb}, a set of {@item common clothes|phb}, a belt {@item pouch|phb}, and 5 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Modest" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "Hillsfar is the City of Trade. However, the Great Law of Trade only protects \"legitimate\" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.", + "Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price." + ] + }, + { + "name": "Feature: Secret Passage", + "type": "entries", + "entries": [ + "You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you're calling in a favor, you can't be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes. Note: This feature is a variant of the Sailor feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "When I'm not smuggling, I gamble." + ], + [ + "2", + "I just love Halfling cooking and baking!" + ], + [ + "3", + "I party with dwarves whenever I can." + ], + [ + "4", + "I'm a terrible singer, but I love to do it." + ], + [ + "5", + "I was raised to honor Chauntea and still do." + ], + [ + "6", + "The blood sports of the Arena sicken me." + ], + [ + "7", + "I think non-humans are really interesting." + ], + [ + "8", + "I exaggerate the tales of my exploits." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Fair. I think everyone deserves to be treated fairly. I don't play favorites. (Lawful)" + ], + [ + "2", + "Impulsive. Planning is often a waste of time. No plan survives contact with reality. It's easier to dive in and deal with the consequences. (Chaotic)" + ], + [ + "3", + "Curious. I want to learn as much as I can about the people and places I encounter. (Any)" + ], + [ + "4", + "Prepared. I think success depends on preparing as much as possible in advance. (Any)" + ], + [ + "5", + "Respectful. I think everyone deserves to be treated with respect and dignity, regardless of their race, creed, color, or origin. (Good)" + ], + [ + "6", + "Corrupt. I will break the law or act dishonestly if the money is right. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am loyal to the Rogues Guild and would do anything for them." + ], + [ + "2", + "I love the city of Hillsfar and my fellow Hillsfarians, despite the recent problems." + ], + [ + "3", + "I admire the elves. I help them whenever I can." + ], + [ + "4", + "A gnome helped me once. I pay the favor forward." + ], + [ + "5", + "I enjoy tricking the Red Plumes at every opportunity." + ], + [ + "6", + "I smuggled agricultural goods for non-human farmers. I try to help them when I can." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My hatred for the Red Plumes burns so brightly that I have difficulty suppressing It around them." + ], + [ + "2", + "The Red Plumes caught me once before, and I was branded for my crime. If they catch me again, for any offense, the punishment will be dire." + ], + [ + "3", + "I treat all Hillsfarans poorly. I am disgusted with their failure to revolt against the Great Law of Humanity." + ], + [ + "4", + "I have difficulty trusting strangers. Anyone could be a spy for the authorities." + ], + [ + "5", + "I am greedy. There Isn't much I won't do for money." + ], + [ + "6", + "I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "House Agent", + "source": "ERLW", + "page": 53, + "skillProficiencies": [ + { + "investigation": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "alchemist's supplies": true, + "tinker's tools": true + }, + { + "gaming set": true, + "vehicles (land)": true + }, + { + "brewer's supplies": true, + "cook's utensils": true + }, + { + "alchemist's supplies": true, + "herbalism kit": true + }, + { + "tinker's tools": true, + "thieves' tools": true + }, + { + "vehicles (water)": true, + "vehicles (air)": true, + "navigator's tools": true + }, + { + "thieves' tools": true, + "disguise kit": true + }, + { + "disguise kit": true, + "musical instrument": true + }, + { + "calligrapher's supplies": true, + "forgery kit": true + }, + { + "thieves' tools": true, + "gaming set": true + }, + { + "poisoner's kit": true, + "musical instrument": true + }, + { + "vehicles (land)": true, + "herbalism kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "fine clothes|phb", + { + "item": "signet ring|phb", + "displayName": "house signet ring" + }, + { + "special": "identification papers" + }, + { + "special": "purse", + "containsValue": 2000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Investigation}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entries": [ + "Two proficiencies from the House Tool Proficiencies table" + ] + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item fine clothes|phb}, house {@item signet ring|phb}, identification papers, and a purse containing 20 gp." + } + ] + }, + { + "type": "table", + "caption": "House Tool Proficiencies", + "colLabels": [ + "Your House", + "Proficiencies" + ], + "colStyles": [ + "col-2", + "col-10" + ], + "rows": [ + [ + "Cannith", + "{@item Alchemist's supplies|phb} and {@item tinker's tools|phb}" + ], + [ + "Deneith", + "One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} and {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + ], + [ + "Ghallanda", + "{@item Brewer's supplies|phb} and {@item cook's utensils|phb}" + ], + [ + "Jorasco", + "{@item Alchemist's supplies|phb} and {@item herbalism kit|phb}" + ], + [ + "Kundarak", + "{@item Thieves' tools|phb} and {@item tinker's tools|phb}" + ], + [ + "Lyrandar", + "{@item Navigator's tools|phb} and {@filter vehicles (sea and air)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water);vehicle (air)}" + ], + [ + "Medani", + "{@item Disguise kit|phb} and {@item thieves' tools|phb}" + ], + [ + "Orien", + "One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} and {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + ], + [ + "Phiarlan", + "{@item Disguise kit|phb} and one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + ], + [ + "Sivis", + "{@item Calligrapher's supplies|phb} and {@item forgery kit|phb}" + ], + [ + "Tharashk", + "One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} and {@item thieves' tools|phb}" + ], + [ + "Thuranni", + "One {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} and {@item poisoner's kit|phb}" + ], + [ + "Vadalis", + "{@item herbalism kit|phb} and {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + ] + ] + }, + { + "type": "entries", + "name": "Role", + "entries": [ + "You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities.", + { + "type": "table", + "caption": "House Agent Role", + "colLabels": [ + "d8", + "Role" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "1", + "Acquisition" + ], + [ + "2", + "Investigation" + ], + [ + "3", + "Research & Development" + ], + [ + "4", + "Security" + ], + [ + "5", + "Intimidation" + ], + [ + "6", + "Exploration" + ], + [ + "7", + "Negotiation" + ], + [ + "8", + "Covert Operations" + ] + ] + } + ] + }, + { + "name": "Feature: House Connections", + "type": "entries", + "entries": [ + "As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "House agents are diverse. Consider the house you serve and the work you do when choosing characteristics.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm always looking to improve efficiency." + ], + [ + "2", + "I love to share trivia about my house's business." + ], + [ + "3", + "I never forget an insult against me or my house." + ], + [ + "4", + "I'm enthusiastic about everything my house does." + ], + [ + "5", + "I represent my house and take pride in my looks." + ], + [ + "6", + "I'm critical of monarchies and limits on the houses." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Common Good}. My house serves a vital function, and its prosperity will help everyone. (Good)" + ], + [ + "2", + "{@b Tradition}. I uphold traditions of my house and bring honor to my family. (Lawful)" + ], + [ + "3", + "{@b Innovation}. Abandon old traditions and find better ways to do things. (Chaotic)" + ], + [ + "4", + "{@b Power}. I want to ensure the prosperity of my house and wield its power myself. (Evil)" + ], + [ + "5", + "{@b Discovery}. I want to learn all I can, both for my house and for my own curiosity. (Any)" + ], + [ + "6", + "{@b Comfort}. I want to ensure that me and mine enjoy the best things in life. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My house is my family. I would do anything for it." + ], + [ + "2", + "I love someone from another house, but the relationship is forbidden." + ], + [ + "3", + "Someone I love was killed by a rival faction within my house, and I will have revenge." + ], + [ + "4", + "I don't care about the house as a whole, but I would do anything for my old mentor." + ], + [ + "5", + "My house must evolve, and I'll lead the evolution." + ], + [ + "6", + "I'm determined to impress the leaders of my house, and to become a leader myself." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm fixated on following official protocols." + ], + [ + "2", + "I'm obsessed with conspiracy theories and worried about secret societies and hidden demons." + ], + [ + "3", + "My house and bloodline make me the best!" + ], + [ + "4", + "My secret could get me expelled from my house." + ], + [ + "5", + "My religious beliefs aren't widespread in my house." + ], + [ + "6", + "I'm working for a hidden faction in my house that gives me secret assignments." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Inheritor", + "source": "SCAG", + "page": 150, + "skillProficiencies": [ + { + "survival": true, + "choose": { + "from": [ + "arcana", + "history", + "religion" + ] + } + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "musical instrument", + "gaming set" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Your inheritance" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + }, + { + "a": [ + { + "equipmentType": "setGaming" + } + ], + "b": [ + { + "equipmentType": "instrumentMusical" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Survival}, plus one from among {@skill Arcana}, {@skill History}, and {@skill Religion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Your choice of a {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} or a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Your inheritance, a set of {@item traveler's clothes|phb}, the tool you choose for this background's tool proficiency ({@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} or {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}), and a {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Feature: Inheritance", + "type": "entries", + "entries": [ + "Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.", + "The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.", + "When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.", + { + "type": "table", + "colLabels": [ + "d8", + "Object or item:" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "A document such as a map, a letter, or a journal" + ], + [ + "2-3", + "a trinket (see \"Trinkets\" in chapter 5 of the Player's Handbook)" + ], + [ + "4", + "an article of clothing" + ], + [ + "5", + "a piece of jewelry" + ], + [ + "6", + "an arcane book or formulary" + ], + [ + "7", + "a written story, song, poem, or secret" + ], + [ + "8", + "a tattoo or other body marking" + ] + ] + } + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background folk hero} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.", + "Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of." + ] + } + ], + "hasFluff": true + }, + { + "name": "Initiate", + "source": "PSA", + "page": 8, + "skillProficiencies": [ + { + "athletics": true, + "intimidation": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "simple puzzle box" + }, + { + "special": "scroll containing the basic teachings of the five gods" + }, + { + "equipmentType": "setGaming" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + }, + { + "special": "any cartouches you have earned" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Intimidation}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A simple puzzle box, a scroll containing the basic teachings of the five gods, a {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned" + } + ] + }, + { + "name": "Feature: Trials of the Five Gods", + "type": "entries", + "entries": [ + "Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun\u2014training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See \"{@book Trials of the Five Gods|PS-A|3}\" for more information about undertaking the trials and their rewards." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "An initiate's life is focused on the trials, but it doesn't need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight\u2014the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate's mind, but it is the culmination of a life well-lived\u2014not a replacement for it.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always have a joke on hand when the mood gets too serious." + ], + [ + "2", + "I use sarcasm and insults to keep a distance between myself and my crop-mates, because I don't want to get attached to them." + ], + [ + "3", + "I'll settle for nothing less than perfection\u2014in myself, in my cropmates, in everything." + ], + [ + "4", + "I'm so focused on the glorious afterlife that nothing in this life can shake my calm resolve." + ], + [ + "5", + "I enjoy using my skills to help those who lack those same skills." + ], + [ + "6", + "I train hard so that I can play hard at the end of the day. I fully expect to play even harder in the glorious afterlife, but I'm not in a hurry to get there." + ], + [ + "7", + "I'm perfectly happy letting others pick up the slack for me while I take it easy." + ], + [ + "8", + "I'm constantly sizing up everyone around me, thinking about what kind of opponent they'll be in the final trial." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@b Solidarity.} The thing that matters most of all is that we're there for each other. (Lawful)" + ], + [ + "2", + "{@b Knowledge.} The world is a puzzle\u2014a mystery waiting to be solved. (Neutral)" + ], + [ + "3", + "{@b Strength.} All that matters to me is my own perfection. Let everyone else seek that perfection in their own way. (Any)" + ], + [ + "4", + "{@b Ambition.} I'm going to prove that I deserve only the best\u2014of everything. (Evil)" + ], + [ + "5", + "{@b Zeal.} Anything worth doing is worth throwing my whole self into. (Any)" + ], + [ + "6", + "{@b Redemption.} I will train all the harder to make up for the doubt I entertained when I was younger. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "One of my crop-mates is my dearest friend, and I hope we will face each other in the final trial." + ], + [ + "2", + "I am in love with a vizier." + ], + [ + "3", + "I am particularly drawn to one of the five gods, and I want nothing more than to win that god's particular favor." + ], + [ + "4", + "I am more devoted to Naktamun and its people than I am to any of the ideals of the gods." + ], + [ + "5", + "My weapon was a gift from a beloved trainer who died in an accident." + ], + [ + "6", + "I carry a memento of my time as an acolyte, and I treasure it above all other things." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm easily distracted by an attractive person, which could be the death of me in the trials." + ], + [ + "2", + "I really wanted to be a vizier, and I'm angry at the god who didn't choose me." + ], + [ + "3", + "Training for a lifetime to die in the end seems like a big waste of energy." + ], + [ + "4", + "I'm not at all sure I'll be able to grant a glorified death to any of my crop-mates." + ], + [ + "5", + "I have a lasting grudge against one of my crop-mates, and each of us wants to see the other fail." + ], + [ + "6", + "I think I've figured out that this world is not what it seems. Something dark is going on here." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Initiate (Dissenter)", + "source": "PSA", + "page": 11, + "_copy": { + "name": "Initiate", + "source": "PSA", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Feature: Trials of the Five Gods", + "items": { + "name": "Feature: Shelter of Dissenters", + "type": "entries", + "entries": [ + "If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You can find a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you, possibly even risking their lives for you." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Inquisitor", + "source": "PSI", + "page": 12, + "skillProficiencies": [ + { + "investigation": true, + "religion": true + } + ], + "toolProficiencies": [ + { + "thieves' tools": true, + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + "holy symbol|phb", + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Investigation}, {@skill Religion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Thieves' tools|phb}, one type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item holy symbol|phb}, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Feature: Legal Authority", + "type": "entries", + "entries": [ + "As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgement and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you." + ], + "data": { + "isFeature": true + } + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Investigator", + "source": "VRGR", + "page": 35, + "skillProficiencies": [ + { + "choose": { + "from": [ + "insight", + "investigation", + "perception" + ], + "count": 2 + } + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "thieves' tools": true + } + ], + "startingEquipment": [ + { + "_": [ + "magnifying glass|PHB", + "common clothes|phb", + { + "item": "Horror Trinket|VRGR", + "displayName": "evidence from a past case (choose one or roll for a trinket from the {@item Horror Trinket|VRGR|Horror Trinkets})" + }, + { + "value": 10 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Choose two from among {@skill Insight}, {@skill Investigation}, or {@skill Perception}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}, {@item Thieves' tools|phb}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item magnifying glass|PHB}, evidence from a past case (choose one or roll for a trinket from the {@item Horror Trinket|VRGR|Horror Trinkets} later in this chapter), a {@item Common Clothes|PHB|set of common clothes}, and 10 gp" + } + ] + }, + { + "name": "Feature: Official Inquiry", + "type": "entries", + "entries": [ + "You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Path to Mystery", + "type": "entries", + "entries": [ + "Your first case influenced the types of mysteries you're interested in. Why was this case so impactful, personal, or traumatic? Whom did it affect besides you? Why and how did you get involved? Was it solved? How did it set you on the path to investigating other mysteries? Roll on or choose details from the First Case table to develop the mystery that started your career as an investigator.", + { + "type": "table", + "caption": "First Case", + "colLabels": [ + "d8", + "Case" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A friend was wrongfully accused of murder. You tracked down the actual killer, proving your friend's innocence and starting your career as a detective." + ], + [ + "2", + "You're told you went missing for weeks. When you were found, you had no memory of being gone. Now you search to discover what happened to you." + ], + [ + "3", + "You helped a spirit find peace by finding its missing corpse. Ever since, other spectral clients have sought you out to help them find rest." + ], + [ + "4", + "You revealed that the monsters terrorizing your home were illusions created by a cruel mage. The magic-user escaped, but you've continued to uncover magical hoaxes." + ], + [ + "5", + "You were wrongfully accused and convicted of a crime. You managed to escape and seek to help others avoid the experience you suffered, even while still being pursued by the law." + ], + [ + "6", + "You survived the destructive use of a magic device that wiped out your home. Members of a secret organization found you. You now work with them, tracking down dangerous supernatural phenomena and preventing them from doing harm." + ], + [ + "7", + "You found evidence of a conspiracy underpinning society. You tried to expose this mysterious cabal, but no one believed you. You're still trying to prove what you know is true." + ], + [ + "8", + "You got a job with an agency that investigates crimes that local law enforcement can't solve. You often wonder which you value more, the truth or your pay." + ] + ] + } + ] + }, + { + "type": "section", + "name": "Horror Characteristics", + "id": "0a4", + "entries": [ + "Characters in a horror-focused campaign might have distinct motivations and characteristics. Use the following tables to supplement your background's suggested characteristics or to inspire those of your own design.", + { + "type": "table", + "caption": "Horror Character Personality Traits", + "colLabels": [ + "d12", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I had an encounter that I believe gives me a special affinity with a supernatural creature or event." + ], + [ + "2", + "A signature piece of clothing or distinct weapon serves as an emblem of who I am." + ], + [ + "3", + "I never accept that I'm out of my depth." + ], + [ + "4", + "I must know the answer to every secret. No door remains unopened in my presence." + ], + [ + "5", + "I let people underestimate me, revealing my full competency only to those close to me." + ], + [ + "6", + "I compulsively seek to collect trophies of my travels and victories." + ], + [ + "7", + "It doesn't matter if the whole world's against me. I'll always do what I think is right." + ], + [ + "8", + "I have morbid interests and a macabre aesthetic." + ], + [ + "9", + "I have a personal ritual, mantra, or relaxation method I use to deal with stress." + ], + [ + "10", + "Nothing is more important than life, and I never leave anyone in danger." + ], + [ + "11", + "I'm quick to jump to extreme solutions. Why risk a lesser option not working?" + ], + [ + "12", + "I'm easily startled, but I'm not a coward." + ] + ] + }, + { + "type": "table", + "caption": "Horror Character Ideals", + "colLabels": [ + "d12", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations." + ], + [ + "2", + "Balance. I strive to counter the deeds of someone for whom I feel responsible." + ], + [ + "3", + "Bound. I've wronged someone and must work their will to avoid their curse." + ], + [ + "4", + "Escape. I believe there is something beyond the world I know, and I need to find it." + ], + [ + "5", + "Legacy. I must do something great so that I'm remembered, and my time is running out." + ], + [ + "6", + "Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds." + ], + [ + "7", + "Obsession. I've lived this way for so long that I can't imagine another way." + ], + [ + "8", + "Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy." + ], + [ + "9", + "Promise. My life is no longer my own. I must fulfill the dream of someone who's gone." + ], + [ + "10", + "Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists." + ], + [ + "11", + "Sanctuary. I know the forces at work in the world and strive to create islands apart from them." + ], + [ + "12", + "Truth. I care about the truth above all else, even if it doesn't benefit anyone." + ] + ] + }, + { + "type": "table", + "caption": "Horror Character Bonds", + "colLabels": [ + "d12", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I desperately need to get back to someone or someplace, but I lost them in the Mists." + ], + [ + "2", + "Everything I do is in the service of a powerful master, one I must keep a secret from everyone." + ], + [ + "3", + "I owe much to my vanished mentor. I seek to continue their work even as I search to find them." + ], + [ + "4", + "I've seen great darkness, and I'm committed to being a light against it\u2014the light of all lights." + ], + [ + "5", + "Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them." + ], + [ + "6", + "The world has been convinced of a terrible lie. It's up to me to reveal the truth." + ], + [ + "7", + "I deeply miss someone and am quick to adopt people who remind me of them." + ], + [ + "8", + "A great evil dwells within me. I will fight against it and the world's other evils for as long as I can." + ], + [ + "9", + "I'm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself." + ], + [ + "10", + "Spirits are drawn to me. I do all I can to help them find peace." + ], + [ + "11", + "I use my cunning mind to solve mysteries and find justice for those who've been wronged." + ], + [ + "12", + "I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit." + ] + ] + }, + { + "type": "table", + "caption": "Horror Character Flaws", + "colLabels": [ + "d12", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I believe doom follows me and that anyone who gets close to me will face a tragic end." + ], + [ + "2", + "I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could." + ], + [ + "3", + "I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists." + ], + [ + "4", + "I've done unspeakable evil and will do anything to prevent others from finding out." + ], + [ + "5", + "I am exceptionally credulous and believe any story or legend immediately." + ], + [ + "6", + "I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits." + ], + [ + "7", + "I know my future is written and that anything I do will lead to a prophesied end." + ], + [ + "8", + "I need to find the best in everyone and everything, even when that means denying obvious malice." + ], + [ + "9", + "I've seen the evil of a type of place\u2014like forests, cities, or graveyards\u2014and resist going there." + ], + [ + "10", + "I'm exceptionally cautious, planning laboriously and devising countless contingencies." + ], + [ + "11", + "I have a reputation for defeating a great evil, but that's a lie and the wicked force knows." + ], + [ + "12", + "I know the ends always justify the means and am quick to make sacrifices to attain my goals." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Iron Route Bandit", + "source": "ALCurseOfStrahd", + "page": 5, + "skillProficiencies": [ + { + "animal handling": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "common clothes|phb", + "displayName": "dark common clothes" + }, + "pack saddle|phb", + "burglar's pack|phb", + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Animal Handling}, {@skill Stealth}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of dark {@item common clothes|phb}, {@item pack saddle|phb}, {@item burglar's pack|phb}, and a belt {@item pouch|phb} containing 5 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Poor" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations." + ] + }, + { + "name": "Feature: Black-Market Breeder", + "type": "entries", + "entries": [ + "You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them. Note: This is a variant of the Criminal Contact feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "If people leave their gear unsecured, they must not want it very much." + ], + [ + "2", + "I feel more comfortable sleeping under the open sky." + ], + [ + "3", + "I always pre-plan my escape should things go bad; I always like to have an exit strategy." + ], + [ + "4", + "I tend to give animal owners breeding and care advice whether or not they want it." + ], + [ + "5", + "I lost a pet as a child and sadly reflect on it to this day." + ], + [ + "6", + "I always form a powerful, emotional bond with my mount." + ], + [ + "7", + "I recoil at the thought of killing someone else's pet or mount." + ], + [ + "8", + "I prefer to hang to the back of a scuffle or discussion. Better to have my enemies in front of me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Loyalty. Never bite the hand that feeds. (Good)" + ], + [ + "2", + "Unpredictability. Keep your enemy guessing and off-balance like a confused deer. (Chaotic)" + ], + [ + "3", + "Power. I strive to become leader of the pack at all costs. (Lawful)" + ], + [ + "4", + "Freedom. I bow to no one I don't respect. (Chaotic)" + ], + [ + "5", + "Resourcefulness. Our wits are our most valuable resource in troubled times. (Any)" + ], + [ + "6", + "Unity. Lone wolves fail where the pack succeeds. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I cannot leave a harmed animal behind; I must save it or put it out of its misery." + ], + [ + "2", + "I leave behind my own personal calling cards when I do a job." + ], + [ + "3", + "I do not trust people who do not have a pet, mount, or furry companion." + ], + [ + "4", + "The pelt I wear on my back was from an animal that died saving my life, I will always cherish it." + ], + [ + "5", + "If my pet does not like you, I do not like you!" + ], + [ + "6", + "Once you've ridden with me and fought by my side, I'll be there for you odds be damned." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I talk to animals; I believe they understand me, even if they do not." + ], + [ + "2", + "I growl at and bite anyone who gets too close to my food while I am eating." + ], + [ + "3", + "I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them." + ], + [ + "4", + "I robbed the wrong caravan once. The owner is a powerful merchant who holds a grudge." + ], + [ + "5", + "I'm an inveterate gambler." + ], + [ + "6", + "I judge people based on how well they stand their ground in a fight. I got not time for cowards..." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Izzet Engineer", + "source": "GGR", + "page": 66, + "skillProficiencies": [ + { + "arcana": true, + "investigation": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "draconic", + "goblin", + "other" + ] + } + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Izzet insignia" + }, + { + "equipmentType": "toolArtisan" + }, + { + "special": "the charred and twisted remains of a failed experiment" + }, + "hammer|phb", + "block and tackle|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s0": [ + "produce flame#c", + "shocking grasp#c" + ], + "s1": [ + "chaos bolt|xge", + "create or destroy water", + "unseen servant" + ], + "s2": [ + "heat metal", + "rope trick" + ], + "s3": [ + "call lightning", + "elemental weapon", + "glyph of warding" + ], + "s4": [ + "conjure minor elementals", + "divination", + "otiluke's resilient sphere" + ], + "s5": [ + "animate objects", + "conjure elemental" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Arcana}, {@skill Investigation}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Choose one of Draconic, Goblin, or Vedalken" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "An Izzet insignia, one set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, the charred and twisted remains of a failed experiment, a {@item hammer|phb}, a {@item block and tackle|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 5 gp (Azorius 1-zino coins)" + } + ] + }, + { + "type": "entries", + "name": "Feature: Urban Infrastructure", + "entries": [ + "The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture\u2014primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.", + "You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Izzet Guild Spells", + "entries": [ + "{@i Prerequisite: Spellcasting or Pact Magic class feature}", + "For you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Izzet Guild Spells", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Spell Level", + "Spells" + ], + "rows": [ + [ + "Cantrip", + "{@spell produce flame}, {@spell shocking grasp}" + ], + [ + "1st", + "{@spell chaos bolt|XGE}, {@spell create or destroy water}, {@spell unseen servant}" + ], + [ + "2nd", + "{@spell heat metal}, {@spell rope trick}" + ], + [ + "3rd", + "{@spell call lightning}, {@spell elemental weapon}, {@spell glyph of warding}" + ], + [ + "4th", + "{@spell conjure minor elementals}, {@spell divination}, {@spell Otiluke's resilient sphere}" + ], + [ + "5th", + "{@spell animate objects}, {@spell conjure elemental}" + ] + ] + }, + "Your spells tend to be loud, flashy, or explosive, even when the effect is unremarkable. For example, when you open the portal of a {@spell rope trick} spell, the portal might be outlined by harmless, showy sparkles.", + "If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body. The {@item mizzium apparatus|GGR} described in {@book chapter 5|GGR|4|Mizzium Apparatus} is a magical version of this gear.", + "The {@spell chaos bolt|XGE} spell is a favorite of Izzet spellcasters because of its unpredictable nature." + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic pursuits, and others just like explosions.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I have a hard time staying focused on... oh, and my brain tends to jump from one... did I mention focus?" + ], + [ + "2", + "I get really excited about my ideas and I can't wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is!" + ], + [ + "3", + "It's not magic\u2014or anything, really\u2014if you do it only halfway. Whatever I do, I give it all I've got." + ], + [ + "4", + "I do what my gut tells me." + ], + [ + "5", + "Life's an experiment, and I can't wait to see what happens." + ], + [ + "6", + "I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension." + ], + [ + "7", + "Great ideas are fine, but great results are what counts." + ], + [ + "8", + "If you can guess what I'm about to do, that means I've run out of imagination." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Guild}. My guild is all that really matters. (Any)" + ], + [ + "2", + "{@b Creativity}. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic)" + ], + [ + "3", + "{@b Discovery}. Every experiment has the potential to reveal more secrets of the multiverse. (Any)" + ], + [ + "4", + "{@b Science}. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful)" + ], + [ + "5", + "{@b Fun}. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic)" + ], + [ + "6", + "{@b Power}. Someday I'll find or create the magic that will make me the most powerful being in Ravnica. (Evil)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I have dedicated my life to finding a solution to a scientific problem." + ], + [ + "2", + "I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me." + ], + [ + "3", + "I'm convinced it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it." + ], + [ + "4", + "I have the schematics for an invention that I hope to build one day, once I have the necessary resources." + ], + [ + "5", + "A fellow student and I are racing to solve the same scientific puzzle." + ], + [ + "6", + "I would do anything the guildmaster told me to do." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "If there's a plan, I'll probably forget it. If I don't forget it, I'll probably ignore it." + ], + [ + "2", + "I get bored easily, and if nothing is happening I'll make something happen." + ], + [ + "3", + "Nothing is ever simple, and if it seems simple, I'll find a way to make it complicated." + ], + [ + "4", + "I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety." + ], + [ + "5", + "I'm convinced there's not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect." + ], + [ + "6", + "I'm incapable of admitting a flaw in my logic." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Contacts", + "entries": [ + "The laboratories of the Izzet League are constantly starting up new projects and dissolving old ones, so it's easy for even the lowliest attendant to make friends (and enemies) in laboratories across Ravnica.", + "Roll twice on the Izzet Contacts table (for an ally and a rival) and once on the Non-Izzet Contacts table.", + { + "type": "table", + "caption": "Izzet Contacts", + "colLabels": [ + "d8", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "An older relative is a member of the guild's board of directors." + ], + [ + "2", + "I know a sprite who carries important messages among the guild's laboratories." + ], + [ + "3", + "A sibling is the head of a laboratory doing exotic research." + ], + [ + "4", + "A former colleague is now an attendant in a laboratory in the central guildhall." + ], + [ + "5", + "I'm in regular communication with an instructor who set me on the course of my life and research." + ], + [ + "6", + "I had a romance with a chemister working in the Blistercoils." + ], + [ + "7", + "As an attendant, I had a fierce rivalry with another attendant for our supervisor's attention." + ], + [ + "8", + "The guildmaster, Niv-Mizzet, took note of one of my experiments!" + ] + ] + }, + { + "type": "table", + "caption": "Non-Izzet Contacts", + "colLabels": [ + "d10", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "An Azorius inspector seems interested in my work." + ], + [ + "2", + "I was ready to join the Boros before I decided on Izzet, and I sometimes still hear from the sergeant who tried to recruit me." + ], + [ + "3", + "One of my former assistants turned out to be a Dimir spy. We're not on friendly terms anymore, but we have a habit of running into each other." + ], + [ + "4", + "A Golgari assassin killed a bitter rival of mine, leaving me with conflicted feelings." + ], + [ + "5", + "I helped a minor Gruul chieftain acquire an Izzet weapon." + ], + [ + "6", + "Roll an additional Izzet contact; you can decide if the contact is an ally or a rival." + ], + [ + "7", + "An Orzhov banker financed my laboratory's current work and expects great returns." + ], + [ + "8", + "I have a cousin in the Cult of Rakdos, and we get along quite well." + ], + [ + "9", + "A former attendant from the same laboratory ran off to join the Selesnya, and we get into a big argument every time we run into each other." + ], + [ + "10", + "I compare notes and techniques with a Simic scientist over lunch sometimes." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "How Do I Fit In?", + "entries": [ + "Whatever your role in the Izzet League, you are expected to contribute to its research in some way. That contribution might involve participating in tests, whether as an assistant, a researcher, or a subject. You might be one of the soldiers who protects a laboratory, or a laborer responsible for lifting heavy pieces of equipment into place. Everyone's contribution matters, even if the Izzet know that some matter more than others." + ] + } + ], + "hasFluff": true + }, + { + "name": "Knight of Solamnia", + "source": "DSotDQ", + "page": 30, + "prerequisite": [ + { + "campaign": [ + "Dragonlance" + ] + } + ], + "feats": [ + { + "squire of solamnia|dsotdq": true + } + ], + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "insignia of rank" + }, + "playing card set|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Survival}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "An insignia of rank, a {@item playing card set|phb|deck of cards}, a set of {@item common clothes|PHB}, and a {@item pouch|PHB} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Squire of Solamnia", + "entries": [ + "You gain the {@feat Squire of Solamnia|DSotDQ} feat.", + "In addition, the Knights of Solamnia provide you free, modest lodging and food at any of their fortresses or encampments." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Building a Knight of Solamnia Character", + "entries": [ + "Any class that has martial prowess can be a good fit in the Knights of Solamnia. {@class Fighter||Fighters} and {@class paladin||paladins} make up the bulk of the knighthood's forces. {@class Cleric||Clerics} (often with the {@class Cleric|PHB|War|War} domain) can also be found among the knights' ranks.", + "For a more unusual take on a Knight of Solamnia character, consider playing a bard of the {@class Bard|PHB|College of Valor|Valor} (or the {@class Bard|PHB|College of Swords|Swords|XGE} from {@book Xanathar's Guide to Everything|XGE}) or a {@class barbarian} devoted to the ideals of the nature god {@deity Habbakuk|dragonlance} (perhaps adopting the {@class barbarian||Path of the Zealot|Zealot|xge} from {@book Xanathar's Guide to Everything|XGE}).", + { + "type": "entries", + "name": "Knight of Solamnia Trinkets", + "entries": [ + "When you make your character, roll once on the Knight of Solamnia Trinkets table instead of on the {@item Trinket|PHB|Trinkets table} in the Player's Handbook for your starting trinket.", + { + "type": "table", + "caption": "Knight of Solamnia Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "A flat silver disk you record your heroics upon" + ], + [ + "2", + "A piece of a fallen knight's armor" + ], + [ + "3", + "A pendant featuring a crown, a rose, or a sword" + ], + [ + "4", + "The pommel of your mentor's sword" + ], + [ + "5", + "A meaningful favor from someone you defended\u2014perhaps a handkerchief or glove" + ], + [ + "6", + "A locket with a sketch of a silver dragon inside" + ] + ] + } + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Knight of the Order", + "source": "SCAG", + "page": 151, + "skillProficiencies": [ + { + "persuasion": true, + "choose": { + "from": [ + "arcana", + "history", + "nature", + "religion" + ] + } + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "musical instrument", + "gaming set" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + "traveler's clothes|phb", + { + "special": "signet, banner, or seal representing your place or rank in the order" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Persuasion}, plus one from among {@skill Arcana}, {@skill History}, {@skill Nature}, and {@skill Religion}, as appropriate for your order" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Your choice of a {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} or a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "One set of {@item traveler's clothes|phb}, a signet, banner, or seal representing your place or rank in the order, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Knightly Regard", + "type": "entries", + "entries": [ + "You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community\u2014whether a lone settlement or a great nation\u2014that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.", + "This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order.", + "Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order." + ] + } + ], + "hasFluff": true + }, + { + "name": "Lorehold Student", + "source": "SCC", + "page": 31, + "feats": [ + { + "strixhaven initiate|scc": true + } + ], + "skillProficiencies": [ + { + "history": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)|phb", + "ink pen|phb", + "hammer|phb", + "hooded lantern|phb", + "tinderbox|phb", + { + "special": "tome of history" + }, + { + "special": "school uniform" + }, + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "comprehend languages", + "identify" + ], + "s2": [ + "borrowed knowledge|scc", + "locate object" + ], + "s3": [ + "speak with dead", + "spirit guardians" + ], + "s4": [ + "arcane eye", + "stone shape" + ], + "s5": [ + "flame strike", + "legend lore" + ] + } + } + ], + "fromFeature": { + "additionalSpells": true, + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, {@skill Religion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item Ink (1-ounce bottle)|PHB|bottle of black ink}, an {@item ink pen|PHB}, a {@item hammer|PHB}, a {@item hooded lantern|PHB}, a {@item tinderbox|PHB}, a tome of history, a school uniform, and a {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Lorehold Initiate", + "entries": [ + "You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Lorehold within it.", + "In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Lorehold Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell Comprehend Languages}, {@spell Identify}" + ], + [ + "2nd", + "{@spell Borrowed Knowledge|SCC}, {@spell Locate Object}" + ], + [ + "3rd", + "{@spell Speak with Dead}, {@spell Spirit Guardians}" + ], + [ + "4th", + "{@spell Arcane Eye}, {@spell Stone Shape}" + ], + [ + "5th", + "{@spell Flame Strike}, {@spell Legend Lore}" + ] + ] + }, + "Consider customizing how your spells look when you cast them. Your Lorehold spells might create displays of golden light. You might use a tome or a scroll as a spellcasting focus, and your spell effects might reflect the appearance of the reference books you study." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Building a Lorehold Character", + "entries": [ + "Any class or subclass that deals with knowledge of the past can be a good fit in Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the {@class Wizard|PHB|School of Divination|Divination|PHB}) are numerous among its students. Clerics (often with the {@class Cleric|PHB|Knowledge|Knowledge|PHB} or {@class Cleric|PHB|Light|Light|PHB} domains) are also quite common.", + "For a more unusual take on a Lorehold student, you could consider playing a barbarian with a primal connection to the past (perhaps adopting the {@class Barbarian|PHB|Path of the Ancestral Guardian|Ancestral Guardian|XGE} from {@book Xanathar's Guide to Everything|XGE}) or a paladin whose {@class Paladin|PHB|Oath of the Ancients|Ancients|PHB} gives a concrete link to history.", + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Methodical historians and daring adventurers alike can be found among the ranks of Lorehold college. The Lorehold Personality Traits table suggests a variety of traits you might adopt for your character.", + { + "type": "table", + "caption": "Lorehold Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I thrive on esoteric lore. The more obscure the historical references I can include in everyday conversation, the better." + ], + [ + "2", + "By searching for these lost artifacts, I hope to find who I really am along the way." + ], + [ + "3", + "I can barely go a minute without talking about my research. I have so much knowledge in my head, and it needs to be let out somewhere!" + ], + [ + "4", + "The spirits of the dead are so much more interesting to talk with than living classmates." + ], + [ + "5", + "I can speak eloquently about the historical ramifications of an ancient war. But ask me to add two-digit numbers together, and I'm a mess." + ], + [ + "6", + "In the end, it's all just entropy. Everything falls apart someday." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Lorehold Trinkets", + "entries": [ + "When you make your character, you may roll once on the {@item Lorehold Trinket|SCC|Lorehold Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket." + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Luxonborn (Acolyte)", + "source": "EGW", + "page": 203, + "_copy": { + "name": "Acolyte", + "source": "PHB" + }, + "hasFluff": true + }, + { + "name": "Lyceum Scholar", + "source": "TDCSR", + "page": 183, + "skillProficiencies": [ + { + "choose": { + "from": [ + "arcana", + "history", + "persuasion" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "fine clothes|phb", + "displayName": "A set of fine clothes" + }, + { + "special": "student uniform" + }, + { + "item": "writing kit|TDCSR" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Your choice of two of the following: {@skill Arcana}, {@skill History}, or {@skill Persuasion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item fine clothes|phb}, a student uniform, a {@item writing kit|TDCSR} ({@item pouch|PHB|small pouch} with a quill, {@item Ink (1-ounce bottle)|PHB|ink}, {@item Parchment (one sheet)|PHB|folded parchment} and a penknife), and a belt {@item pouch|PHB} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Academic Requisition", + "page": 184, + "entries": [ + "You've cleared enough lessons\u2014and have gained an ally or two among the staff\u2014to enable access to certain private areas within the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} and other allied universities. Whenever you're on {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} grounds or at another major academic institution, you can requisition any set of {@filter tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} found in the fifth edition rules. Each set of {@filter tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} is magically marked to sound an alarm if they are removed from the university's grounds.", + "When you seek services such as spellcasting from an NPC at the {@book Alabaster Lyceum|TDCSR|3|5. Alabaster Lyceum} or a related institution, you can use those services at a 25 percent discount, at the GM's discretion." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "page": 184, + "entries": [ + "The {@book Alabaster Lyceum|TDCSR|3|5. Alabaster Lyceum} accepts students of all major trades, the fine arts, and the magical arts. Pupils talented and privileged enough to be accepted travel to {@book Emon|TDCSR|3|Emon, the City of Fellowship} from all over Tal'Dorei, seeking to study among some of the greatest minds and most talented arcanists in the land. If you came from a smaller city, a rural area, or Tal'Dorei's relatively uncharted wilderness, studying at the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} might have left you with a sense of culture shock, for good or for ill.", + "Your bond is likely associated with your goals as a student or graduate. Your ideal probably involves your hopes in using the knowledge you've gained at the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum}, and your travels as an adventurer, to tailor the world to your liking.", + { + "type": "table", + "caption": "Lyceum Scholar Personality Traits", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I can't believe I'm here! At the {@book Alabaster Lyceum|TDCSR|3|5. Alabaster Lyceum}. Oh, gods, I've dreamed of this my whole life, and now I'm here!" + ], + [ + "2", + "I can't believe I squandered all the opportunities I had at school. I was supposed to be learning good stuff, but I wasted it all daydreaming about fighting monsters." + ], + [ + "3", + "Every night at school, I'd knock back a couple of meads and read with my pals! Just a bunch of nerds having fun, and I loved it." + ], + [ + "4", + "Everyone at school was such a stick in the mud. Dressing the same, listening to the same bards...ugh, it's sad. Just be yourself." + ], + [ + "5", + "I'm happiest when I've got my little party with me. At school, it was like we were a squad of heroes, slaying projects like monsters." + ], + [ + "6", + "I'd really rather you didn't bother me. Can't you see I'm studying here?" + ], + [ + "7", + "I don't care. I just don't care about it all. The dates I had to memorize, the formulae I learned...I just want to run away and live!" + ], + [ + "8", + "I'm just...tired. All the time. Oh, adventuring, sure, that's fine, as long as I can find time to...nap...goodnight." + ] + ] + }, + { + "type": "table", + "caption": "Lyceum Scholar Ideals", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Preparedness}. I can't go out into the world unless I know what I'm up against. Study first, act later. (Neutral)" + ], + [ + "2", + "{@b Stardom}. Having a team is good and all, but you can't win a game of ball without the star charger, and you know that's me. (Evil)" + ], + [ + "3", + "{@b Individuality}. The world keeps us down by trying to put us all into little boxes. I'm tired of living in my box, and I don't care what you think about it. (Chaotic)" + ], + [ + "4", + "{@b Purpose}. I study because there are things I need to know. I'll find my place in the world, and I'll make the world better. (Good)" + ], + [ + "5", + "{@b Code of Conduct}. The student code is there to benefit all students, you know. It's the same for laws! (Lawful)" + ], + [ + "6", + "{@b Recreation}. All this studying crap wasn't worth anything if you weren't partying when you were done. Meet me down at the tavern, okay? (Chaotic)" + ] + ] + }, + { + "type": "table", + "caption": "Lyceum Scholar Bonds", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I came to the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} with no one, but I fell in love with the city of {@book Emon|TDCSR|3|Emon, the City of Fellowship}. I've finally found a place that feels like home!" + ], + [ + "2", + "Most of my professors drove me to frustration, but there's one who was kind and wise. I know they'll always have my back." + ], + [ + "3", + "My family saved every copper piece to give me the opportunities I have now. I can't let them down." + ], + [ + "4", + "I came to the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} with a childhood friend, but we've long been drifting apart." + ], + [ + "5", + "Discovery is the only thing that matters to me. The topic doesn't matter. Books keep me company on my loneliest days." + ], + [ + "6", + "The {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} is my life. I'd give up anything\u2014everything\u2014to protect it from harm." + ] + ] + }, + { + "type": "table", + "caption": "Lyceum Scholar Flaws", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} taught me to never want to leave my room. The campus was so huge, and the crowds were so horrible." + ], + [ + "2", + "You think you're so great just because you've got muscles, and endurance, and...shut up! Read a book sometime!" + ], + [ + "3", + "Huh? What? Sorry, I was thinking about a test I need to retake when I get back to school...." + ], + [ + "4", + "I spent too much time studying. Now I don't have any friends." + ], + [ + "5", + "If you don't match my aesthetic, I'm not interested in you. We can work together, but we won't be friends. Got it?" + ], + [ + "6", + "I'm always striving for perfection. I got top of my class, sure, but only with a 98 average. And that's. Not. Perfect." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mage of High Sorcery", + "source": "DSotDQ", + "page": 30, + "prerequisite": [ + { + "campaign": [ + "Dragonlance" + ] + } + ], + "feats": [ + { + "initiate of high sorcery|dsotdq": true + } + ], + "skillProficiencies": [ + { + "arcana": true, + "history": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)|phb", + "ink pen|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Arcana}, {@skill History}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item Ink (1-ounce bottle)|PHB|bottle of colored ink}, an {@item ink pen|phb}, a set of {@item common clothes|phb}, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Initiate of High Sorcery", + "entries": [ + "You gain the {@feat Initiate of High Sorcery|DSotDQ} feat.", + "In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Building a Mage of High Sorcery Character", + "entries": [ + "Mages of High Sorcery are typically sorcerers, warlocks, or wizards and might have any subclass. Spellcasters who gain their magic through devotion are less likely to be welcomed among the traditionalist mages. Nevertheless, the Mages of High Sorcery are shrewd, and they rarely let unique opportunities or individuals pass them by. Even members of martial classes who train in magic might find a rare place among the group's three orders.", + { + "type": "entries", + "name": "Mage of High Sorcery Trinkets", + "entries": [ + "When you make your character, roll once on the Mage of High Sorcery Trinkets table instead of on the {@item trinket|phb|Trinkets table} in the Player's Handbook for your starting trinket.", + { + "type": "table", + "caption": "Mage of High Sorcery Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "An unopened letter from your first teacher" + ], + [ + "2", + "A broken wand made of black, red, or white wood" + ], + [ + "3", + "A scroll bearing an incomprehensible formula" + ], + [ + "4", + "A purposeless device covered in colored stones that can fold into various enigmatic shapes" + ], + [ + "5", + "A pouch or spellbook emblazoned with the triple moon symbol of the Mages of High Sorcery" + ], + [ + "6", + "A lens through which you can see Krynn's invisible black moon, Nuitari" + ] + ] + } + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mageborn", + "source": "DoDk", + "page": 245, + "prerequisite": [ + { + "level": { + "level": 1, + "class": { + "name": "Bard", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Sorcerer", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Warlock", + "visible": true + } + } + }, + { + "level": { + "level": 1, + "class": { + "name": "Wizard", + "visible": true + } + } + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "arcana", + "deception", + "investigation", + "perception" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "draconic": true + }, + { + "elvish": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "calligrapher's supplies", + "alchemist's supplies" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "wand|phb", + "displayName": "gnarled wand made of wood" + }, + { + "special": "duster jacket" + }, + { + "special": "satchel for material components and potions" + } + ] + }, + { + "a": [ + "amulet|phb" + ], + "b": [ + { + "item": "trinket|phb", + "displayName": "other trinket of importance to you" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Two of the following: {@skill Arcana}, {@skill Deception}, {@skill Investigation}, {@skill Perception}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Either calligraphers' supplies or alchemists' supplies" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Draconic or Elvish" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A gnarled {@item wand|PHB} made of wood, a duster jacket, a satchel for material components and potions, an {@item amulet|PHB} or other {@item trinket|PHB} of importance to you" + } + ] + }, + { + "type": "entries", + "name": "Mageborn Quirk", + "entries": [ + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Mageborn Quirk" + ], + "rows": [ + [ + "1", + "My eyes are two different colours." + ], + [ + "2", + "Whenever I cast a spell, my voice echoes and an unknown wind seems to blow around me." + ], + [ + "3", + "My eyes glow with octarine light when I am casting spells." + ], + [ + "4", + "I hear voices and sounds when close to magical entities, as if the magic itself speaks to me." + ], + [ + "5", + "I have full conversations with myself out loud that occasionally can get heated." + ], + [ + "6", + "Magic floods my mind and makes it difficult to sleep without constant nightmares and visions." + ], + [ + "7", + "I speak to beings from other planes of existence who manifest as simple creatures before me." + ], + [ + "8", + "I have a birthmark in a unique shape that appears every day for 2 and a half hours, then vanishes." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Feature: Bookworm", + "entries": [ + "Once per day after you finish a long rest, you can spend one hour to create a spell scroll. You need only paper and ink to do so, and the level of the spell you can create equals one half your proficiency bonus (rounded down) or lower. The scroll you create must be a spell you know or have prepared. It crumbles to dust in 24 hours.", + { + "type": "table", + "caption": "Suggested Characteristics", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Personality Trait" + ], + "rows": [ + [ + "1", + "I idolize one of the archmages of the Academy and hope to prove myself to them in time." + ], + [ + "2", + "Nothing will get between me and my goals. When people say something I care about is impossible, I prove them wrong." + ], + [ + "3", + "I am confident in my powers, and do not fear the horrors of Drakkenheim, for I can bend reality." + ], + [ + "4", + "I am constantly reading books. The more knowledge I can obtain, the more I can outwit friends and foes alike." + ], + [ + "5", + "I am a mage for hire and am not afraid to use my magic to get my hands dirty. A lot of people will pay top coin for a skillset like mine." + ], + [ + "6", + "I am a sucker for a good mystery and pride myself in my ability to solve them." + ], + [ + "7", + "Everyone is always so serious - we all die in the end, might as well enjoy the ride." + ], + [ + "8", + "I always push myself to be the best at whatever it is I set out to do." + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Ideal" + ], + "rows": [ + [ + "1", + "Respect. My powers are a blessing and a curse, and I work diligently to show people not to fear magic. (Good)" + ], + [ + "2", + "Knowledge. I left the Academy on good terms to work at one of the many historical institutes of the world, hoping that my love for books and history would be of use. (Any)" + ], + [ + "3", + "Love. I left the Academy due to love, and I plan to keep my promise to that love. (Good)" + ], + [ + "4", + "Forgiveness. I must undo the mistakes of my past by proving myself to those I care about most. (Good)" + ], + [ + "5", + "Power. Delerium is power, and I must learn all I can about its origins and properties if I am to harness that power. (Chaotic)" + ], + [ + "6", + "Independence. I stand alone from the Academy for a reason. I do not wish to be on their bad side, but I do not wish to be on their good side either. (Neutral)" + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Bond" + ], + "rows": [ + [ + "1", + "It is my duty to protect the Amethyst Academy." + ], + [ + "2", + "My life's work in the study of delerium caused my expulsion. I must continue that research to prove its value." + ], + [ + "3", + "The mysteries of my past and my power are tied to the meteor. I need answers." + ], + [ + "4", + "My terrible mistake was covered up by my mentor in the Academy. I owe them my life." + ], + [ + "5", + "My nightmares have guided me to Drakkenheim. I must investigate these visions." + ], + [ + "6", + "I come from a long line of wizards, my exit from the Academy was highly upsetting to them and I need to earn my way back into their favour, even if it means risking my life in Drakkenheim." + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Flaw" + ], + "rows": [ + [ + "1", + "I walk straight into danger. What's the worst that could happen?" + ], + [ + "2", + "I believe my plan is always far superior to everyone else's." + ], + [ + "3", + "I am distracted by possibilities of gaining knowledge or power, regardless of the cost or danger." + ], + [ + "4", + "I overcomplicate most situations with small details and over analyzing simple things." + ], + [ + "5", + "I get angry quickly, and cause more harm than good with my magic when I get mad." + ], + [ + "6", + "I can't get enough delerium. I want the power for myself." + ] + ] + } + ], + "data": { + "isFeature": true + } + } + ], + "hasFluff": true + }, + { + "name": "Marine", + "source": "GoS", + "page": 31, + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "vehicles (water)": true, + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "dagger|phb", + "displayName": "dagger that belonged to a fallen comrade" + }, + { + "special": "folded flag emblazoned with the symbol of your ship or company" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@filter Vehicles (water, land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land);vehicle (water)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item dagger|phb} that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Steady", + "entries": [ + "You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see \"Travel Pace\" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Hardship Endured", + "entries": [ + "Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character.", + { + "type": "table", + "colLabels": [ + "d6", + "Hardship" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence." + ], + [ + "2", + "Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke." + ], + [ + "3", + "Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead." + ], + [ + "4", + "Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory." + ], + [ + "5", + "Stowaway. For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own." + ], + [ + "6", + "Leave None Behind. You carried an injured marine for miles to avoid capture and death." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.", + { + "type": "table", + "caption": "Marine Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I speak rarely but mean every word I say." + ], + [ + "2", + "I laugh loudly and see the humor in stressful situations." + ], + [ + "3", + "I prefer to solve problems without violence, but I finish fights decisively." + ], + [ + "4", + "I enjoy being out in nature; poor weather never sours my mood." + ], + [ + "5", + "I am dependable." + ], + [ + "6", + "I am always working on some project or other." + ], + [ + "7", + "I become cantankerous and quiet in the rain." + ], + [ + "8", + "When the sea is within my sight, my mood is jovial and optimistic." + ] + ] + }, + { + "type": "table", + "caption": "Marine Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Teamwork.} Success depends on cooperation and communication. (Good)" + ], + [ + "2", + "{@b Code.} The marines' code provides a solution for every problem, and following it is imperative. (Lawful)" + ], + [ + "3", + "{@b Embracing.} Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)" + ], + [ + "4", + "{@b Might.} The strong train so that they might rule those who are weak. (Evil)" + ], + [ + "5", + "{@b Bravery.} To act when others quake in fear\u2014this is the essence of the warrior. (Any)" + ], + [ + "6", + "{@b Perseverance.} No injury or obstacle can turn me from my goal. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Marine Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I face danger and evil to offset an unredeemable act in my past." + ], + [ + "2", + "I. Will. Finish. The. Job." + ], + [ + "3", + "I must set an example of hope for those who have given up." + ], + [ + "4", + "I'm searching for a fellow marine captured by an elusive enemy." + ], + [ + "5", + "Fear leads to tyranny, and both must be eradicated." + ], + [ + "6", + "My commander betrayed my unit, and I will have revenge." + ] + ] + }, + { + "type": "table", + "caption": "Marine Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I grow combative and unpredictable when I drink." + ], + [ + "2", + "I find civilian life difficult and struggle to say the right thing in social situations." + ], + [ + "3", + "My intensity can drive others away." + ], + [ + "4", + "I hold grudges and have difficulty forgiving others." + ], + [ + "5", + "I become irrational when innocent people are hurt." + ], + [ + "6", + "I sometimes stay up all night listening to the ghosts of my fallen enemies." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Mercenary Veteran", + "source": "SCAG", + "page": 152, + "skillProficiencies": [ + { + "athletics": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "traveler's clothes|phb", + "displayName": "uniform of your company" + }, + { + "special": "insignia of your rank" + }, + { + "equipmentType": "setGaming" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A uniform of your company ({@item traveler's clothes|phb} in quality), an insignia of your rank, a {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice, and a {@item pouch|phb} containing the remainder of your last wages (10 gp)." + } + ] + }, + { + "name": "Feature: Mercenary Life", + "type": "entries", + "entries": [ + "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"{@book Practicing a Profession|PHB|8|Practicing a Profession}\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook)." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary.", + "Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting." + ] + } + ], + "hasFluff": true + }, + { + "name": "Merchant", + "source": "XPHB", + "page": 182, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "con", + "int", + "cha" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "con", + "int", + "cha" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "lucky|xphb": true + } + ], + "skillProficiencies": [ + { + "animal handling": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "navigator's tools": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "navigator's tools|xphb" + }, + { + "item": "pouch|xphb", + "quantity": 2 + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 2200 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Constitution, Intelligence, Charisma" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Lucky|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Animal Handling|XPHB}, {@skill Persuasion|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Navigator's Tools|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Navigator's Tools|XPHB}, {@item Pouch|XPHB|2 Pouches}, {@item Traveler's Clothes|XPHB}, 22 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mulmaster Aristocrat", + "source": "ALElementalEvil", + "page": 5, + "skillProficiencies": [ + { + "deception": true, + "performance": true + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1, + "musical instrument": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "equipmentType": "toolArtisan" + } + ], + "b": [ + { + "equipmentType": "instrumentMusical" + } + ] + }, + { + "_": [ + "fine clothes|phb", + { + "special": "purse", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Performance}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of artistic {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} and one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "One set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}, a set of {@item fine clothes|phb}, and a purse containing 10 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Wealthy" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen." + ] + }, + { + "name": "Feature: Highborn", + "type": "entries", + "entries": [ + "Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances. Note: This feature is a variant of the Noble feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My ambitions are boundless. I will be a Zor or Zora one day!" + ], + [ + "2", + "I must always look my best." + ], + [ + "3", + "Beauty is everywhere. I can find it in even the homeliest person and the most horrible tragedy." + ], + [ + "4", + "Decorum must be preserved at all costs." + ], + [ + "5", + "I will not admit I am wrong if I can avoid it." + ], + [ + "6", + "I am extremely well-educated and frequently remind others of that fact." + ], + [ + "7", + "I take what I can today, because I do not know what tomorrow holds." + ], + [ + "8", + "My life is full of dance, song, drink, and love." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Generous. I have a responsibility to help and protect the less fortunate. (Good)" + ], + [ + "2", + "Loyal. My word, once given, is my bond. (Lawful)" + ], + [ + "3", + "Callous. I am unconcerned with any negative effects my actions may have on the lives and fortunes of others. (Evil)" + ], + [ + "4", + "Impulsive. I follow my heart. (Chaotic)" + ], + [ + "5", + "Ignorant. Explanations bore me. (Neutral)" + ], + [ + "6", + "Isolationist. I am concerned with the fortunes of my friends and family. Others must see to themselves. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have dedicated my wealth and my talents to the service of one of the city's many temples." + ], + [ + "2", + "My family and I are loyal supporters of High Blade Jaseen Drakehorn. Our fortunes are inexorably tied to hers. I would do anything to support her." + ], + [ + "3", + "Like many families who were close to High Blade Selfaril Uoumdolphin, mine has suffered greatly since his fall. We honor his memory in secret." + ], + [ + "4", + "My family plotted with Rassendyll Uoumdolphin brother usurped brother as High Blade. Betrayal is the quickest route to power." + ], + [ + "5", + "Wealth and power are nothing. Fulfillment can only be found in artistic expression." + ], + [ + "6", + "It's not how you feel, who you know, or what you can do - it's how you look, and I look fabulous." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have difficulty caring about anyone or anything other than myself." + ], + [ + "2", + "Having grown up with wealth, I am careless with my finances. I overspend and am overly generous." + ], + [ + "3", + "The ends (my advancement) justify any means." + ], + [ + "4", + "I must have what I want and will brook no delay." + ], + [ + "5", + "My family has lost everything. I must keep up appearances, lest we become a laughingstock." + ], + [ + "6", + "I have no artistic sense. I hide that fact behind extreme opinions and have become a trendsetter. " + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "Myriad Operative (Criminal)", + "source": "EGW", + "page": 203, + "_copy": { + "name": "Criminal", + "source": "PHB" + }, + "hasFluff": true + }, + { + "name": "Noble", + "source": "PHB", + "page": 135, + "basicRules": true, + "reprintedAs": [ + "Noble|XPHB" + ], + "skillProficiencies": [ + { + "history": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ], + "startingEquipment": [ + { + "_": [ + "fine clothes|phb", + "signet ring|phb", + { + "special": "scroll of pedigree" + }, + { + "special": "purse", + "containsValue": 2500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item fine clothes|phb}, a {@item signet ring|phb}, a scroll of pedigree, and a purse containing 25 gp" + } + ] + }, + { + "name": "Feature: Position of Privilege", + "type": "entries", + "entries": [ + "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds\u2014responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world." + ], + [ + "2", + "The common folk love me for my kindness and generosity." + ], + [ + "3", + "No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses." + ], + [ + "4", + "I take great pains to always look my best and follow the latest fashions." + ], + [ + "5", + "I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations." + ], + [ + "6", + "Despite my noble birth, I do not place myself above other folk. We all have the same blood." + ], + [ + "7", + "My favor, once lost, is lost forever." + ], + [ + "8", + "If you do me an injury, I will crush you, ruin your name, and salt your fields." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)" + ], + [ + "2", + "Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)" + ], + [ + "3", + "Independence. I must prove that I can handle myself without coddling from my family. (Chaotic)" + ], + [ + "4", + "Power. If I can attain more power, no one will tell me what to do. (Evil)" + ], + [ + "5", + "Family. Blood runs thicker than water. (Any)" + ], + [ + "6", + "Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I will face any challenge to win the approval of my family." + ], + [ + "2", + "My house's alliance with another noble family must be sustained at all costs." + ], + [ + "3", + "Nothing is more important than the other members of my family." + ], + [ + "4", + "I am in love with the heir of a family that my family despises." + ], + [ + "5", + "My loyalty to my sovereign is unwavering." + ], + [ + "6", + "The common folk must see me as a hero of the people." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I secretly believe that everyone is beneath me." + ], + [ + "2", + "I hide a truly scandalous secret that could ruin my family forever." + ], + [ + "3", + "I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger." + ], + [ + "4", + "I have an insatiable desire for carnal pleasures." + ], + [ + "5", + "In fact, the world does revolve around me." + ], + [ + "6", + "By my words and actions, I often bring shame to my family." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Noble", + "source": "XPHB", + "page": 183, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "str", + "int", + "cha" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "str", + "int", + "cha" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "Skilled|xphb": true + } + ], + "skillProficiencies": [ + { + "history": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "gaming set|xphb" + }, + { + "item": "fine clothes|xphb" + }, + { + "item": "perfume|xphb" + }, + { + "value": 2900 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Strength, Intelligence, Charisma" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Skilled|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History|XPHB}, {@skill Persuasion|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "Choose one kind of {@item Gaming Set|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Gaming Set|XPHB} (same as above), {@item Fine Clothes|XPHB}, {@item Perfume|XPHB}, 29 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Orzhov Representative", + "source": "GGR", + "page": 72, + "skillProficiencies": [ + { + "intimidation": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Orzhov insignia" + }, + { + "special": "foot-long chain made of ten gold coins" + }, + { + "special": "vestments" + }, + "fine clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s0": [ + "friends#c", + "guidance#c" + ], + "s1": [ + "command", + "illusory script" + ], + "s2": [ + "enthrall", + "ray of enfeeblement", + "zone of truth" + ], + "s3": [ + "bestow curse", + "speak with dead", + "spirit guardians" + ], + "s4": [ + "blight", + "death ward", + "leomund's secret chest" + ], + "s5": [ + "geas" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Intimidation}, {@skill Religion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 1 pp (an Orzhov-minted 10-zino coin)" + } + ] + }, + { + "type": "entries", + "name": "Feature: Leverage", + "entries": [ + "You can exert leverage over one or more individuals below you in the guild's hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Orzhov Guild Spells", + "entries": [ + "{@i Prerequisite: Spellcasting or Pact Magic class feature}", + "For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Orzhov Guild Spells", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Spell Level", + "Spells" + ], + "rows": [ + [ + "Cantrip", + "{@spell friends}, {@spell guidance}" + ], + [ + "1st", + "{@spell command}, {@spell illusory script}" + ], + [ + "2nd", + "{@spell enthrall}, {@spell ray of enfeeblement}, {@spell zone of truth}" + ], + [ + "3rd", + "{@spell bestow curse}, {@spell speak with dead}, {@spell spirit guardians}" + ], + [ + "4th", + "{@spell blight}, {@spell death ward}, {@spell Leomund's secret chest}" + ], + [ + "5th", + "{@spell geas}" + ] + ] + }, + "Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might draw the blood of your enemies, or even directly touch their souls." + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I am always willing to act in accordance with the financial incentive offered." + ], + [ + "2", + "Debts are never meant to be forgiven." + ], + [ + "3", + "I am accustomed to enjoying the finest pleasures money can buy." + ], + [ + "4", + "No one could doubt that I am a cut above the masses of pitiful peasants that infest the city." + ], + [ + "5", + "I can't stand to spend a zib more than necessary to purchase what I need." + ], + [ + "6", + "I hate it when people try to make light of a serious situation." + ], + [ + "7", + "I want to make sure everyone is aware of how wealthy, powerful, and important I am." + ], + [ + "8", + "I can't think of anything to look forward to." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Guild}. My guild is all that really matters. (Any)" + ], + [ + "2", + "{@b Wealth}. I will do whatever it takes to become as rich as the oligarchs. (Evil)" + ], + [ + "3", + "{@b Power}. One day, I will be the one giving orders. (Evil)" + ], + [ + "4", + "{@b Prestige}. I want to be admired, respected, feared, or even hated for my position and wealth. (Evil)" + ], + [ + "5", + "{@b Stability}. The economy functions best when chaos is kept under control and everyone knows their place. (Lawful)" + ], + [ + "6", + "{@b Eternity}. I want to live forever\u2014in the flesh as long as possible, and as a spirit afterward. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "The unbearable weight of my debt has driven me to desperation." + ], + [ + "2", + "I'm duty-bound to obey the dictates of an ancestor on the Ghost Council." + ], + [ + "3", + "I value my worldly goods more highly than my mortal life." + ], + [ + "4", + "An oligarch publicly humiliated me, and I will exact revenge on that whole family." + ], + [ + "5", + "My faith in the Obzedat never wavers." + ], + [ + "6", + "I want to prove myself more worthy than an older sibling and thereby ensure that I inherit a greater share of my parents' wealth." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I hold a scandalous secret that could ruin my family forever\u2014but could also earn me the favor of the Ghost Council." + ], + [ + "2", + "I'm convinced that everyone I know is plotting against me." + ], + [ + "3", + "I'll brave any risk if the monetary reward is great enough." + ], + [ + "4", + "I am convinced that I am far more important than anyone else is willing to acknowledge." + ], + [ + "5", + "I have little respect for anyone who isn't wealthy." + ], + [ + "6", + "I'll take any opportunity to steal from wealthier people, even for worthless trinkets." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Contacts", + "entries": [ + "The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family's activities in crime, banking, or debt collection could tie you to members of other guilds.", + "Roll twice on the Orzhov Contacts table (for an ally and a rival) and once on the Non-Orzhov Contacts table.", + { + "type": "table", + "caption": "Orzhov Contacts", + "colLabels": [ + "d8", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "The spirit of an ancestor has taken an interest in me." + ], + [ + "2", + "An older cousin has the ear of a powerful oligarch." + ], + [ + "3", + "I know a knight who is responsible for collecting debts from powerful people." + ], + [ + "4", + "A vampire pontiff tried to use me as a pawn in past schemes." + ], + [ + "5", + "A silent spirit follows me around." + ], + [ + "6", + "A sibling has keys to parts of Vizkopa Bank." + ], + [ + "7", + "A giant thinks I'm adorable." + ], + [ + "8", + "I regularly offer tribute to an angel, and the angel has been kind to me in turn." + ] + ] + }, + { + "type": "table", + "caption": "Non-Orzhov Contacts", + "colLabels": [ + "d10", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "An Azorius arrester is always snooping into my family's business transactions." + ], + [ + "2", + "A Boros paladin saved my life, to my everlasting shame." + ], + [ + "3", + "I know a shopkeeper who is secretly a Dimir agent and tries to make sure that I keep that secret hidden." + ], + [ + "4", + "I'm fascinated by the culture of the Golgari kraul, and I have formed a friendship with one of their death priests." + ], + [ + "5", + "A Gruul druid hates me but would never dare to touch me." + ], + [ + "6", + "I know an Izzet engineer who is desperate to pay off a debt accrued by a deceased relative." + ], + [ + "7", + "Roll an additional Orzhov contact; you can decide if the contact is an ally or a rival." + ], + [ + "8", + "My childhood friend is now a Rakdos torturer. We still meet for drinks occasionally." + ], + [ + "9", + "I have the key to a vault where a Selesnya druid is hiding an item of secret shame." + ], + [ + "10", + "I was married to a Simic bioengineer." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "How Do I Fit In?", + "entries": [ + "The structure of the Orzhov Syndicate means that you are always doing the bidding of someone higher up the ladder than you are. Ultimately, your role in the guild is defined by whatever the people (and spirits) above you decide for you.", + "For most of your career, you can expect to engage in some aspect of the day-to-day criminal operations of the guild. That can mean throwing your weight around to enforce the will of the guild or using religious authority to extort offerings from the people. But it can also mean doing various errands for your superiors, from bearing messages to carrying out assassinations." + ] + } + ], + "hasFluff": true + }, + { + "name": "Outlander", + "source": "PHB", + "page": 136, + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "musical instrument": true + } + ], + "startingEquipment": [ + { + "_": [ + "staff|phb", + "hunting trap|phb", + { + "special": "trophy from an animal you killed" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item staff|phb}, a {@item hunting trap|phb}, a trophy from an animal you killed, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Wanderer", + "type": "entries", + "entries": [ + "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Specialty", + "type": "entries", + "entries": [ + "You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.", + { + "type": "table", + "colLabels": [ + "d10", + "Origin" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Forester" + ], + [ + "2", + "Trapper" + ], + [ + "3", + "Homesteader" + ], + [ + "4", + "Guide" + ], + [ + "5", + "Exile or outcast" + ], + [ + "6", + "Bounty hunter" + ], + [ + "7", + "Pilgrim" + ], + [ + "8", + "Tribal nomad" + ], + [ + "9", + "Hunter-gatherer" + ], + [ + "10", + "Tribal marauder" + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + " I'm driven by a wanderlust that led me away from home." + ], + [ + "2", + "I watch over my friends as if they were a litter of newborn pups." + ], + [ + "3", + "I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to." + ], + [ + "4", + "I have a lesson for every situation, drawn from observing nature." + ], + [ + "5", + "I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear." + ], + [ + "6", + "I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them." + ], + [ + "7", + "I feel far more comfortable around animals than people." + ], + [ + "8", + "I was, in fact, raised by wolves." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)" + ], + [ + "2", + "Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)" + ], + [ + "3", + "Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)" + ], + [ + "4", + "Might. The strongest are meant to rule. (Evil)" + ], + [ + "5", + "Nature. The natural world is more important than all the constructs of civilization. (Neutral)" + ], + [ + "6", + "Glory. I must earn glory in battle, for myself and my clan. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My family, clan, or tribe is the most important thing in my life, even when they are far from me." + ], + [ + "2", + "An injury to the unspoiled wilderness of my home is an injury to me." + ], + [ + "3", + "I will bring terrible wrath down on the evildoers who destroyed my homeland." + ], + [ + "4", + "I am the last of my tribe, and it is up to me to ensure their names enter legend." + ], + [ + "5", + "I suffer awful visions of a coming disaster and will do anything to prevent it." + ], + [ + "6", + "It is my duty to provide children to sustain my tribe." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am too enamored of ale, wine, and other intoxicants." + ], + [ + "2", + "There's no room for caution in a life lived to the fullest." + ], + [ + "3", + "I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me." + ], + [ + "4", + "I am slow to trust members of other races, tribes, and societies." + ], + [ + "5", + " Violence is my answer to almost any challenge." + ], + [ + "6", + " Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Phlan Insurgent", + "source": "ALCurseOfStrahd", + "page": 6, + "skillProficiencies": [ + { + "stealth": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1, + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "caltrops (bag of 20)|phb", + "displayName": "bag of caltrops (bag of 20)" + }, + { + "item": "trinket|phb", + "displayName": "small trinket that connects you to the life you once had before the occupation of Phlan" + }, + "healer's kit|phb", + { + "item": "common clothes|phb", + "displayName": "dark common clothes that includes a cloak and hood" + }, + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Stealth}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A bag of {@item caltrops (bag of 20)|phb}, a small {@item trinket|phb} that connects you to the life you once had before the occupation of Phlan, a {@item healer's kit|phb}, a set of dark {@item common clothes|phb} that includes a cloak and hood, and a belt {@item pouch|phb} containing 5 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Poor" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.", + "Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying." + ] + }, + { + "name": "Origin", + "type": "entries", + "entries": [ + "Removed from your life as a townsperson, you've adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both).", + { + "type": "table", + "colLabels": [ + "d8", + "Origin (General)", + "Origin (Specific)" + ], + "colStyles": [ + "col-1 text-center", + "col-4", + "col-7" + ], + "rows": [ + [ + "1", + "Fisher", + "Stojanow River Worker" + ], + [ + "2", + "Hunter", + "Twilight Marsh Worker" + ], + [ + "3", + "Craftsperson", + "Mantor's Library Scribe" + ], + [ + "4", + "Priest/Priestess", + "Clergy of Ilmater" + ], + [ + "5", + "Cook", + "Laughing Goblin Server" + ], + [ + "6", + "City Watch", + "Black Fist Guard" + ], + [ + "7", + "Servant", + "House Sokol Retainer" + ], + [ + "8", + "Unskilled Laborer", + "Bay of Phlan Dockworker" + ] + ] + } + ] + }, + { + "name": "Feature: Guerrilla", + "type": "entries", + "entries": [ + "You've come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge\u2014or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use. Note: This feature is a variant of the Outlander feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "You have given up the life you knew as a citizen of Phlan. However, the Maimed Virulence's invasion resonates deep inside you. Perhaps you have a few friends or family members who were able to escape with you. Or, perhaps, everyone you held dear either perished or went missing during the fall. You may know of someone who is, against all odds, surviving within the thicket and you long to liberate them from a life of peril within the town.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My patience knows no bounds, so long as my goal is in sight." + ], + [ + "2", + "In life and in struggle, the ends justify my actions." + ], + [ + "3", + "If you aren't helping me, you'd best at least stay out of my way." + ], + [ + "4", + "I long for the life that was taken away from me." + ], + [ + "5", + "Friends and family perished, tragically, before my eyes. I hope never to undergo that again." + ], + [ + "6", + "Making the right choices in life are important to me. The choices I make might save not just my life, but the lives of others as well." + ], + [ + "7", + "I can never allow my foes to get the drop on me." + ], + [ + "8", + "Time is a precious resource that I must spend wisely." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Leadership. The oppressed need someone to inspire them to courageous acts. (Good)" + ], + [ + "2", + "Unpredictability. Keeping the enemy guessing and off-balance is my tactical strength. (Chaos)" + ], + [ + "3", + "Determination. Threats to my home must be eliminated at all costs. (Any)" + ], + [ + "4", + "Freedom. Those who are enslaved and unjustly imprisoned deserve my aid. (Good)" + ], + [ + "5", + "Resourcefulness. Our wits are our most valuable resource in troubled times. (Any)" + ], + [ + "6", + "Unity. Working together, we can overcome all obstacles, even the most seemingly insurmountable ones. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'll never let my fellow insurgents down. They are my only remaining friends." + ], + [ + "2", + "I was separated from a loved one during my escape from town. I will find them." + ], + [ + "3", + "One of the Tears of the Virulence was a trusted friend, until the day they betrayed the city. They will pay harshly for their transgressions." + ], + [ + "4", + "An item I hold close is my last remaining connection to the family I lost during the fall." + ], + [ + "5", + "The dragon who took my past life away from me will feel the full extent of my vengeance." + ], + [ + "6", + "The knowledge in Mantor's Library is an irreplaceable treasure that must be protected." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have no respect for those who flee. I harbor a deep grudge against the citizens who abandoned Phlan." + ], + [ + "2", + "Ale is the only way I can escape the desperation of my circumstances." + ], + [ + "3", + "It doesn't take much to get me into a fight." + ], + [ + "4", + "Being an insurgent means doing things that aren't always ethical. I'm still learning to live with that." + ], + [ + "5", + "My desire to liberate Phlan oftentimes clouds my judgment, despite my best efforts." + ], + [ + "6", + "I relentlessly despise the Maimed Virulence and his allies. I'd abandon other goals in order to strike out at them." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Phlan Refugee", + "source": "ALElementalEvil", + "page": 6, + "skillProficiencies": [ + { + "insight": true, + "athletics": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + { + "special": "token of the life you once knew" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Athletics}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (one of your choice), a token of the life you once knew, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Modest" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back." + ] + }, + { + "name": "Feature: Phlan Survivor", + "type": "entries", + "entries": [ + "Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos. Note: This feature is a variant of the Folk Hero feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past." + ], + [ + "2", + "I worked hard to get where I am and I refuse to let a little hardship stop me from succeeding." + ], + [ + "3", + "I protect those around me, you never know when one of them will be useful." + ], + [ + "4", + "I have always gotten ahead by giving, why change now?" + ], + [ + "5", + "I prepare for everything, it paid off in Phlan and it will pay off again." + ], + [ + "6", + "I will reclaim my home, though the path may be long, I will never give up hope." + ], + [ + "7", + "I never cared for personal hygiene, and am amazed that It bothers others." + ], + [ + "8", + "I am always willing to volunteer my services, just as long as don't have to do anything." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Justice. Corruption brought Phlan down, I will not tolerate that any longer. (Lawful)" + ], + [ + "2", + "Acceptance. Stability is a myth, to think you can control your future is futile. (Chaotic)" + ], + [ + "3", + "Hope. I am guided by a higher power and I trust that everything will be right in the end. (Good)" + ], + [ + "4", + "Restraint. I hate those who caused my loss. It is all I can do not to lash out at them. (Any)" + ], + [ + "5", + "Strength. As shown in Phlan, the strong survive. If you are weak you deserve what you get (Evil)" + ], + [ + "6", + "Openness. I am always willing to share my life story with anyone who will listen. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have the chance at a new life and this time I am going to do things right." + ], + [ + "2", + "The Lord Regent brought this suffering upon his people. I will see him brought to justice." + ], + [ + "3", + "I await the day I will be able to return to my home in Phlan." + ], + [ + "4", + "I will never forget the debt owed to Glevith of the Welcomers. I will be ready to repay that debt when called upon." + ], + [ + "5", + "There was someone I cared about in Phlan, I will find out what happened to them." + ], + [ + "6", + "Some say my life wasn't worth saving, I will prove them wrong." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I used the lives of children to facilitate my escape from Phlan." + ], + [ + "2", + "I am a sucker for the underdog, and always bet on the loosing team." + ], + [ + "3", + "I am incapable of standing up for myself." + ], + [ + "4", + "I will borrow money from friends with no intention to repay it." + ], + [ + "5", + "I am unable to keep secrets. A secret is just an untold story." + ], + [ + "6", + "When something goes wrong, it's never my fault." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "Plaintiff", + "source": "AI", + "page": 50, + "skillProficiencies": [ + { + "medicine": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + "fine clothes|phb", + { + "value": 2000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Medicine}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "One set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, {@item fine clothes|phb}, 20 gp" + } + ] + }, + { + "name": "Feature: Legalese", + "type": "entries", + "entries": [ + "Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout.", + { + "type": "table", + "caption": "", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I can't believe I have a chance to join Acquisitions Incorporated! The fun I'm going to have!" + ], + [ + "2", + "I've been wronged my entire life, and the world owes me." + ], + [ + "3", + "I have always tried to make the best of a bad situation." + ], + [ + "4", + "The law doesn't protect the honest and the hard working. I'm going to do whatever needs to be done to make things right." + ], + [ + "5", + "I'm always in the wrong place at the wrong time." + ], + [ + "6", + "My superiors are smarter and wiser than I am. I do what I'm told." + ], + [ + "7", + "Never pass up the opportunity to make an easy bit of coin. That's my motto." + ], + [ + "8", + "I'm beginning to feel like the gods are not on my side." + ] + ] + }, + { + "type": "table", + "caption": "", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Justice. Those who break the law need to answer for their crimes. (Lawful)" + ], + [ + "2", + "Freedom. People must have the freedom to do what they want and pursue their dreams. (Chaotic)" + ], + [ + "3", + "Greed. Everyone I see is getting theirs, so I'm surely going to get mine. (Evil)" + ], + [ + "4", + "Chaos. You're out of order! And you're out of order! This whole realm is out of order! (Chaotic)" + ], + [ + "5", + "Humility. I'm just a small part of a larger whole. So is everyone else. (Neutral)" + ], + [ + "6", + "Responsibility. We all have our roles to play. I'll hold up my end of the bargain. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Others hurt in the same accident that hurt me are my new family. I'll make sure they're taken care of." + ], + [ + "2", + "The rulers of this place were kind to me, and they have my lifelong devotion." + ], + [ + "3", + "My parents worry about me, but I'll make them proud." + ], + [ + "4", + "The only bond that matters is the one holding my money pouch to my belt." + ], + [ + "5", + "The other new hires at Acquisitions Incorporated are my allies. We have each other's backs." + ], + [ + "6", + "My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work." + ] + ] + }, + { + "type": "table", + "caption": "", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The person who gains the most reward for the least effort wins." + ], + [ + "2", + "Three magic beans for just one cow? What a deal!" + ], + [ + "3", + "I have only one vice, but it controls my life." + ], + [ + "4", + "Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead." + ], + [ + "5", + "Until my songs are sung in every tavern in this realm, I won't be satisfied." + ], + [ + "6", + "If people find me unpleasant, that's their problem." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Planar Philosopher", + "source": "SatO", + "page": 8, + "prerequisite": [ + { + "campaign": [ + "Planescape" + ] + } + ], + "feats": [ + { + "scion of the outer planes|sato": true + } + ], + "skillProficiencies": [ + { + "arcana": true, + "choose": { + "from": [ + "religion", + "insight", + "nature", + "intimidation", + "history", + "stealth", + "perception", + "medicine", + "survival", + "persuasion", + "performance", + "athletics" + ] + } + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "portal key (such as a bag of golden tea leaves or the tooth of a planar beast)" + }, + { + "special": "manifesto of your guiding philosophy" + }, + { + "item": "common clothes|phb", + "displayName": "common clothes in your faction's style" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Arcana}, the skill associated with your faction (see the Sigil Faction Affinities table) or one skill of your choice" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A portal key (such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of {@item common clothes|PHB} in your faction's style, and a {@item pouch|PHB} containing 10 gp worth of coins from different worlds and planes" + } + ] + }, + { + "type": "table", + "caption": "Sigil Faction Affinities", + "colStyles": [ + "col-6", + "col-6" + ], + "colLabels": [ + "Faction", + "Skill" + ], + "rows": [ + [ + "Athar", + "{@skill Religion}" + ], + [ + "Bleak Cabal", + "{@skill Insight}" + ], + [ + "Doomguard", + "{@skill Nature}" + ], + [ + "Fated", + "{@skill Intimidation}" + ], + [ + "Fraternity of Order", + "{@skill History}" + ], + [ + "Hands of Havoc", + "{@skill Stealth}" + ], + [ + "Harmonium", + "{@skill Perception}" + ], + [ + "Heralds of Dust", + "{@skill Medicine}" + ], + [ + "Mercykillers", + "{@skill Survival}" + ], + [ + "Mind's Eye", + "{@skill Persuasion}" + ], + [ + "Society of Sensation", + "{@skill Performance}" + ], + [ + "Transcendent Order", + "{@skill Athletics}" + ] + ] + }, + { + "type": "entries", + "name": "Factions of Sigil", + "entries": [ + "Twelve factions have risen to prominence in the City of Doors, though many more exist. Your character might belong to one of these groups or another ideological faction, perhaps one of your own creation.", + "The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Athar", + "entries": [ + "Deities are frauds and merely channel the might of a true, higher power." + ] + }, + { + "type": "item", + "name": "Bleak Cabal", + "entries": [ + "There is no greater truth to the multiverse. Each being must discover their own meaning." + ] + }, + { + "type": "item", + "name": "Doomguard", + "entries": [ + "Nothing lasts forever. The purpose of everything is to crumble and decay." + ] + }, + { + "type": "item", + "name": "Fated", + "entries": [ + "Everyone makes their own fate and is entitled to whatever they can take and hold." + ] + }, + { + "type": "item", + "name": "Fraternity of Order", + "entries": [ + "All of existence is governed by laws, and power comes from understanding and exploiting them." + ] + }, + { + "type": "item", + "name": "Hands of Havoc", + "entries": [ + "Those who try to impose a single order on the multiverse are doomed to fail." + ] + }, + { + "type": "item", + "name": "Harmonium", + "entries": [ + "The multiverse will be perfect only when everything is acting in harmony, whether it wants to or not." + ] + }, + { + "type": "item", + "name": "Heralds of Dust", + "entries": [ + "Everyone is already dead; the entirety of the multiverse is an afterlife. Undeath holds the key to the next stage of existence." + ] + }, + { + "type": "item", + "name": "Mercykillers", + "entries": [ + "Cold, relentless justice is absolute, and no one is above it." + ] + }, + { + "type": "item", + "name": "Mind's Eye", + "entries": [ + "The multiverse exists to be explored. It shapes us, and we shape it in turn." + ] + }, + { + "type": "item", + "name": "Society of Sensation", + "entries": [ + "Sensation is the proof of existence. By experiencing everything, we can understand the multiverse in all its complexity." + ] + }, + { + "type": "item", + "name": "Transcendent Order", + "entries": [ + "Thought clouds action. To fall in step with the multiverse, one must act on instinct alone." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Feature: Conviction", + "entries": [ + "You gain the {@feat Scion of the Outer Planes|SatO} feat. In addition, members of your organization provide you free, modest lodging and food at any of their holdings or the homes of other faction members." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Adventurers who dedicate themselves to a particular philosophy regarding the multiverse are welcomed among factions that embrace those beliefs. The Planar Philosopher Personality Traits table suggests various traits you might adopt for your character.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Personality Trait" + ], + "rows": [ + [ + "1", + "I don't venerate any gods. With time, we can be as powerful as them or greater." + ], + [ + "2", + "Experience is everything; live in the moment." + ], + [ + "3", + "When things crumble, I find meaning in the dust." + ], + [ + "4", + "Life thrives through order, and I seek to maintain that order." + ], + [ + "5", + "When others make plans, the multiverse laughs and so do I." + ], + [ + "6", + "I know what's right, and none will stand in my way." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Building a Planar Philosopher Character", + "entries": [ + "Some groups of planar philosophers might prefer certain types of characters, but by and large any character who upholds and furthers the beliefs of such a group is welcome within its ranks.", + { + "type": "entries", + "name": "Planar Philosopher Trinkets", + "entries": [ + "When you make your character, you can roll once on the {@item Planar Philosopher Trinket|SatO|Planar Philosopher Trinkets} table, instead of on the {@item Trinket|PHB|Trinkets} table in the Player's Handbook, for your starting trinket." + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Prismari Student", + "source": "SCC", + "page": 32, + "feats": [ + { + "strixhaven initiate|scc": true + } + ], + "skillProficiencies": [ + { + "acrobatics": true, + "performance": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "anyArtisansTool", + "musical instrument" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)|phb", + "ink pen|phb" + ] + }, + { + "a": [ + { + "equipmentType": "toolArtisan" + } + ], + "b": [ + { + "equipmentType": "instrumentMusical" + } + ] + }, + { + "_": [ + { + "special": "school uniform" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "chromatic orb", + "thunderwave" + ], + "s2": [ + "flaming sphere", + "kinetic jaunt|scc" + ], + "s3": [ + "haste", + "water walk" + ], + "s4": [ + "freedom of movement", + "wall of fire" + ], + "s5": [ + "cone of cold", + "conjure elemental" + ] + } + } + ], + "fromFeature": { + "additionalSpells": true, + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Acrobatics}, {@skill Performance}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} or {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item Ink (1-ounce bottle)|PHB|bottle of black ink}, an {@item ink pen|PHB}, a set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), a school uniform, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Prismari Initiate", + "entries": [ + "You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Prismari within it.", + "In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Prismari Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell Chromatic Orb}, {@spell Thunderwave}" + ], + [ + "2nd", + "{@spell Flaming Sphere}, {@spell Kinetic Jaunt|SCC}" + ], + [ + "3rd", + "{@spell Haste}, {@spell Water Walk}" + ], + [ + "4th", + "{@spell Freedom of Movement}, {@spell Wall of Fire}" + ], + [ + "5th", + "{@spell Cone of Cold}, {@spell Conjure Elemental}" + ] + ] + }, + "Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement\u2014as much dance as somatic component. Even a blast of fire in your hands is a sculpted work of art; elemental forces make grand designs as you hurl spells. These forces might linger on your body or in your clothes as decorative elements after your spells are dissipated, as sparks dance in your hair and your touch leaves tracings of frost on whatever you touch." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Building a Prismari Character", + "entries": [ + "Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the Schools of {@class Wizard|PHB|Evocation|Evocation|PHB} or {@class Wizard|PHB|Transmutation|Transmutation|PHB} are also well represented. Clerics aren't very common in this school, but some with the {@class Cleric|PHB|Tempest domain|Tempest|PHB} end up here.", + "Beyond the ranks of traditional spellcasters, Prismari students also include monks who follow the {@class Monk|PHB|Way of the Four Elements|Four Elements|PHB}. Some acrobatic rogues and fighters (including those who emulate the archetype of the {@class Fighter|PHB|Eldritch Knight|Eldritch Knight|PHB}) also delight in the athleticism of Prismari performance.", + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Though the curriculum of Prismari College attracts many outgoing and driven artists, the school has no shortage of shy scholars and lackadaisical blowhards among its ranks. The Prismari Personality Traits table suggests a variety of traits you might adopt for your character.", + { + "type": "table", + "caption": "Prismari Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm the life of the party, and I expect everyone's attention when I walk into a room." + ], + [ + "2", + "Two weeks ago, I was enthralled with my latest project. Now, I think it's garbage and deserves to be destroyed." + ], + [ + "3", + "I believe everyone has the ability to express their truest selves through art, and I'm happy to quietly push them in the right direction." + ], + [ + "4", + "Everyone is a critic, and I work to win them all over." + ], + [ + "5", + "I'm beset with such an overwhelming sense of ennui regarding my art. Nothing quite captures my attention anymore." + ], + [ + "6", + "Instead of confronting my negative emotions, I channel them into explosive artistic displays." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Prismari Trinkets", + "entries": [ + "When you make your character, you may roll once on the {@item Prismari Trinket|SCC|Prismari Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket." + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Quandrix Student", + "source": "SCC", + "page": 33, + "feats": [ + { + "strixhaven initiate|scc": true + } + ], + "skillProficiencies": [ + { + "arcana": true, + "nature": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)|phb", + "ink pen|phb", + "abacus|phb", + { + "special": "book of arcane theory" + }, + { + "special": "school uniform" + }, + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "entangle", + "guiding bolt" + ], + "s2": [ + "enlarge/reduce", + "vortex warp|scc" + ], + "s3": [ + "aura of vitality", + "haste" + ], + "s4": [ + "control water", + "freedom of movement" + ], + "s5": [ + "circle of power", + "passwall" + ] + } + } + ], + "fromFeature": { + "additionalSpells": true, + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Arcana}, {@skill Nature}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item Ink (1-ounce bottle)|PHB|bottle of black ink}, an {@item ink pen|PHB}, an {@item abacus|PHB}, a book of arcane theory, a school uniform, and a {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Quandrix Initiate", + "entries": [ + "You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Quandrix within it.", + "In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Quandrix Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Quandrix Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell Entangle}, {@spell Guiding Bolt}" + ], + [ + "2nd", + "{@spell Enlarge/Reduce}, {@spell Vortex Warp|SCC}" + ], + [ + "3rd", + "{@spell Aura of Vitality}, {@spell Haste}" + ], + [ + "4th", + "{@spell Control Water}, {@spell Freedom of Movement}" + ], + [ + "5th", + "{@spell Circle of Power}, {@spell Passwall}" + ] + ] + }, + "Consider customizing how your spells look when you cast them. Your Quandrix spells might manifest amid kaleidoscopic swirls of fractal patterns, amplifying the tiniest movements of your somatic components. When your magic creates or alters creatures, it might briefly surround the targets with shimmering fractal designs or tessellated patterns." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Building a Quandrix Character", + "entries": [ + "Any spellcasting class or subclass can work well for a Quandrix character. Both the scholarly focus of wizards (especially those who study the Schools of {@class Wizard|PHB|Abjuration|Abjuration|PHB}, {@class Wizard|PHB|Illusion|Illusion|PHB}, or {@class Wizard|PHB|Transmutation|Transmutation|PHB}) and the metamagic manipulations of sorcerers are welcome in Quandrix, and many druids explore the patterns of nature in Quandrix as well. A few clerics, particularly those with the {@class Cleric|PHB|Knowledge|Knowledge|PHB} or {@class Cleric|PHB|Nature|Nature|PHB} domains, study in Quandrix as well.", + "Aside from traditional spellcasters, a few characters of other classes find homes in Quandrix. Some fighters, monks, rangers, and rogues study here, using Quandrix principles to train their minds.", + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "With subjects ranging from the physical and tangible to the paradoxical and strange, the student body of Quandrix College includes an eclectic mix of individuals. The Quandrix Personality Traits table suggests a variety of traits you might adopt for your character.", + { + "type": "table", + "caption": "Quandrix Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "When I find a subject I'm interested in, I won't stop studying until I know everything about it. It keeps me up at night." + ], + [ + "2", + "I hope this all makes sense to me one day. Until then, I'm going to keep faking it." + ], + [ + "3", + "Equations and patterns come naturally to my mind. I wish friendship came just as easily." + ], + [ + "4", + "I believe I'm always the smartest person in the room. And I'll prove it, even if no one asks me to." + ], + [ + "5", + "If these classes have taught me anything, it's that reality is a lie, and nothing matters. So why bother?" + ], + [ + "6", + "Before I graduate, I want to achieve something mathematically impossible. I must leave a legacy!" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Quandrix Trinkets", + "entries": [ + "When you make your character, you may roll once on the {@item Quandrix Trinket|SCC|Quandrix Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket." + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rakdos Cultist", + "source": "GGR", + "page": 79, + "skillProficiencies": [ + { + "acrobatics": true, + "performance": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "abyssal", + "giant" + ] + } + } + ], + "toolProficiencies": [ + { + "musical instrument": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Rakdos insignia" + }, + { + "equipmentType": "instrumentMusical" + }, + "costume clothes|phb", + { + "item": "hooded lantern|phb", + "displayName": "hooded lantern made of wrought iron" + }, + { + "special": "10-foot length of chain with sharply spiked links" + }, + "tinderbox|phb", + { + "item": "torch|phb", + "quantity": 10 + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + }, + { + "special": "bottle of sweet, red juice" + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s0": [ + "fire bolt#c", + "vicious mockery#c" + ], + "s1": [ + "burning hands", + "dissonant whispers", + "hellish rebuke" + ], + "s2": [ + "crown of madness", + "enthrall", + "flaming sphere" + ], + "s3": [ + "fear", + "haste" + ], + "s4": [ + "confusion", + "wall of fire" + ], + "s5": [ + "dominate person" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Acrobatics}, {@skill Performance}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Choose either Abyssal or Giant" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A Rakdos insignia, a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), a {@item costume clothes|phb|costume}, a {@item hooded lantern|phb} made of wrought iron, a 10-foot length of chain with sharply spiked links, a {@item tinderbox|phb}, 10 {@item torch|phb|torches}, a set of {@item common clothes|phb}, a belt {@item pouch|phb} containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice" + } + ] + }, + { + "type": "entries", + "name": "A Flair for the Dramatic", + "entries": [ + "Rakdos performance styles typically fuse standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a {@dice d8} or choose from the options in the Performance Options table to determine your preferred style of performance.", + { + "type": "table", + "caption": "Performance Options", + "colLabels": [ + "d8", + "Type of Performer" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Spikewheel acrobat" + ], + [ + "2", + "Lampooning satirist" + ], + [ + "3", + "Fire juggler" + ], + [ + "4", + "Marionette puppeteer" + ], + [ + "5", + "Pain artist" + ], + [ + "6", + "Noise musician" + ], + [ + "7", + "Nightmare clown" + ], + [ + "8", + "Master of ceremonies" + ] + ] + } + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Feature: Fearsome Reputation", + "entries": [ + "People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius." + ] + }, + { + "type": "entries", + "name": "Rakdos Guild Spells", + "entries": [ + "{@i Prerequisite: Spellcasting or Pact Magic class feature}", + "For you, the spells on the Rakdos Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Rakdos Guild Spells", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Spell Level", + "Spells" + ], + "rows": [ + [ + "Cantrip", + "{@spell fire bolt}, {@spell vicious mockery}" + ], + [ + "1st", + "{@spell burning hands}, {@spell dissonant whispers}, {@spell hellish rebuke}" + ], + [ + "2nd", + "{@spell crown of madness}, {@spell enthrall}, {@spell flaming sphere}" + ], + [ + "3rd", + "{@spell fear}, {@spell haste}" + ], + [ + "4th", + "{@spell confusion}, {@spell wall of fire}" + ], + [ + "5th", + "{@spell dominate person}" + ] + ] + }, + "Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture of harmless flame and shadowy shapes. When you manipulate an opponent's mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target's face." + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Members of demonic cults aren't generally known as the kindest or most mentally stable individuals, so you're likely to have something in your nature that distinguishes you from the law-abiding citizens of Ravnica.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I revel in mayhem, the more destructive the better." + ], + [ + "2", + "When violence breaks out, I lose myself in rage, and it's sometimes hard to stop." + ], + [ + "3", + "Everything is funny to me, and the most hilarious and bloodiest things leave me cackling with sadistic glee." + ], + [ + "4", + "I derive genuine pleasure from the pain of others." + ], + [ + "5", + "I enjoy testing other people's patience." + ], + [ + "6", + "I can't stand it when things are predictable, so I like to add a little chaos to every situation." + ], + [ + "7", + "I throw my weight around to make sure I get my way." + ], + [ + "8", + "I enjoy breaking delicate works of art. And fingers, which are sort of the same." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Guild}. My guild is all that really matters. (Any)" + ], + [ + "2", + "{@b Hedonism}. Death comes for everyone, so take as much pleasure as you can from every moment of life. (Neutral)" + ], + [ + "3", + "{@b Creativity}. I strive to find more ways to express my art through pain\u2014my own as well as others'. (Chaotic)" + ], + [ + "4", + "{@b Freedom}. No one tells me what to do. (Chaotic)" + ], + [ + "5", + "{@b Equality}. I want to see Ravnica remade, with no guilds and no hierarchies. (Chaotic)" + ], + [ + "6", + "{@b Spectacle}. People are inspired by the greatness they see in art. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I have belonged to the same performance troupe for years, and these people mean everything to me." + ], + [ + "2", + "A blood witch told me I have a special destiny to fulfill, and I'm trying to figure out what it is." + ], + [ + "3", + "I'm secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence." + ], + [ + "4", + "I own something that Rakdos once touched (it's seared black at the spot), and I cherish it." + ], + [ + "5", + "I want to be better at my chosen form of performance than any other member of my troupe." + ], + [ + "6", + "I am devoted to Rakdos and live to impress him." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "My family is prominent in another guild. I enjoy my wild life, but I don't want to embarrass them." + ], + [ + "2", + "I couldn't hide my emotions and opinions even if I wanted to." + ], + [ + "3", + "I throw caution to the wind." + ], + [ + "4", + "I resent the rich and powerful." + ], + [ + "5", + "When I'm angry, I lash out in violence." + ], + [ + "6", + "There's no such thing as too much pleasure." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Contacts", + "entries": [ + "The Cult of Rakdos is anything but organized. Individuals frequently move from one performance troupe to another. Almost all members of the cult know former castmates now in different troupes, which allows for the possibility of a widespread network of contacts.", + "Roll twice on the Rakdos Contacts table (for an ally and a rival) and once on the Non-Rakdos Contacts table.", + { + "type": "table", + "caption": "Rakdos Contacts", + "colLabels": [ + "d8", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I was part of a two-person act until my former partner moved to a different troupe." + ], + [ + "2", + "My sibling and I ran away from home and joined the Cult of Rakdos together. We're very close." + ], + [ + "3", + "A childhood friend of mine is an attendant in Rix Maadi, the Rakdos guildhall." + ], + [ + "4", + "My parents brought me into the guild and taught me my trade." + ], + [ + "5", + "There's a lesser demon in the cult who thinks he owes me a favor, and who am I to argue?" + ], + [ + "6", + "The master of ceremonies in my troupe is well connected with other troupes." + ], + [ + "7", + "I had a romance with a pain artist in another troupe." + ], + [ + "8", + "Rakdos himself has witnessed me perform." + ] + ] + }, + { + "type": "table", + "caption": "Non-Rakdos Contacts", + "colLabels": [ + "d10", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I know an Azorius elocutor who has a very amusing dark side." + ], + [ + "2", + "A Boros captain really wants to \"redeem\" me." + ], + [ + "3", + "I think a member of my troupe is a Dimir agent." + ], + [ + "4", + "I once convinced a Golgari medusa to participate in a show. We've been on good terms ever since." + ], + [ + "5", + "I came from the Gruul and still have relatives there." + ], + [ + "6", + "An Izzet technician provides pyrotechnics for my performances." + ], + [ + "7", + "An Orzhov oligarch has taken an interest in my career, like a patron of the arts." + ], + [ + "8", + "Roll an additional Rakdos contact; you can decide if the contact is an ally or a rival." + ], + [ + "9", + "A Selesnya healer attends my performances regularly." + ], + [ + "10", + "A Simic biomancer provides mutant monsters to add a taste of the bizarre to our shows." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "How Do I Fit In?", + "entries": [ + "The Cult of Rakdos encourages independent action on the part of its members. Its goal is fomenting chaos, and it firmly believes in putting its own house in disorder before carrying that mission into the larger city. So your role is to execute your vision of grand satire and disruptive performance art, as you aspire to outdo your guild mates and attract the attention of Rakdos himself.", + "You work as part of a troupe, with your artistic talents used in service to a ringmaster's vision. But your performance is your own, and no one expects you to follow a script. In fact, if you go through a performance without doing something you haven't done before, you're clearly not trying hard enough." + ] + } + ], + "hasFluff": true + }, + { + "name": "Reformed Cultist", + "source": "TDCSR", + "page": 185, + "skillProficiencies": [ + { + "deception": true, + "religion": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "vestments" + }, + { + "item": "holy symbol|phb", + "displayName": "a holy symbol of your previous cult" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception} and {@skill Religion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Vestments and a {@item holy symbol|phb} of your previous cult, a set of {@item common clothes|phb}, a belt {@item pouch|PHB} containing 15 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Fell Teachings", + "page": 186, + "entries": [ + "You were inundated with knowledge about one of the {@book Betrayer Gods|TDCSR|2|Betrayer Gods}, and know by heart everything from their basic commandments to some of their most esoteric secrets. Choose one of the {@book Betrayer Gods|TDCSR|2|Betrayer Gods}. You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Intelligence ({@skill Religion}) checks to know information about their faith, including obscure secrets unknown to most worshipers.", + "Additionally, you can work with your GM to create a secret that you learned during your time in the cult. This secret might be the seed of a conspiracy, a myth of a legendary hero whose true meaning has mutated over the years, or even the location of a fabled artifact of the gods." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "page": 186, + "entries": [ + "The life of every former cultist is defined to some degree by the process of fleeing the past, and of trying to make a future away from the beliefs that once claimed them. Your bond is likely associated with those who gave you the insight and strength to flee your old ways. Your ideal might involve your desire to take down and destroy those who promote the evil you escaped, and perhaps finding new faith in a forgiving god.", + { + "type": "table", + "caption": "Reformed Cultist Personality Traits", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I need a {@item dagger|phb} close at hand at all times. Just in case they find me." + ], + [ + "2", + "I can't believe I'm out here fighting monsters. After everything I've been through, why can't I find a normal life?" + ], + [ + "3", + "I need a stiff drink before I do anything stressful these days. I know it's a problem. Just...let me have this." + ], + [ + "4", + "Murder is okay when it's for a good cause! I didn't tear my past out by the roots so I could let evil people cause more harm." + ], + [ + "5", + "My past is filled with stories like you wouldn't believe. Ones that'll really make your skin crawl. Do you want to hear...?" + ], + [ + "6", + "Yeah, I'm crying. I do that. Get over yourself." + ], + [ + "7", + "I know you've told me your name twice already, but that's not good enough. How can I be sure you are who you say you are?" + ], + [ + "8", + "My mind is always racing. I can't...I just need to...you have to give me a second\u2014or else I can't...organize my thoughts." + ] + ] + }, + { + "type": "table", + "caption": "Reformed Cultist Ideals", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Life}. I've spent too long shackled to an evil master. No matter what happened before, I deserve my freedom now. (Chaotic)" + ], + [ + "2", + "{@b Redemption}. People can change, but redemption must be something they choose for themselves. If they do, it is my duty to help them along that path. (Good)" + ], + [ + "3", + "{@b Power}. When I abandoned the cult, it wasn't out of some misguided sense of righteousness. That pathetic organization was merely a shackle on my potential. (Evil)" + ], + [ + "4", + "{@b Vengeance}. The cult has poisoned my life. I will see all its followers suffer. (Any)" + ], + [ + "5", + "{@b Hierarchy}. The cult was vile, but its strength was in stability and organization. As long as good folk lack unity, evil will always triumph. (Lawful)" + ], + [ + "6", + "{@b Reparations}. As a cultist, I harmed people whose names I'll never know. I feel obligated to repay my debt by aiding others. (Good)" + ] + ] + }, + { + "type": "table", + "caption": "Reformed Cultist Bonds", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My cousin escaped the cult with me. I lost track of them when we fled, but I know they're alive. I can feel it." + ], + [ + "2", + "I was saved from the cult by a priest of one of the {@book Prime Deities|TDCSR|2|Prime Deities}. If not for that sign of faith, I would surely be lost." + ], + [ + "3", + "I was told by the person who saved me that a sage once said: \"Life needs things to live.\" I don't know what that means, but I've dedicated my existence to finding out." + ], + [ + "4", + "One of my cultist parents had a change of heart when I was a teenager, and we fled together in the dark of night. I didn't want to leave, but I understand now that their courage saved my life." + ], + [ + "5", + "I was bested by a warrior when I fumbled a cult-ordered assassination. I don't know why that person took pity on me, but they gave me purpose when I was lost." + ], + [ + "6", + "Now that I've saved myself, the only person important to me is my former cult leader\u2014because I've sworn that they'll die by my hand." + ] + ] + }, + { + "type": "table", + "caption": "Reformed Cultist Flaws", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm haunted by what I saw in those ritual chambers. Every time I see blood, I...oh, gods, I can't bear to even think about it." + ], + [ + "2", + "I ran from the cult long ago. But deep down, there's a part of me that still thinks they were right about certain things." + ], + [ + "3", + "I can't help but feel a rush whenever I see a life snuffed out before me. Just one more kill... just one more." + ], + [ + "4", + "Organized religion terrifies me. {@book Betrayer Gods|TDCSR|2|Betrayer Gods} or {@book Prime Deities|TDCSR|2|Prime Deities}...it doesn't matter. The sight of the faithful freezes my blood cold." + ], + [ + "5", + "Oh, I always tell the truth. Always. I've never had to keep a secret from anyone, so of course I'll be open with you." + ], + [ + "6", + "I don't trust easily. If you grew up being lied to about every little thing? The fundamental nature of the world? You wouldn't, either." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Revelry Pirate (Sailor)", + "source": "EGW", + "page": 203, + "_copy": { + "name": "Sailor", + "source": "PHB" + }, + "hasFluff": true + }, + { + "name": "Rewarded", + "source": "BMT", + "page": 57, + "feats": [ + { + "lucky|phb": true + }, + { + "magic initiate|phb": true + }, + { + "skilled|phb": true + } + ], + "skillProficiencies": [ + { + "insight": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "bottle of black ink" + }, + "ink pen|phb", + { + "special": "sheets of paper", + "quantity": 5 + }, + { + "item": "gaming set|phb", + "displayName": "gaming set (matching your chosen proficiency)" + }, + "signet ring|phb", + "fine clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1800 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A bottle of black ink, an {@item ink pen|PHB}, five sheets of paper, a {@item gaming set|PHB} (matching your chosen proficiency), a {@item signet ring|PHB}, a set of {@item fine clothes|PHB}, and a {@item pouch|PHB} containing 18 gp" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entries": [ + "One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice (such as {@item playing card set|phb|playing cards} or {@item three-dragon ante set|phb|three-dragon ante cards})" + ] + } + ] + }, + { + "type": "entries", + "name": "Feature: Fortune's Favor", + "entries": [ + "Your unexpected good fortune is reflected by a minor boon. You gain the {@feat Lucky}, {@feat Magic Initiate}, or {@feat Skilled} feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Your character's perspective on life has changed thanks to their new destiny. The Rewarded Personality Traits table suggests traits you might adopt for your character and cards from the {@item Deck of Many Things} that might have prompted this trait.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Personality Trait" + ], + "rows": [ + [ + "1", + "A safe home is a foundation on which anything else can be built. (Key, Throne)" + ], + [ + "2", + "I was elevated to heights I could never otherwise attain, and I won't waste my fortune. (Star, Sun)" + ], + [ + "3", + "I try to be a source of inspiration and joy to others. Life is never as bad as you think! (Euryale, Jester)" + ], + [ + "4", + "Courage and boldness can carry the day when all else fails. (Comet, Knight)" + ], + [ + "5", + "My good fortune means I can lift others up as well. (Gem, Moon)" + ], + [ + "6", + "Having the right answers is the first step to solving any problem, no matter how dire. (Fates, Sage)" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Building a Rewarded Character", + "entries": [ + "Rewarded characters have varied histories, but they have one thing in common: they were down on their luck before their lives abruptly turned around. They might have given up all hope of a happier life, only to suddenly get a second chance. A rewarded character has often spent many years struggling to escape painful circumstances. Now, extricated from the (sometimes literal) prison that was their former life, they throw their cares to the wind and become adventurers.", + "If your character's life was changed by a {@item Deck of Many Things}, consider which card was responsible. Perhaps the Fates card undid a tragic mistake your character made in their youth. The Gem card could have wiped out debts incurred over a lifetime. Maybe the Sage card provided the advice needed to escape a hopeless situation, the Star card increased an ability score to its current value, or a {@spell Wish} spell cast after drawing the Moon card transformed your character from a peddler to a fledgling sorcerer infused with magic and new knowledge and skills. If you're making a character at higher than 1st level, magic items they have could have been granted by the Key or Sun card." + ] + }, + { + "type": "entries", + "name": "Rewarded Trinkets", + "entries": [ + "When you make your character, you can roll once on the Rewarded Trinkets table instead of on the Trinkets table in the {@book Player's Handbook|PHB} for your starting trinket.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Trinket" + ], + "rows": [ + [ + "1", + "A perfumed silk scarf from an admirer" + ], + [ + "2", + "A crystal bead that glows like a candle in the dark" + ], + [ + "3", + "A letter of introduction and invitation from an influential person in a far-off city" + ], + [ + "4", + "A motto or symbol whose meaning eludes you, etched on a piece of your equipment" + ], + [ + "5", + "A crisp playing card that never seems to tear or soil, depicting the card that affected you" + ], + [ + "6", + "Half a medallion designed to be rejoined to its other half" + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rival Intern", + "source": "AI", + "page": 51, + "skillProficiencies": [ + { + "history": true, + "investigation": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + { + "special": "ledger from your previous employer containing a small piece of useful information" + }, + "fine clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, {@skill Investigation}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "One set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, a ledger from your previous employer containing a small piece of useful information, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Inside Informant", + "type": "entries", + "entries": [ + "You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM's discretion." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "If you were happy with your previous internship, the parting of ways might have been amicable. If not, it might have involved armed guards removing you from the premises. If you were passed over at your previous position, it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (perhaps literally).", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My previous employer didn't respect me, and now I'll do whatever I can to gain respect." + ], + [ + "2", + "The job is important, but the relationships I forge with my coworkers are even more so." + ], + [ + "3", + "The job is everything to me. Who needs relaxation, hobbies, and a social life?" + ], + [ + "4", + "I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything." + ], + [ + "5", + "My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences." + ], + [ + "6", + "This company is so much better than my previous one. It will always be the best until they stop paying me." + ], + [ + "7", + "I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor." + ], + [ + "8", + "It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil)" + ], + [ + "2", + "Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful)" + ], + [ + "3", + "Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic)" + ], + [ + "4", + "Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful)" + ], + [ + "5", + "Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any)" + ], + [ + "6", + "Power. Money is fine, but real power means never having to say you're sorry. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I have a family member in need. I consider them in everything I do." + ], + [ + "2", + "My peers keep me grounded." + ], + [ + "3", + "My past mistakes cost someone else dearly. I have to rectify that." + ], + [ + "4", + "A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way." + ], + [ + "5", + "I value an oath of loyalty I took to a group of friends over everything else in my life." + ], + [ + "6", + "Although I don't get along well with people, my pet means the world to me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I know what's best. Trust me." + ], + [ + "2", + "Flaw? I have no flaws. I'm perfect." + ], + [ + "3", + "My loyalties are... fluid." + ], + [ + "4", + "If anything goes wrong, it must be someone else's fault. Let me explain that in detail." + ], + [ + "5", + "There's right and there's wrong, and there's no gray area in between." + ], + [ + "6", + "Our superiors might not like what you're doing. I'm going to have to put that in my report." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Ruined", + "source": "BMT", + "page": 58, + "feats": [ + { + "alert|phb": true + }, + { + "skilled|phb": true + }, + { + "tough|phb": true + } + ], + "skillProficiencies": [ + { + "stealth": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "hourglass|phb", + "displayName": "cracked hourglass" + }, + { + "item": "manacles|phb", + "displayName": "set of rusty manacles" + }, + { + "special": "half-empty bottle" + }, + "hunting trap|phb", + { + "item": "gaming set|phb", + "displayName": "gaming set (matching your chosen proficiency)" + }, + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1300 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Stealth}, {@skill Survival}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A cracked {@item hourglass|PHB}, a set of rusty {@item manacles|PHB}, a half-empty bottle, a {@item hunting trap|PHB}, a {@item gaming set|PHB} (matching your chosen proficiency), a set of {@item traveler's clothes|PHB}, and a {@item pouch|PHB} containing 13 gp" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entries": [ + "One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice (such as playing cards or three-dragon ante cards)" + ] + } + ] + }, + { + "type": "entries", + "name": "Feature: Still Standing", + "entries": [ + "You have weathered ruinous misfortune, and you possess hidden reserves others don't expect. You gain the {@feat Alert}, {@feat Skilled}, or {@feat Tough} feat (your choice). Your choice of feat reflects how you've dealt with the terrible loss that changed your life forever. If you've kept your senses sharp for every opportunity and climbed your way out of misery by seizing the tiniest scrap of hope, choose Alert. If you've redoubled your efforts to reclaim what was once yours, choose Skilled. If you've stoically persevered through your misfortune, select Tough." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Rising above misfortune shapes one's perspective. The Ruined Personality Traits table suggests traits you might adopt for your character (and ruinous cards that might have prompted this trait).", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Personality Trait" + ], + "rows": [ + [ + "1", + "I've changed from my past, and I work to live up to my new path. (Balance, Throne)" + ], + [ + "2", + "Every moment is a gift I refuse to squander. (Euryale, Skull)" + ], + [ + "3", + "Now that I've overcome having nothing, I can survive anything. (Fool, Ruin, Talons)" + ], + [ + "4", + "I know enemies are set against me, and I always prepare for the worst. (Flames, Rogue)" + ], + [ + "5", + "I interpret every event as part of a larger pattern I just haven't worked out yet. (Puzzle, Star)" + ], + [ + "6", + "I must make up for so much time I've already lost. (Donjon, Void)" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Building a Ruined Character", + "entries": [ + "Ruined characters were on top of the world before misfortune struck. Many were wealthy. Others come from modest backgrounds, but they were surrounded by friends, family, and loved ones. They might have been famous, or simply never encountered serious hardship before. Some were born to privilege or rose to prominence through trickery or a false reputation. Now a {@item Deck of Many Things}\u2014or another calamity\u2014has knocked them down like a house of cards.", + "If your character's life was ruined by a {@item Deck of Many Things}, consider which card was responsible. Perhaps your character was imprisoned for years by the Donjon or Void card, and now everyone they knew has died. Maybe your character drew the Rogue card, and the person closest to them\u2014a spouse, child, or parent\u2014turned against them. A devil unleashed by the Flames card might have destroyed their life. The Ruin or Talons card might have stolen the character's material goods or saddled them with vast debt." + ] + }, + { + "type": "entries", + "name": "Ruined Trinkets", + "entries": [ + "When you make your character, you can roll once on the Ruined Trinkets table instead of on the Trinkets table in the {@book Player's Handbook|PHB}.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Trinket" + ], + "rows": [ + [ + "1", + "A rusted scrap of a once-beloved family heirloom" + ], + [ + "2", + "A land deed, but all the names and markings that once tied it to you have faded into obscurity" + ], + [ + "3", + "A bauble once imbued with powerful magic" + ], + [ + "4", + "A battered playing card with a hole pierced in it, its face depicting the card that affected you" + ], + [ + "5", + "A yellowed Humanoid tooth that whispers eerily when placed under a pillow" + ], + [ + "6", + "A keepsake from someone you were once close to but who is now your enemy" + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rune Carver", + "source": "BGG", + "page": 12, + "feats": [ + { + "rune shaper|bgg": true + } + ], + "skillProficiencies": [ + { + "history": true, + "perception": true + } + ], + "languageProficiencies": [ + { + "giant": true + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + { + "special": "small knife" + }, + "whetstone|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, {@skill Perception}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Giant" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (one of your choice), a small knife, a {@item whetstone|phb}, a set of {@item common clothes|phb}, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Rune Styles", + "entries": [ + "Each rune carver has a unique style and preferred medium. To determine how you make your runes, you can roll on the Rune Style table.", + { + "type": "table", + "caption": "Rune Style", + "colLabels": [ + "d6", + "Style" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You inscribe runes in wax or clay with a fine metal needle." + ], + [ + "2", + "You whittle pieces of wood into small figurines you mark with runes." + ], + [ + "3", + "You engrave runes onto glass beads and thread them onto necklaces and bracelets." + ], + [ + "4", + "You stitch runes into the hems of clothing." + ], + [ + "5", + "You carve runes on a set of animal bones you can throw in different formations." + ], + [ + "6", + "You draw runes into candles, melting the wax to smooth over the engravings." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Building a Rune Carver Character", + "entries": [ + "Scholarly pursuits, ancient mysteries, or a fateful encounter might inspire a character to pursue the secrets of a rune carver." + ] + }, + { + "name": "Feature: Rune Shaper", + "type": "entries", + "entries": [ + "You gain the {@feat Rune Shaper|BGG} feat." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "The Rune Carver Personality Traits table suggests a variety of traits you might adopt for your character.", + { + "type": "table", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Is it practical to learn an ancient language that is rarely spoken? No. But is it fun? Very." + ], + [ + "2", + "I learned one of my ancestors was a lauded rune carver whose story was lost to time. I seek to rekindle that legacy." + ], + [ + "3", + "The old, traditional markings of runecraft look so boring. Why not give my runes some flair?" + ], + [ + "4", + "In my studies of runes, I strive to understand how great civilizations of the past fell, so I can prevent it from happening to societies of the present." + ], + [ + "5", + "Life may be a whirlwind of chaos, but whenever I create my runes, I feel at peace." + ], + [ + "6", + "My brain struggles to process words written in ink, but the feeling of carved runes makes my mind sing." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sage", + "source": "PHB", + "page": 137, + "basicRules": true, + "reprintedAs": [ + "Sage|XPHB" + ], + "skillProficiencies": [ + { + "arcana": true, + "history": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)|phb", + { + "special": "quill" + }, + { + "special": "small knife" + }, + { + "special": "letter from a dead colleague posing a question you have not yet been able to answer" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Arcana}, {@skill History}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item Ink (1-ounce bottle)|phb|bottle of black ink}, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Researcher", + "type": "entries", + "entries": [ + "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Specialty", + "type": "entries", + "entries": [ + "To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.", + { + "type": "table", + "colLabels": [ + "d8", + "Field of Study" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Alchemist" + ], + [ + "2", + "Astronomer" + ], + [ + "3", + "Discredited academic" + ], + [ + "4", + "Librarian" + ], + [ + "5", + "Professor" + ], + [ + "6", + "Researcher" + ], + [ + "7", + "Wizard's apprentice" + ], + [ + "8", + "Scribe" + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly\u2014sometimes in its own right, sometimes as a means toward other ideals.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I use polysyllabic words that convey the impression of great erudition." + ], + [ + "2", + "I've read every book in the world's greatest libraries\u2014or I like to boast that I have." + ], + [ + "3", + "I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others." + ], + [ + "4", + "There's nothing I like more than a good mystery." + ], + [ + "5", + "I'm willing to listen to every side of an argument before I make my own judgment." + ], + [ + "6", + "I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me." + ], + [ + "7", + "I am horribly, horribly awkward in social situations." + ], + [ + "8", + "I'm convinced that people are always trying to steal my secrets." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Knowledge. The path to power and self-improvement is through knowledge. (Neutral)" + ], + [ + "2", + "Beauty. What is beautiful points us beyond itself toward what is true. (Good)" + ], + [ + "3", + "Logic. Emotions must not cloud our logical thinking. (Lawful)" + ], + [ + "4", + "No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)" + ], + [ + "5", + "Power. Knowledge is the path to power and domination. (Evil)" + ], + [ + "6", + "Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "It is my duty to protect my students." + ], + [ + "2", + "I have an ancient text that holds terrible secrets that must not fall into the wrong hands." + ], + [ + "3", + "I work to preserve a library, university, scriptorium, or monastery." + ], + [ + "4", + "My life's work is a series of tomes related to a specific field of lore." + ], + [ + "5", + "I've been searching my whole life for the answer to a certain question." + ], + [ + "6", + "I sold my soul for knowledge. I hope to do great deeds and win it back." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am easily distracted by the promise of information." + ], + [ + "2", + "Most people scream and run when they see a demon. I stop and take notes on its anatomy." + ], + [ + "3", + "Unlocking an ancient mystery is worth the price of a civilization." + ], + [ + "4", + "I overlook obvious solutions in favor of complicated ones." + ], + [ + "5", + "I speak without really thinking through my words, invariably insulting others." + ], + [ + "6", + "I can't keep a secret to save my life, or anyone else's." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Sage", + "source": "XPHB", + "page": 183, + "freeRules2024": true, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "con", + "int", + "wis" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "con", + "int", + "wis" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "magic initiate|xphb": true + } + ], + "skillProficiencies": [ + { + "arcana": true, + "history": true + } + ], + "toolProficiencies": [ + { + "calligrapher's supplies": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "quarterstaff|xphb" + }, + { + "item": "calligrapher's supplies|xphb" + }, + { + "item": "book|xphb" + }, + { + "item": "parchment|xphb", + "quantity": 8 + }, + { + "item": "robe|xphb" + }, + { + "value": 800 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Constitution, Intelligence, Wisdom" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Magic Initiate|XPHB} (Wizard)" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Arcana|XPHB}, {@skill History|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Calligrapher's Supplies|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Quarterstaff|XPHB}, {@item Calligrapher's Supplies|XPHB}, {@item Book|XPHB} (history), {@item Parchment|XPHB} (8 sheets), {@item Robe|XPHB}, 8 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sailor", + "source": "PHB", + "page": 139, + "reprintedAs": [ + "Sailor|XPHB" + ], + "skillProficiencies": [ + { + "athletics": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "navigator's tools": true, + "vehicles (water)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "club|phb", + "displayName": "belaying pin" + }, + "silk rope (50 feet)|phb", + { + "item": "trinket|phb", + "displayName": "lucky charm" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Perception}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Navigator's tools|phb}, {@filter vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A belaying pin ({@item club|phb}), {@item silk rope (50 feet)|phb}, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random {@item trinket|phb} on the Trinkets table in chapter 5), a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Ship's Passage", + "type": "entries", + "entries": [ + "When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My friends know they can rely on me, no matter what." + ], + [ + "2", + "I work hard so that I can play hard when the work is done." + ], + [ + "3", + "I enjoy sailing into new ports and making new friends over a flagon of ale." + ], + [ + "4", + "I stretch the truth for the sake of a good story." + ], + [ + "5", + "To me, a tavern brawl is a nice way to get to know a new city." + ], + [ + "6", + "I never pass up a friendly wager." + ], + [ + "7", + "My language is as foul as an otyugh nest." + ], + [ + "8", + "I like a job well done, especially if I can convince someone else to do it." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)" + ], + [ + "2", + "Fairness. We all do the work, so we all share in the rewards. (Lawful)" + ], + [ + "3", + "Freedom. The sea is freedom\u2014the freedom to go anywhere and do anything. (Chaotic)" + ], + [ + "4", + "Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)" + ], + [ + "5", + "People. I'm committed to my crewmates, not to ideals. (Neutral)" + ], + [ + "6", + "Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm loyal to my captain first, everything else second." + ], + [ + "2", + "The ship is most important\u2014crewmates and captains come and go." + ], + [ + "3", + "I'll always remember my first ship." + ], + [ + "4", + "In a harbor town, I have a paramour whose eyes nearly stole me from the sea." + ], + [ + "5", + "I was cheated out of my fair share of the profits, and I want to get my due." + ], + [ + "6", + "Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I follow orders, even if I think they're wrong." + ], + [ + "2", + "I'll say anything to avoid having to do extra work." + ], + [ + "3", + "Once someone questions my courage, I never back down no matter how dangerous the situation." + ], + [ + "4", + "Once I start drinking, it's hard for me to stop." + ], + [ + "5", + "I can't help but pocket loose coins and other trinkets I come across." + ], + [ + "6", + "My pride will probably lead to my destruction." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Sailor", + "source": "XPHB", + "page": 184, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "str", + "dex", + "wis" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "str", + "dex", + "wis" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "tavern brawler|xphb": true + } + ], + "skillProficiencies": [ + { + "acrobatics": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "navigator's tools": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "dagger|xphb" + }, + { + "item": "navigator's tools|xphb" + }, + { + "item": "rope|xphb" + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 2000 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Strength, Dexterity, Wisdom" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Tavern Brawler|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Acrobatics|XPHB}, {@skill Perception|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Navigator's Tools|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Dagger|XPHB}, {@item Navigator's Tools|XPHB}, {@item Rope|XPHB}, {@item Traveler's Clothes|XPHB}, 20 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Scribe", + "source": "XPHB", + "page": 184, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "dex", + "int", + "wis" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "dex", + "int", + "wis" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "skilled|xphb": true + } + ], + "skillProficiencies": [ + { + "investigation": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "calligrapher's supplies": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "calligrapher's supplies|xphb" + }, + { + "item": "fine clothes|xphb" + }, + { + "item": "lamp|xphb" + }, + { + "item": "oil|xphb" + }, + { + "item": "parchment|xphb" + }, + { + "value": 2300 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Dexterity, Intelligence, Wisdom" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Skilled|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Investigation|XPHB}, {@skill Perception|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Calligrapher's Supplies|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Calligrapher's Supplies|XPHB}, {@item Fine Clothes|XPHB}, {@item Lamp|XPHB}, {@item Oil|XPHB} (3 flasks), {@item Parchment|XPHB} (12 sheets), 23 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Secret Identity", + "source": "ALRageOfDemons", + "page": 9, + "skillProficiencies": [ + { + "deception": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "forgery kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "disguise kit|phb", + "forgery kit|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "displayName": "belt pouch" + }, + { + "value": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Stealth}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}, {@item Forgery kit|phb}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item disguise kit|phb}, a {@item forgery kit|phb}, a set of {@item common clothes|phb}, a belt {@item pouch|phb}, 5 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Modest" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "Even though you are a non-human, despite Hillsfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you." + ] + }, + { + "name": "Feature: Secret Identity", + "type": "entries", + "entries": [ + "You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy Note: This feature is a variant of the Charlatan feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Despite its problems, I love Hillsfar, it's the greatest city in the world. The only one for me." + ], + [ + "2", + "I move from place to place, never staying anywhere long and leaving nothing behind." + ], + [ + "3", + "I think flattery is the best way to direct attention away from me." + ], + [ + "4", + "I don't make friends easily. They're a liability I cannot afford." + ], + [ + "5", + "Risk and danger are exhilarate me. Pulling off schemes and deceptions is a rush." + ], + [ + "6", + "The First Lord is right, humans are superior. I really admire them, despite the atrocities." + ], + [ + "7", + "I avoid people of my own race, as well as things associated with my race, lest they give me away." + ], + [ + "8", + "I live for the Arena. I admire gladiators and enjoy the thrill of blood on the sands!" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Quisling. Supporting the rulers of the land and following the laws is the road to salvation. (Lawful)" + ], + [ + "2", + "Scoflaw. The laws and lawmakers are corrupt. I follow laws only when it suits me. (Chaotic)" + ], + [ + "3", + "Optimist. Everyone Is basically good. Though the government is misguided it will all be okay. (Any)" + ], + [ + "4", + "Secretive. I am in the habit of not talking about myself. My business is none of yours. (Any)" + ], + [ + "5", + "Heroic. I do everything I can to help non-humans, regardless of the personal cost to me. (Good)" + ], + [ + "6", + "Depraved. I have lost my moral compass. The ends justify most any means. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "The humans of Hillsfar have inflicted terrible harm on me, my family, and my race. I will have revenge." + ], + [ + "2", + "I am part of an underground network that smuggles non-humans into and out of the city." + ], + [ + "3", + "I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can." + ], + [ + "4", + "I am a spy. I report on events in and around Hillsfar." + ], + [ + "5", + "My secret identity is the only thing protecting me from the Arena. I will stop at nothing to maintain it." + ], + [ + "6", + "I am madly in love with a human who does not know my true identity, and I fear rejection if I reveal it." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "After years of denying who I am, I now despise myself and other members of my pathetic race." + ], + [ + "2", + "Years of hiding have made me somewhat paranoid. I trust no one." + ], + [ + "3", + "I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all." + ], + [ + "4", + "I am ashamed. I failed to protect a member of my family who was seized and thrown into the Area." + ], + [ + "5", + "I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip." + ], + [ + "6", + "Years of successfully deceiving others have made me cocky. I think no one can see through my lies." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "Selesnya Initiate", + "source": "GGR", + "page": 86, + "skillProficiencies": [ + { + "nature": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "elvish", + "other", + "sylvan" + ] + } + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "anyArtisansTool", + "musical instrument" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Selesnya insignia" + }, + "healer's kit|phb", + "robes|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s0": [ + "druidcraft#c", + "friends#c" + ], + "s1": [ + "animal friendship", + "charm person" + ], + "s2": [ + "aid", + "animal messenger", + "calm emotions", + "warding bond" + ], + "s3": [ + "plant growth", + "speak with plants" + ], + "s4": [ + "aura of life", + "conjure minor elementals" + ], + "s5": [ + "awaken", + "commune with nature" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Nature}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Choose one of Elvish, Loxodon, or Sylvan" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A Selesnya insignia, a {@item healer's kit|phb}, {@item robes|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 5 gp (Azorius 1-zino coins)" + } + ] + }, + { + "type": "entries", + "name": "Feature: Conclave's Shelter", + "entries": [ + "As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.", + "In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Selesnya Guild Spells", + "entries": [ + "{@i Prerequisite: Spellcasting or Pact Magic class feature}", + "For you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Selesnya Guild Spells", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Spell Level", + "Spells" + ], + "rows": [ + [ + "Cantrip", + "{@spell druidcraft}, {@spell friends}" + ], + [ + "1st", + "{@spell animal friendship}, {@spell charm person}" + ], + [ + "2nd", + "{@spell aid}, {@spell animal messenger}, {@spell calm emotions}, {@spell warding bond}" + ], + [ + "3rd", + "{@spell plant growth}, {@spell speak with plants}" + ], + [ + "4th", + "{@spell aura of life}, {@spell conjure minor elementals}" + ], + [ + "5th", + "{@spell awaken}, {@spell commune with nature}" + ] + ] + }, + "Members of the Selesnya Conclave refer to their magic as \"doruvati,\" a Sylvan word meaning \"gift.\" When you use these gifts of Mat'Selesnya, graceful swirls of green and silver light dance in the air around you, and phantasmal green leaves might waft through the air. A sensation of gentle warmth and the smell of spring flowers or autumn leaves might accompany your spells." + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Most members of the Selesnya Conclave are true believers\u2014the tight-knit community allows little room for the cynical or disillusioned. They are spiritual, empathetic, and generally peaceful\u2014unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I never raise my voice or lose my temper." + ], + [ + "2", + "I feel the pains and joys of everyone around me, friend or foe." + ], + [ + "3", + "I would rather make a friend than thwart an enemy." + ], + [ + "4", + "I'm always straining to peer into another reality that seems to be just beyond my senses." + ], + [ + "5", + "I'm uneasy if I can't see plants growing or feel soil beneath my feet." + ], + [ + "6", + "Seeing illness or injury in any creature saddens me." + ], + [ + "7", + "I have much to be proud of, but I am still just one strand in the grand, interwoven tapestry of life." + ], + [ + "8", + "Nature offers rich and abundant metaphors for understanding the complexities of life." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Guild}. My guild is all that really matters. (Any)" + ], + [ + "2", + "{@b Harmony}. Nothing is more beautiful than voices and actions aligned in common purpose. (Good)" + ], + [ + "3", + "{@b Order}. Like a well-pruned tree, society thrives when everything is kept in good order. (Lawful)" + ], + [ + "4", + "{@b Life}. Preserving life and nature is always a worthwhile endeavor. (Good)" + ], + [ + "5", + "{@b Humility}. Ambition and pride are the roots of strife. (Good)" + ], + [ + "6", + "{@b Evangelism}. When all have joined the Selesnya Conclave, Ravnica will finally know peace. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I would give my life in the defense of the small enclave where I first encountered Mat'Selesnya." + ], + [ + "2", + "I love beasts and plants of all kinds, and am loath to harm them." + ], + [ + "3", + "A healer nursed me to recovery from a mortal illness." + ], + [ + "4", + "I'll sing the invitation of Mat'Selesnya with my dying breath." + ], + [ + "5", + "I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree." + ], + [ + "6", + "Every member of the conclave is my kin, and I would fight for any one of them." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I'm terrified of getting into a fight where my side is outnumbered." + ], + [ + "2", + "I assume that people mean well until they prove otherwise." + ], + [ + "3", + "I enjoy comfort and quiet, and prefer to avoid extra effort." + ], + [ + "4", + "I have a fierce temper that doesn't reflect the inner calm I seek." + ], + [ + "5", + "I'm convinced that everyone else in the conclave has a deeper connection to the Worldsoul than I do." + ], + [ + "6", + "I'm trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Contacts", + "entries": [ + "The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other guilds, and often these new guild members maintain friendships with former guild mates.", + "Roll twice on the Selesnya Contacts table (for an ally and a rival) and once on the Non-Selesnya Contacts table.", + { + "type": "table", + "caption": "Selesnya Contacts", + "colLabels": [ + "d8", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "A wise centaur trainer believed in me even though I was a terrible student." + ], + [ + "2", + "A good friend has risen to become a Ledev guardian." + ], + [ + "3", + "I left my former guild and joined the Selesnya along with a close friend." + ], + [ + "4", + "The dryad at the head of my enclave has taken an interest in my activities." + ], + [ + "5", + "A sibling is an instructor at the guild's training grounds." + ], + [ + "6", + "One of my parents is a votary, tasked with protecting the temple gardens at the Vitu-Ghazi guildhall." + ], + [ + "7", + "I had a romance with a well-known Selesnya healer." + ], + [ + "8", + "Trostani, the head of the guild and the voice of Mat'Selesnya, once welcomed me into her presence." + ] + ] + }, + { + "type": "table", + "caption": "Non-Selesnya Contacts", + "colLabels": [ + "d10", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I left the Azorius, and a former colleague still resents me for that act." + ], + [ + "2", + "A good friend, eager for action, left the Selesnya and joined the Boros." + ], + [ + "3", + "I had a relationship with a guild mate who turned out to be a Dimir agent." + ], + [ + "4", + "I know a disgruntled Golgari assassin who is ripe for recruitment." + ], + [ + "5", + "I'm friendly with a Gruul centaur who almost joined us a few years back." + ], + [ + "6", + "I once had a heated public argument with an Izzet chemister, and neither of us is allowed back into that restaurant." + ], + [ + "7", + "I paid off my debt to the Orzhov Syndicate, but my good friend was not so lucky and remains indebted to that guild." + ], + [ + "8", + "At a time of terrible grief in my life, a Rakdos performer made a mockery of my pain, leaving me with mixed feelings of sadness and humor." + ], + [ + "9", + "Roll an additional Selesnya contact; you can decide if the contact is an ally or a rival." + ], + [ + "10", + "I have a sibling in the Simic Combine, and we argue every time we see each other." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "How Do I Fit In?", + "entries": [ + "Although the guild teaches the importance of subjugating the individual will to the good of the conclave, it also celebrates the diversity of individuals, in the same sense that a field that produces different crops is healthier than one that yields a single crop. That principle applies to your skills as an adventurer. As long as your efforts are directed toward advancing the goals of the guild rather than your private agenda, you're allowed to put your talents to work in your unique way.", + "That said, you must never lose sight of the fact that you are part of a larger community. That includes the whole guild, of course, but your ties to community start with your vernadi (enclave) and its voda (dryad leader). The dryads want to know what you're doing and what purpose it serves, and they act to curtail your actions\u2014or even expel you from the guild\u2014if they determine that you aren't serving Selesnya's best interests." + ] + } + ], + "hasFluff": true + }, + { + "name": "Shade Fanatic", + "source": "ALRageOfDemons", + "page": 10, + "skillProficiencies": [ + { + "deception": true, + "intimidation": true + } + ], + "languageProficiencies": [ + { + "other": true + } + ], + "toolProficiencies": [ + { + "forgery kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "forgery kit|phb", + { + "special": "transparent cylinder of shadow that has no opening" + }, + "signet ring|phb", + "fine clothes|phb", + { + "value": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Intimidation}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Forgery kit|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Netherese" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item forgery kit|phb}, a transparent cylinder of shadow that has no opening, a {@item signet ring|phb}, a set of {@item fine clothes|phb}, and 15 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Modest" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor.", + "You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar." + ] + }, + { + "name": "Feature: Secret Society", + "type": "entries", + "entries": [ + "You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory. Note: This feature is a variant of the Criminal feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am a bully; I try to hide it though." + ], + [ + "2", + "I let my actions speak for themselves" + ], + [ + "3", + "I am important; I will not let anyone forget that." + ], + [ + "4", + "You are either with me or against me." + ], + [ + "5", + "I know it is only a time before I am betrayed by those I care for." + ], + [ + "6", + "I never understand why people get so emotional." + ], + [ + "7", + "They are out to get me. It is only my cunning that keeps me ahead of them" + ], + [ + "8", + "Everyone has a choice, the one I make is always right though." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Hope. I know even if I need do evil acts, history will be my redemption. (Chaos)" + ], + [ + "2", + "Dedicated. I can do anything I put my mind to (Lawful)" + ], + [ + "3", + "Exciting. I have found the truth of the Shadovar and want to share it with everyone. (Any)" + ], + [ + "4", + "Frugal. I horde my possessions knowing that someday I will be called upon to give everything I have to the cause (Any)" + ], + [ + "5", + "Eloquent. I use my words to sway others to my beliefs. (Any)" + ], + [ + "6", + "Compassionate. It is through love that others will join in our cause. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "They say the Shade broke the bonds of mortality; I want to find out how." + ], + [ + "2", + "The whispers in my head remind me that there is power to be found in the shadows." + ], + [ + "3", + "For the glory of Netheril, I will grow in power." + ], + [ + "4", + "I once lived in Hillsfar, I was chased out before I was able to say farewell." + ], + [ + "5", + "My true love was a killed by the Red Plumes; I plot to make them suffer." + ], + [ + "6", + "I had a loved one die in the arena at Hillsfar; I am out to prove I am stronger than them!" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always over exaggerate my abilities." + ], + [ + "2", + "I cannot bear to let those I care for out of my sight." + ], + [ + "3", + "I am incapable of standing up for myself." + ], + [ + "4", + "The group I am with has committed atrocities; I am always worried their actions will become public." + ], + [ + "5", + "I always enjoy a good mug of ale... or five." + ], + [ + "6", + "I know what I do is wrong, but am afraid to speak up about it." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "Shipwright", + "source": "GoS", + "page": 33, + "skillProficiencies": [ + { + "history": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "carpenter's tools": true, + "vehicles (water)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "carpenter's tools|phb", + "displayName": "set of well-loved carpenter's tools" + }, + { + "item": "book|phb", + "displayName": "blank book" + }, + "ink (1-ounce bottle)|phb", + "ink pen|phb", + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, {@skill Perception}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Carpenter's tools|phb}, {@filter Vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of well-loved {@item carpenter's tools|phb}, a blank {@item book|phb}, {@item Ink (1-ounce bottle)|phb|1 ounce of ink}, an {@item ink pen|phb}, a set of {@item traveler's clothes|phb}, and a leather {@item pouch|phb} with 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: I'll Patch It!", + "entries": [ + "Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Life at Sea", + "entries": [ + "Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.", + { + "type": "table", + "colLabels": [ + "d6", + "Sea's Influence" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Grand Designs.} You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design." + ], + [ + "2", + "{@b Solid and Sound.} You patched up a war galley and prevented it from sinking. The local navy regards you as a friend." + ], + [ + "3", + "{@b Favored.} You insisted on thicker planking for a merchant vessel's hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant's distant mansion." + ], + [ + "4", + "{@b Master of Armaments.} You specialized in designing and mounting defenses for the navy. You easily recognize and determine the quality of such items." + ], + [ + "5", + "{@b Low Places.} You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for coin and favors." + ], + [ + "6", + "{@b Mysteries of the Deep.} You experienced an encounter with a possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.", + { + "type": "table", + "caption": "Shipwright Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I love talking and being heard more than I like to listen." + ], + [ + "2", + "I'm extremely fond of puzzles." + ], + [ + "3", + "I thrive under pressure." + ], + [ + "4", + "I love sketching and designing objects, especially boats." + ], + [ + "5", + "I'm not afraid of hard work\u2014in fact, I prefer it." + ], + [ + "6", + "A pipe, an ale, and the smell of the sea: paradise." + ], + [ + "7", + "I have an endless supply of cautionary tales related to the sea." + ], + [ + "8", + "I don't mind getting my hands dirty." + ] + ] + }, + { + "type": "table", + "caption": "Shipwright Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Crew. If everyone on deck pitches in, we'll never sink. (Good)" + ], + [ + "2", + "Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful)" + ], + [ + "3", + "Invention. Make what you need out of whatever is at hand. (Chaotic)" + ], + [ + "4", + "Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)" + ], + [ + "5", + "Reflection. Muddied water always clears in time. (Any)" + ], + [ + "6", + "Hope. The horizon at sea holds the greatest promise. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Shipwright Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I must visit all the oceans of the world and behold the ships that sail there." + ], + [ + "2", + "Much of the treasure I claim will be used to enrich my community." + ], + [ + "3", + "I must find a kind of wood rumored to possess magical qualities." + ], + [ + "4", + "I repair broken things to redeem what's broken in myself." + ], + [ + "5", + "I will craft a boat capable of sailing through the most dangerous of storms." + ], + [ + "6", + "A kraken destroyed my masterpiece; its teeth shall adorn my hearth." + ] + ] + }, + { + "type": "table", + "caption": "Shipwright Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I don't know when to throw something away. You never know when it might be useful again." + ], + [ + "2", + "I get frustrated to the point of distraction by shoddy craftsmanship." + ], + [ + "3", + "Though I am an excellent crafter, my work tends to look as though it belongs on a ship." + ], + [ + "4", + "I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping." + ], + [ + "5", + "I'm judgmental of those who are not skilled with tools of some kind." + ], + [ + "6", + "I sometimes take things that don't belong to me, especially if they are very well made." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Silverquill Student", + "source": "SCC", + "page": 35, + "feats": [ + { + "strixhaven initiate|scc": true + } + ], + "skillProficiencies": [ + { + "intimidation": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)|phb", + "ink pen|phb", + { + "special": "book of poetry" + }, + { + "special": "school uniform" + }, + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "dissonant whispers", + "silvery barbs|scc" + ], + "s2": [ + "calm emotions", + "darkness" + ], + "s3": [ + "beacon of hope", + "daylight" + ], + "s4": [ + "compulsion", + "confusion" + ], + "s5": [ + "dominate person", + "rary's telepathic bond" + ] + } + } + ], + "fromFeature": { + "additionalSpells": true, + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Intimidation}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item Ink (1-ounce bottle)|PHB|bottle of black ink}, an {@item ink pen|PHB}, a book of poetry, a school uniform, and a {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Silverquill Initiate", + "entries": [ + "You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Silverquill within it.", + "In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Silverquill Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Silverquill Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell Dissonant Whispers}, {@spell Silvery Barbs|SCC}" + ], + [ + "2nd", + "{@spell Calm Emotions}, {@spell Darkness}" + ], + [ + "3rd", + "{@spell Beacon of Hope}, {@spell Daylight}" + ], + [ + "4th", + "{@spell Compulsion}, {@spell Confusion}" + ], + [ + "5th", + "{@spell Dominate Person}, {@spell Rary's Telepathic Bond}" + ] + ] + }, + "Consider customizing how your spells look when you cast them. Your Silverquill spells might be accompanied by visual effects resembling splotches of ink or radiating ripples of golden light. Any auditory effects of your spells often sound like amplified echoes of your own voice speaking the spells' verbal components\u2014even amid the crash of lightning or a fiery eruption." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Building a Silverquill Character", + "entries": [ + "Many bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of {@class Wizard|PHB|Illusion|Illusion|PHB} and {@class Wizard|PHB|Enchantment|Enchantment|PHB}) are common in Silverquill, as are warlocks. Clerics with the Divine Domains of {@class Cleric|PHB|Light|Light|PHB} and {@class Cleric|PHB|Trickery|Trickery|PHB} also fit in well among the mages of Silverquill.", + "A number of both paladins and rogues attend Silverquill College as well, highlighting the diversity of the student body.", + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "With the college's intense standards looming over them, Silverquill students range from cocky and cutthroat to overwhelmed perfectionists. The Silverquill Personality Traits table suggests a variety of traits you might adopt for your character.", + { + "type": "table", + "caption": "Silverquill Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'll say whatever I need to in order to maintain my high social status." + ], + [ + "2", + "I prefer saying the blunt truth over a pretty lie, and I don't particularly care whose feelings I hurt." + ], + [ + "3", + "I believe that uplifting my peers is the best way to succeed." + ], + [ + "4", + "I've mastered the art of using humor as a defense, and I always have a charming joke ready." + ], + [ + "5", + "I always wait before speaking, analyzing the situation for whichever angle is most advantageous to my goals." + ], + [ + "6", + "No one knows about the all-nighters I've pulled to keep my magic looking effortless, and I'm going to keep it that way." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Silverquill Trinkets", + "entries": [ + "When you make your character, you may roll once on the {@item Silverquill Trinket|SCC|Silverquill Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket." + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Simic Scientist", + "source": "GGR", + "page": 93, + "skillProficiencies": [ + { + "arcana": true, + "medicine": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "Simic insignia" + }, + "common clothes|phb", + { + "item": "book|phb", + "displayName": "book of research notes" + }, + "ink pen|phb", + "ink (1-ounce bottle)|phb", + { + "item": "oil (flask)|phb", + "displayName": "flask of oil (made from blubber)" + }, + { + "item": "acid (vial)|phb", + "displayName": "vial of acid (derived from digestive juices)" + }, + { + "special": "vial of fish scales" + }, + { + "special": "vial of seaweed" + }, + { + "special": "vial of jellyfish stingers" + }, + { + "special": "glass bottle of unidentified slime" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s0": [ + "acid splash#c", + "druidcraft#c" + ], + "s1": [ + "detect poison and disease", + "expeditious retreat", + "jump" + ], + "s2": [ + "alter self", + "enhance ability", + "enlarge/reduce" + ], + "s3": [ + "gaseous form", + "water breathing", + "wind wall" + ], + "s4": [ + "freedom of movement", + "polymorph" + ], + "s5": [ + "creation" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Arcana}, {@skill Medicine}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A Simic insignia, a set of {@item common clothes|phb|commoner's clothes}, a {@item book|phb} of research notes, an {@item ink pen|phb}, a {@item Ink (1-ounce bottle)|phb|bottle of squid ink}, a {@item oil (flask)|phb|flask of oil} (made from blubber), a {@item acid (vial)|phb|vial of acid} (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt {@item pouch|phb} containing 10 gp (Azorius 1-zino coins)" + } + ] + }, + { + "type": "entries", + "name": "Clades and Projects", + "entries": [ + "As a Simic researcher, you are part of a clade\u2014a diverse group of individuals combining disparate talents in pursuit of a common goal\u2014or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a {@dice d6} or choose from the options in the Research Options table to determine your area of research.", + { + "type": "table", + "caption": "Research Options", + "colLabels": [ + "d6", + "Clade/Project" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "Hull Clade, focused on protection and durability" + ], + [ + "2", + "Fin Clade, focused on movement" + ], + [ + "3", + "Gyre Clade, focused on cyclical patterns and metamagic" + ], + [ + "4", + "Guardian Project, focused on creating guard monsters and super soldiers" + ], + [ + "5", + "Crypsis Project, focused on intelligence and counterintelligence" + ], + [ + "6", + "Independent research in a new area" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Feature: Researcher", + "entries": [ + "When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets.", + "Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Simic Guild Spells", + "entries": [ + "{@i Prerequisite: Spellcasting or Pact Magic class feature}", + "For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Simic Guild Spells", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Spell Level", + "Spells" + ], + "rows": [ + [ + "Cantrip", + "{@spell acid splash}, {@spell druidcraft}" + ], + [ + "1st", + "{@spell detect poison and disease}, {@spell expeditious retreat}, {@spell jump}" + ], + [ + "2nd", + "{@spell alter self}, {@spell enhance ability}, {@spell enlarge/reduce}" + ], + [ + "3rd", + "{@spell gaseous form}, {@spell water breathing}, {@spell wind wall}" + ], + [ + "4th", + "{@spell freedom of movement}, {@spell polymorph}" + ], + [ + "5th", + "{@spell creation}" + ] + ] + }, + "When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature." + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "The bizarre science of the Simic Combine attracts a certain type of personality and encompasses a set of beliefs about the nature of life. Simic members' bonds and flaws derive from their scientific research\u2014including their creation of new life forms, which they can become very attached to.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I can't wait to see what I become next!" + ], + [ + "2", + "I am convinced that everything inclines toward constant improvement." + ], + [ + "3", + "I'm eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest." + ], + [ + "4", + "I assume that everyone needs even the most basic concepts explained to them." + ], + [ + "5", + "I describe everything that happens as if it were going into my research notes (and it often is)." + ], + [ + "6", + "I am insatiably curious about the seemingly infinite forms and adaptations of life." + ], + [ + "7", + "I can't resist prying into anything forbidden, since it must be terribly interesting." + ], + [ + "8", + "I employ a highly technical vocabulary to avoid imprecision and ambiguity in my communication." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Guild}. My guild is all that really matters. (Any)" + ], + [ + "2", + "{@b Change}. All life is meant to progress toward perfection, and our work is to hurry it along\u2014no matter what must be upended along the way. (Chaotic)" + ], + [ + "3", + "{@b Knowledge}. Understanding the world is more important than what you do with your knowledge. (Neutral)" + ], + [ + "4", + "{@b Greater Good}. I want to reshape the world into higher forms of life so that all can enjoy evolution. (Good)" + ], + [ + "5", + "{@b Logic}. It's foolish to let emotions and principles interfere with the conclusions of logic. (Lawful)" + ], + [ + "6", + "{@b Superiority}. My vast intellect and strength are directed toward increasing my sway over others. (Evil)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I helped create a krasis that I love like a pet and would carry with me everywhere... except it's the size of a building, and it might eat me." + ], + [ + "2", + "In my laboratory, I discovered something that I think could eliminate half the life on Ravnica." + ], + [ + "3", + "The other researchers in my clade are my family\u2014a big, eccentric family including members and parts of many species." + ], + [ + "4", + "The laboratory where I did my research contains everything that is precious to me." + ], + [ + "5", + "I will get revenge on the shortsighted fool who killed my precious krasis creation." + ], + [ + "6", + "Everything I do is an attempt to impress someone I love." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "I have a rather embarrassing mutation that I do everything I can to keep hidden." + ], + [ + "2", + "I'm more interested in taking notes on monstrous anatomy than in fighting monsters." + ], + [ + "3", + "Every social situation I'm in seems to lead to my asking rude personal questions." + ], + [ + "4", + "I'm supremely confident in my ability to adapt to any situation and handle any danger." + ], + [ + "5", + "I'll take any risk to earn recognition for my scientific brilliance." + ], + [ + "6", + "I have a tendency to take shortcuts in my research and any other tasks I have to complete." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Contacts", + "entries": [ + "The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic members are former members of other guilds.", + "Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table.", + { + "type": "table", + "caption": "Simic Contacts", + "colLabels": [ + "d8", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "My research builds on my parents' work and takes it in interesting new directions." + ], + [ + "2", + "If a serious problem confounds me, I can count on my mentor to provide clarity of thought." + ], + [ + "3", + "A former laboratory colleague went on to work on the Guardian Project." + ], + [ + "4", + "A former colleague has ventured into fields of research that are possibly immoral and almost certainly illegal." + ], + [ + "5", + "A former lover is now the supervisor of a prominent clade." + ], + [ + "6", + "My sibling has become an almost unrecognizable mutant." + ], + [ + "7", + "An old friend has retreated into a secluded life as an ascetic deepsage, devoted to contemplating philosophical principles." + ], + [ + "8", + "My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica." + ] + ] + }, + { + "type": "table", + "caption": "Non-Simic Contacts", + "colLabels": [ + "d10", + "Contact" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "1", + "My older sibling is upset that I didn't follow them into the Azorius." + ], + [ + "2", + "A Boros sergeant is always asking questions about my work, but I suspect they're genuinely curious." + ], + [ + "3", + "A friend in my clade thinks I don't know they're a Dimir agent." + ], + [ + "4", + "I helped a Golgari spore druid with the fertilization and growth of their fungus field." + ], + [ + "5", + "I can't fathom what could have made my childhood friend run off and join the Gruul." + ], + [ + "6", + "I love comparing notes with my friend in the Izzet, though our fields of research are very different." + ], + [ + "7", + "I borrowed a lot of money from an Orzhov syndic to help finance my research." + ], + [ + "8", + "A Rakdos ringmaster has taken an interest in my research which, come to think of it, might make a nice sideshow act." + ], + [ + "9", + "I left the Selesnya\u2014and a lover\u2014behind when I joined the Simic." + ], + [ + "10", + "Roll an additional Simic contact; you can decide if the contact is an ally or a rival." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "How Do I Fit In?", + "entries": [ + "As a Simic adventurer, your mission likely aligns with the Adaptationist philosophy; the disagreements and tensions among the guilds will soon erupt into open conflict, and your guild needs your help to ensure that the Simic survive. That help might come in the form of defending against Golgari incursions into Simic zonots or shielding Simic research from Azorius intrusion. It could also involve more subtle, diplomatic work to maintain balance among the guilds, or subterfuge aimed at undermining another guild's grab for power.", + "Self-improvement is also an important part of your mission. Anything you can do to make yourself more capable\u2014whether learning a new spell or adopting a new hybridizing mutation\u2014gives the Simic a stronger weapon in its arsenal. The combine must change to survive, and that means individual members of the guild must grow and adapt as well." + ] + } + ], + "hasFluff": true + }, + { + "name": "Smuggler", + "source": "GoS", + "page": 34, + "skillProficiencies": [ + { + "athletics": true, + "deception": true + } + ], + "toolProficiencies": [ + { + "vehicles (water)": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "special": "fancy leather vest" + } + ], + "b": [ + { + "special": "pair of leather boots" + } + ] + }, + { + "_": [ + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Deception}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@filter Vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A fancy leather vest or a pair of leather boots, a set of {@item common clothes|phb}, and a leather {@item pouch|phb} with 15 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Down Low", + "entries": [ + "You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Claim to Fame", + "entries": [ + "Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived to tell the story\u2014and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.", + { + "type": "table", + "colLabels": [ + "d6", + "Accomplishment" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Spirit of the Whale. You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile." + ], + [ + "2", + "Cart and Sword. You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants." + ], + [ + "3", + "The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here." + ], + [ + "4", + "River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home." + ], + [ + "5", + "Gold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture." + ], + [ + "6", + "Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.", + { + "type": "table", + "caption": "Smuggler Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I love being on the water but hate fishing." + ], + [ + "2", + "I think of everything in terms of monetary value." + ], + [ + "3", + "I never stop smiling." + ], + [ + "4", + "Nothing rattles me; I have a lie for every occasion." + ], + [ + "5", + "I love gold but won't cheat a friend." + ], + [ + "6", + "I enjoy doing things others believe to be impossible." + ], + [ + "7", + "I become wistful when I see the sun rise over the ocean." + ], + [ + "8", + "I am no common criminal; I am a mastermind." + ] + ] + }, + { + "type": "table", + "caption": "Smuggler Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Wealth} Heaps of coins in a secure vault is all I dream of. (Any)" + ], + [ + "2", + "{@b Smuggler's Code} I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)" + ], + [ + "3", + "{@b All for a Coin} I'll do nearly anything if it means I turn a profit. (Evil)" + ], + [ + "4", + "{@b Peace and Prosperity} I smuggle only to achieve a greater goal that benefits my community. (Good)" + ], + [ + "5", + "{@b People} For all my many lies, I place a high value on friendship. (Any)" + ], + [ + "6", + "{@b Daring} I am most happy when risking everything. (Any)" + ] + ] + }, + { + "type": "table", + "caption": "Smuggler Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "My vessel was stolen from me, and I burn with the desire to recover it." + ], + [ + "2", + "I intend to become the leader of the network of smugglers that I belong to." + ], + [ + "3", + "I owe a debt that cannot be repaid in gold." + ], + [ + "4", + "After one last job, I will retire from the business." + ], + [ + "5", + "I was tricked by a fellow smuggler who stole something precious from me. I will find that thief." + ], + [ + "6", + "I give most of my profits to a charitable cause, and I don't like to brag about it." + ] + ] + }, + { + "type": "table", + "caption": "Smuggler Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Lying is reflexive, and I sometimes engage in it without realizing." + ], + [ + "2", + "I tend to assess my relationships in terms of profit and loss." + ], + [ + "3", + "I believe everyone has a price and am cynical toward those who present themselves as virtuous." + ], + [ + "4", + "I struggle to trust the words of others." + ], + [ + "5", + "Few people know the real me." + ], + [ + "6", + "Though I act charming, I feel nothing for others and don't know what friendship is." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Soldier", + "source": "PHB", + "page": 140, + "basicRules": true, + "reprintedAs": [ + "Soldier|XPHB" + ], + "skillProficiencies": [ + { + "athletics": true, + "intimidation": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "insignia of rank" + }, + { + "special": "trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner)" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + }, + { + "a": [ + { + "item": "dice set|phb", + "displayName": "bone dice set" + } + ], + "b": [ + "playing card set|phb" + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Intimidation}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "An insignia of rank, a trophy taken from a fallen enemy (a {@item dagger|phb}, broken blade, or piece of a banner), a bone {@item dice set|phb} or {@item playing card set|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Military Rank", + "type": "entries", + "entries": [ + "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Specialty", + "type": "entries", + "entries": [ + "During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:", + { + "type": "table", + "colLabels": [ + "d8", + "Role" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Officer" + ], + [ + "2", + "Scout" + ], + [ + "3", + "Infantry" + ], + [ + "4", + "Cavalry" + ], + [ + "5", + "Healer" + ], + [ + "6", + "Quartermaster" + ], + [ + "7", + "Standard-bearer" + ], + [ + "8", + "Support staff (cook, blacksmith, or the like)" + ] + ] + } + ] + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm always polite and respectful." + ], + [ + "2", + "I'm haunted by memories of war. I can't get the images of violence out of my mind." + ], + [ + "3", + "I've lost too many friends, and I'm slow to make new ones." + ], + [ + "4", + "I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation." + ], + [ + "5", + "I can stare down a hell hound without flinching." + ], + [ + "6", + "I enjoy being strong and like breaking things." + ], + [ + "7", + "I have a crude sense of humor." + ], + [ + "8", + "I face problems head-on. A simple, direct solution is the best path to success." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Greater Good. Our lot is to lay down our lives in defense of others. (Good)" + ], + [ + "2", + "Responsibility. I do what I must and obey just authority. (Lawful)" + ], + [ + "3", + "Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)" + ], + [ + "4", + "Might. In life as in war, the stronger force wins. (Evil)" + ], + [ + "5", + "Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)" + ], + [ + "6", + "Nation. My city, nation, or people are all that matter. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I would still lay down my life for the people I served with." + ], + [ + "2", + "Someone saved my life on the battlefield. To this day, I will never leave a friend behind." + ], + [ + "3", + "My honor is my life." + ], + [ + "4", + "I'll never forget the crushing defeat my company suffered or the enemies who dealt it." + ], + [ + "5", + "Those who fight beside me are those worth dying for." + ], + [ + "6", + "I fight for those who cannot fight for themselves." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "The monstrous enemy we faced in battle still leaves me quivering with fear." + ], + [ + "2", + "I have little respect for anyone who is not a proven warrior." + ], + [ + "3", + "I made a terrible mistake in battle that cost many lives\u2014and I would do anything to keep that mistake secret." + ], + [ + "4", + "My hatred of my enemies is blinding and unreasoning." + ], + [ + "5", + "I obey the law, even if the law causes misery." + ], + [ + "6", + "I'd rather eat my armor than admit when I'm wrong." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Soldier", + "source": "XPHB", + "page": 185, + "freeRules2024": true, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "str", + "dex", + "con" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "str", + "dex", + "con" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "savage attacker|xphb": true + } + ], + "skillProficiencies": [ + { + "athletics": true, + "intimidation": true + } + ], + "toolProficiencies": [ + { + "gaming set": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "spear|xphb" + }, + { + "item": "shortbow|xphb" + }, + { + "item": "arrows (20)|xphb" + }, + { + "item": "gaming set|xphb" + }, + { + "item": "healer's kit|xphb" + }, + { + "item": "quiver|xphb" + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 1400 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Strength, Dexterity, Constitution" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Savage Attacker|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics|XPHB}, {@skill Intimidation|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "Choose one kind of {@item Gaming Set|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Spear|XPHB}, {@item Shortbow|XPHB}, {@item Arrow|XPHB|20 Arrows}, {@item Gaming Set|XPHB} (same as above), {@item Healer's Kit|XPHB}, {@item Quiver|XPHB}, {@item Traveler's Clothes|XPHB}, 14 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stojanow Prisoner", + "source": "ALCurseOfStrahd", + "page": 8, + "skillProficiencies": [ + { + "deception": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "gaming set": true, + "thieves' tools": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "small knife" + }, + "common clothes|phb", + { + "item": "trinket|phb", + "displayName": "trinket from the life you stayed behind to defend" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Perception}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, thieves' tools" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A small knife, a set of {@item common clothes|phb}, a {@item trinket|phb} from the life you stayed behind to defend, a belt {@item pouch|phb} with 10 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Poor" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "\"We need to leave, now!\" Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.", + "Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death." + ] + }, + { + "name": "Feature: Ex-Convict", + "type": "entries", + "entries": [ + "The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area. Note: This feature is a variant of the Courtier feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am a bully; others will suffer as I have." + ], + [ + "2", + "I always say yes even when I mean no; it's just easier." + ], + [ + "3", + "I aim to misbehave." + ], + [ + "4", + "I go out of my way to frustrate or anger those in power." + ], + [ + "5", + "I strive to obey the law. I will never again make the mistake of going against authority." + ], + [ + "6", + "I always plan everything out. The one time I let others plan things it did not end well for me." + ], + [ + "7", + "I take blame to protect others from pain." + ], + [ + "8", + "I hoard information, you never know what may come in handy." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Loss. I freely give those who offend me what was so brutally denied me, death. (Chaos)" + ], + [ + "2", + "Dedication. I never betray those who trust me. (Law)" + ], + [ + "3", + "Vengeance. I use any means to get information I need; I have been well taught. (Evil)" + ], + [ + "4", + "Redemption. Everyone deserves a second chance. (Good)" + ], + [ + "5", + "Resilience. I can survive any challenge (Any)" + ], + [ + "6", + "Leadership. The best teams are made up of those that society has discarded." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I take up arms to help establish a free Phlan." + ], + [ + "2", + "The horrors of my time in Stojanow haunt my dreams, only after a day of hard work can I find sleep." + ], + [ + "3", + "I am indebted to those who freed me from prison, I will repay this debt." + ], + [ + "4", + "My torturer survived the attack that set me free, I will find him/her." + ], + [ + "5", + "I will not rest while others suffer fates similar to mine." + ], + [ + "6", + "I am searching for a way to heal the scars of Stojanow, both physical and emotional." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "During stressful times, I find myself crying for no reason." + ], + [ + "2", + "My nerve endings are shot from the interrogations; I am numb to all but the harshest touch." + ], + [ + "3", + "I am incapable of standing up for myself." + ], + [ + "4", + "I folded under the torture, and gave information that I promised would be kept secret. My life would be in jeopardy if others found out." + ], + [ + "5", + "Survival is worth more than friendship." + ], + [ + "6", + "The ghosts from my past hinder my actions." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Survivor", + "source": "DoDk", + "page": 247, + "skillProficiencies": [ + { + "choose": { + "from": [ + "perception", + "survival", + "stealth", + "athletics" + ], + "count": 2 + } + } + ], + "toolProficiencies": [ + { + "cook's utensils": true, + "artisan's tools": true + } + ], + "startingEquipment": [ + { + "_": [ + "cook's utensils|phb", + "climber's kit|phb", + "shovel|phb", + { + "special": "pair of thick gloves" + }, + { + "special": "cloak with a hood" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Two of the following: {@skill Perception}, {@skill Survival}, {@skill Stealth}, {@skill Athletics}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Cook's utensils, one other set of artisan's tools" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "{@item Cook's utensils|PHB}, {@item climber's kit|PHB}, a {@item shovel|PHB}, a pair of thick gloves, a cloak with a hood." + } + ] + }, + { + "type": "entries", + "name": "Marks of Survival", + "entries": [ + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Marks of Survival" + ], + "rows": [ + [ + "1", + "Being alone for so long means I am very used to conversing with myself out loud." + ], + [ + "2", + "I eat things that others find disgusting. I have learned to love the delicacies of scavenged food in the ruins." + ], + [ + "3", + "I have many scars across my body from barely scraping by." + ], + [ + "4", + "I am missing a finger on one hand due to a horrible encounter I had in the ruins." + ], + [ + "5", + "I keep a locket of someone I lost in the ruins. I stare at it every night before I fall asleep to remember what I am looking for." + ], + [ + "6", + "I keep souvenirs of the monsters I have bested in these ruins, to remind myself how strong I truly am." + ], + [ + "7", + "I can sleep just about anywhere, nothing really phases me anymore." + ], + [ + "8", + "I often recite the names of people I used to know and lost so I can hold on to their memory." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Feature: Makeshift Meals", + "entries": [ + "You know how to purify food and rations found in the ruins. When you take a short rest, you prepare a meal for a number of creatures equal to your proficiency bonus. Creatures who consume the food regain hit points equal to your level. Once they do, they can't regain hit points from another one of your meals until they finish a long rest.", + { + "type": "table", + "caption": "Suggested Characteristics", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Personality Trait" + ], + "rows": [ + [ + "1", + "I always have an exit strategy in mind if things go poorly." + ], + [ + "2", + "You can't survive in this grim city without a good sense of humor, but I have a taste for gallows humor." + ], + [ + "3", + "I try to work in the thin grey area between the squabbling factions, squeezing under their radar when possible. The less I am seen, the better." + ], + [ + "4", + "If you spot danger, it is best to avoid it, that's how you survive." + ], + [ + "5", + "Drakkenheim is a dangerous place. But I can navigate it with my eyes closed. No one else I've ever met is as good as I am." + ], + [ + "6", + "In order to survive the monsters of Drakkenheim, one must be a monster of Drakkenheim." + ], + [ + "7", + "Take everything you can from the dead, take it from the living if you can. If you are to survive, you must take any opportunity to scavenge." + ], + [ + "8", + "I will never give up until I reclaim what I lost in these ruins." + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Ideal" + ], + "rows": [ + [ + "1", + "Self-Reliance. I won't risk my life for others. Everyone must fend for themselves\u2014better you than me. (Evil)" + ], + [ + "2", + "Bravery. I find the thrill of surviving the monsters and magics of Drakkenheim exhilarating and thrive on the chaos. (Chaotic)" + ], + [ + "3", + "Safety. Whatever I can do to keep myself fed and keep a safe place to rest is good in my books. (Any)" + ], + [ + "4", + "Helpful. People need all the help they can get in the city, and I know I can provide it. (Good)" + ], + [ + "5", + "Hope. I believe there is something worth saving here, we must hold on to the idea of a better future. (Good)" + ], + [ + "6", + "Responsibility. I lived here before the meteor, I'll live here long after. I must protect my home and do what I can to make it livable again. (Lawful)" + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Bond" + ], + "rows": [ + [ + "1", + "I had family in these ruins. I know not what became of them, but I must find out." + ], + [ + "2", + "This city is my home, and I will fight for what's left of it until the very end." + ], + [ + "3", + "I'll do any dirty work in the city if it means a hot meal, a warm bed, or some good company." + ], + [ + "4", + "I've spent so long in these ruins, its the outside world that terrifies me now." + ], + [ + "5", + "Why haven't I left Drakkenheim? Have you seen how much gold there is to be made here?" + ], + [ + "6", + "I am bound to the throne of Drakkenheim, and fight to see it one day reclaimed." + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Flaw" + ], + "rows": [ + [ + "1", + "Any meal could be my last. I'll eat just about anything. I do what I must to survive." + ], + [ + "2", + "I don't like being outside the Haze of the city for too long, I've gotten used to it." + ], + [ + "3", + "I am convinced my family is alive in the city somewhere. I hear their voices call to me at night." + ], + [ + "4", + "I don't trust anyone easily. I'll sleep with one eye open even around my companions, for Drakkenheim makes monsters of us all." + ], + [ + "5", + "The years spent here have turned me to a vice, I very much rely on that vice to get me through my days." + ], + [ + "6", + "I hear voices constantly. Sometimes I get distracted with conversations with people who are not there." + ] + ] + } + ], + "data": { + "isFeature": true + } + } + ], + "hasFluff": true + }, + { + "name": "Ticklebelly Nomad", + "source": "ALCurseOfStrahd", + "page": 9, + "skillProficiencies": [ + { + "animal handling": true, + "nature": true + } + ], + "languageProficiencies": [ + { + "giant": true + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "herbalism kit|phb", + { + "special": "small article of jewelry that is distinct to your tribe" + }, + "hunting trap|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Animal Handling}, {@skill Nature}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Herbalism kit|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Giant" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "{@item Herbalism kit|phb}, a small article of jewelry that is distinct to your tribe, a {@item hunting trap|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 5 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Poor" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.", + "In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day\u2014magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills." + ] + }, + { + "name": "Feature: At Home in the Wild", + "type": "entries", + "entries": [ + "The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn't shield or conceal you from scrying, mental probing, nor from threats that don't necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Ticklebelly nomads only venture into civilization when necessary. You are social within your tribe, with tribes of other nomads, and even with the stone giant tribes that populate the Giant's Cairn. However, other communities tend to either put you on your guard or put you in a state of wonder. Was it this wonder that enticed you into a life of adventuring? On the other hand, you are fiercely protective of and dedicated to your tribe. Perhaps it was this dedication that led you to venture out; either of your own will or at the behest of your tribe's leaders.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I eagerly inject myself into the unknown." + ], + [ + "2", + "Villages, towns, and cities do not suit me. I'd rather be out in the wilderness any day." + ], + [ + "3", + "I accomplish my tasks efficiently, using as few resources as possible." + ], + [ + "4", + "It's difficult for me to remain in one place for long." + ], + [ + "5", + "I loudly brag about my tribe every chance I get." + ], + [ + "6", + "Having walked among giants, I am fearless in the face of bigger creatures." + ], + [ + "7", + "I am quiet and reserved, but observant. Nothing escapes my attention." + ], + [ + "8", + "My word is my bond. I see a promise to completion, even if it conflicts with my beliefs." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Kinship. Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others' lives as well. (Good)" + ], + [ + "2", + "Preservation. Nature must not be despoiled by encroaching civilization. (Any)" + ], + [ + "3", + "Wanderlust. One must expand their horizons by seeing the world and exploring. (Chaos)" + ], + [ + "4", + "Isolation. My tribe and its ways must be protected and shielded from outside influence. (Neutral)" + ], + [ + "5", + "Protection. Threats to the land and to the people must be dealt with at any and all costs. (Law)" + ], + [ + "6", + "Belonging: All creatures have a place in the world, so I strive to help others find theirs. (Good)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled." + ], + [ + "2", + "The dragon cultists that invaded my homeland stole away one of my tribe's people. I will not know rest until I've found them." + ], + [ + "3", + "The dragon's presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done." + ], + [ + "4", + "I carry a trinket that spiritually and emotionally ties me to my people and my home." + ], + [ + "5", + "I discovered a strange relic in the hills during my tribe's wanderings. I must discover what it is." + ], + [ + "6", + "One of the stone giant clans from the Giant's Cairn has graced me with a mark of kinship." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I throw myself and my friends into situations rarely ever thinking about consequences." + ], + [ + "2", + "Unfamiliar people and surroundings put me on edge." + ], + [ + "3", + "I have absolutely no patience for slowpokes and those who prove indecisive." + ], + [ + "4", + "My desire to experience new things causes me to make unsafe choices." + ], + [ + "5", + "I am overly protective of nature, sometimes to the detriment of my companions and myself." + ], + [ + "6", + "My lack of worldliness often proves my undoing in social, commercial, and hostile situations." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Trade Sheriff", + "source": "ALRageOfDemons", + "page": 11, + "skillProficiencies": [ + { + "investigation": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "elvish": true + } + ], + "toolProficiencies": [ + { + "thieves' tools": true + } + ], + "startingEquipment": [ + { + "_": [ + "thieves' tools|phb", + { + "special": "gray cloak" + }, + { + "item": "fine clothes|phb", + "displayName": "Sheriff's insignia (badge) a set of fine clothes" + }, + { + "value": 1700 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Investigation}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Thieves' tools|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Elvish" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "{@item Thieves' tools|phb}, a gray cloak, Sheriff's insignia (badge) a set of {@item fine clothes|phb}, and 17 gp" + } + ] + }, + { + "name": "Lifestyle", + "type": "entries", + "entries": [ + "Modest" + ] + }, + { + "name": "Overview", + "type": "entries", + "entries": [ + "You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement.", + "You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces." + ] + }, + { + "name": "Feature: Investigative Services", + "type": "entries", + "entries": [ + "You are part of a small force outside of Hillsfar. You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade. Note: This feature is a variant of the soldier feature." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am always polite and respectful" + ], + [ + "2", + "I let my actions speak for themselves" + ], + [ + "3", + "I am haunted by my past having seen the murder of a close friend or family member and it is the one case I always needed to solve but have not been able to." + ], + [ + "4", + "I am quick to judge and slow to vindicate" + ], + [ + "5", + "I can be very persuasive and am able to ask quest ions where others might not be able to." + ], + [ + "6", + "I have a quirky personality that seems to take others off their guard." + ], + [ + "7", + "My sense of humor is considered by most to be awkward." + ], + [ + "8", + "Everyone has a choice, and they can always make the right choice, mine!" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Hope. my job is to speak for the victim (Good)" + ], + [ + "2", + "Dedicated. Once I start an investigation, until told to do so, I do not quit, not matter where it leads. (Lawful)" + ], + [ + "3", + "Nation. My city, nation, or people are all that matter. (Any)" + ], + [ + "4", + "Mercenary. When I do investigations, I expect answers immediately. (Any)" + ], + [ + "5", + "Eloquent. I use my words to sway others to give me answers. (Good)" + ], + [ + "6", + "Might. It is through threats and force that I get my answers. (Lawful)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "To this day an unsolved case will always leave me haunted and bother me." + ], + [ + "2", + "Through the might of my personality I will solve an investigation or puzzle." + ], + [ + "3", + "It is my right to believe what I will, just try and stop me." + ], + [ + "4", + "I need to prove my worth to my fellow Sheriffs" + ], + [ + "5", + "Someone I cared for died under suspicious circumstances. I will find out what happened to them and bring their killer to justice." + ], + [ + "6", + "I speak for those that cannot speak for themselves." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always over exaggerate my abilities." + ], + [ + "2", + "I cannot bear to let those I care for out of my sight." + ], + [ + "3", + "I took a bribe to tank an investigation and I would do anything to keep it secret." + ], + [ + "4", + "I have little respect for those that are of \"low\" intelligence/race." + ], + [ + "5", + "I always enjoy a good mug of ale... or five to cover up my past." + ], + [ + "6", + "I speak for the First Lord of Hillsfar and make sure everyone knows it." + ] + ] + } + ], + "name": "Suggested Characteristics" + } + ], + "hasFluff": true + }, + { + "name": "Treasure Seeker", + "source": "DoDk", + "page": 248, + "skillProficiencies": [ + { + "investigation": true, + "choose": { + "from": [ + "stealth", + "insight", + "perception" + ] + } + } + ], + "toolProficiencies": [ + { + "thieves' tools": true, + "cartographer's tools": true + } + ], + "startingEquipment": [ + { + "_": [ + "thieves' tools|phb", + { + "special": "dark clothes with a hood and a face covering" + }, + { + "item": "signet ring|phb", + "displayName": "signet ring of a fake lord" + }, + { + "special": "fake identification" + }, + { + "special": "set of weighted dice" + }, + { + "special": "deck of cards" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Investigation} and one choice from the following: {@skill Stealth}, {@skill Insight}, or {@skill Perception}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Thieves' tools, cartographer's tools" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "{@item Thieves' tools|PHB}, a set of dark clothes with a hood and a face covering. A {@item signet ring|PHB} of a fake lord, a fake identification, a set of weighted dice, and a deck of cards" + } + ] + }, + { + "type": "entries", + "name": "Treasure Hunters' Secrets", + "entries": [ + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Treasure Hunters' Secrets" + ], + "rows": [ + [ + "1", + "You keep a cryptic map to a lost treasure that you have always wanted to uncover." + ], + [ + "2", + "You have a coin that is heads on both sides, helpful for winning a chance game." + ], + [ + "3", + "You have a magnifying spyglass you use to examine items." + ], + [ + "4", + "You have a ring that opens to reveal a small compartment inside." + ], + [ + "5", + "Your left boot has a compartment for a hidden dagger." + ], + [ + "6", + "You carry an old compass that doesn't point north, you hope it points towards a great treasure." + ], + [ + "7", + "You have a collection of exotic coins and medals that are of personal value to you." + ], + [ + "8", + "You have a rival treasure hunter who used to be a partner. You parted ways years ago." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Feature: Detail-Oriented", + "entries": [ + "You double your proficiency bonus when making any ability check to search the ruins of Drakkenheim.", + { + "type": "table", + "caption": "Suggested Characteristics", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Personality Trait" + ], + "rows": [ + [ + "1", + "I believe that I am destined for greatness, and nothing can convince me otherwise." + ], + [ + "2", + "I always have a plan or plot to outwit my foes. It may not always be good, but it's almost always overly complex." + ], + [ + "3", + "I love to flaunt my wealth and showcase the things I have bought with it." + ], + [ + "4", + "I pay no mind to the risks of a situation. I always bet on myself and my abilities and it's gotten me this far. Never tell me the odds." + ], + [ + "5", + "I have a quip, allegory, or joke for almost any situation." + ], + [ + "6", + "I lie about anything and everything. I lie for almost no reason at all, sometimes just to see if I can fool the people around me." + ], + [ + "7", + "I use flattery and honeyed words to get what I want." + ], + [ + "8", + "I can't help it if valuable objects lying around end up in my pockets. It's for safe keeping." + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Ideal" + ], + "rows": [ + [ + "1", + "Independent. No one tells me what to do. I make my own rules, and my own luck. (Chaotic)" + ], + [ + "2", + "Fair. I do not take anything from anyone who couldn't afford to lose it. I am a treasure hunter, not a thief. (Lawful)" + ], + [ + "3", + "Family. I care about material possessions and wealth, but not as much as I care about my friends and family. (Good)" + ], + [ + "4", + "Aspiration. Wealth is power. Wealth means you will be remembered. In this world making a name for yourself is as simple as acquiring enough gold to buy your way to victory. I intend to be remembered. (Any)" + ], + [ + "5", + "Danger. Every great discovery requires risk. The greater the risk, the greater the reward. It's the thrill of the hunt that I live for. (Any)" + ], + [ + "6", + "Dignity. The dead and their prized belongings deserve more than to waste away in the ruins. They deserve to be found, remembered, and taken care of. (Lawful)" + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Bond" + ], + "rows": [ + [ + "1", + "My desire for wealth is out of a need to protect my family." + ], + [ + "2", + "Something important to me was stolen. I've longed to get it back ever since." + ], + [ + "3", + "I'm wanted for my many crimes and hope that where I am going, the law will not follow." + ], + [ + "4", + "I made mistakes in my past that cost me the life of someone I loved. I will not let that happen again." + ], + [ + "5", + "I plan to be the greatest thief or most cunning explorer of all time." + ], + [ + "6", + "This is my last job, the big one. After this I hope to settle down with my wealth, maybe start a family." + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Flaw" + ], + "rows": [ + [ + "1", + "My entire identity is layers of falsities presented to hide my true self, for I am not a good person. I've never told the truth for as long as I can remember and it's too late now to stop." + ], + [ + "2", + "Every situation, every person, is only as valuable to me as what I can gain from them. I'm not afraid to pull strings to bend luck in my favour." + ], + [ + "3", + "I jump to defensive measures as soon as someone catches me in a lie, or tries to call me out for anything." + ], + [ + "4", + "I take what I want, and I want it all." + ], + [ + "5", + "I like to show my skills, talk big, and take big risks in the hopes of impressing everyone watching." + ], + [ + "6", + "I know for a fact I am the smartest person in the room, and if people are suggesting anything otherwise they are terribly mistaken." + ] + ] + } + ], + "data": { + "isFeature": true + } + } + ], + "hasFluff": true + }, + { + "name": "Urban Bounty Hunter", + "source": "SCAG", + "page": 153, + "skillProficiencies": [ + { + "choose": { + "from": [ + "deception", + "insight", + "persuasion", + "stealth" + ], + "count": 2 + } + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "gaming set", + "musical instrument", + "thieves' tools" + ], + "count": 2 + } + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "pouch|phb", + "containsValue": 2000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Choose two from among {@skill Deception}, {@skill Insight}, {@skill Persuasion}, and {@skill Stealth}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "Choose two from among one type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}, and {@item thieves' tools|phb}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of clothes appropriate to your duties and a {@item pouch|phb} containing 20 gp" + } + ] + }, + { + "name": "Feature: Ear to the Ground", + "type": "entries", + "entries": [ + "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background criminal} background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.", + "For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable." + ] + } + ], + "hasFluff": true + }, + { + "name": "Urchin", + "source": "PHB", + "page": 141, + "skillProficiencies": [ + { + "sleight of hand": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "thieves' tools": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "small knife" + }, + { + "special": "map of the city you grew up in" + }, + { + "special": "pet mouse" + }, + { + "special": "token to remember your parents by" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Sleight of Hand}, {@skill Stealth}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}, {@item Thieves' tools|phb}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: City Secrets", + "type": "entries", + "entries": [ + "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life\u2014and maybe get some payback on all the rich people who treated them badly.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I hide scraps of food and trinkets away in my pockets." + ], + [ + "2", + "I ask a lot of questions." + ], + [ + "3", + "I like to squeeze into small places where no one else can get to me." + ], + [ + "4", + "I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms." + ], + [ + "5", + "I eat like a pig and have bad manners." + ], + [ + "6", + "I think anyone who's nice to me is hiding evil intent." + ], + [ + "7", + "I don't like to bathe." + ], + [ + "8", + "I bluntly say what others are hinting at or hiding." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Respect. All people, rich or poor, deserve respect. (Good)" + ], + [ + "2", + "Community. We have to take care of each other, because no one else is going to do it. (Lawful)" + ], + [ + "3", + "Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)" + ], + [ + "4", + "Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)" + ], + [ + "5", + "People. I help the people who help me\u2014that's what keeps us alive. (Neutral)" + ], + [ + "6", + "Aspiration. I'm going to prove that I'm worthy of a better life. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My town or city is my home, and I'll fight to defend it." + ], + [ + "2", + "I sponsor an orphanage to keep others from enduring what I was forced to endure." + ], + [ + "3", + "I owe my survival to another urchin who taught me to live on the streets." + ], + [ + "4", + "I owe a debt I can never repay to the person who took pity on me." + ], + [ + "5", + "I escaped my life of poverty by robbing an important person, and I'm wanted for it." + ], + [ + "6", + "No one else should have to endure the hardships I've been through." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "If I'm outnumbered, I will run away from a fight." + ], + [ + "2", + "Gold seems like a lot of money to me, and I'll do just about anything for more of it." + ], + [ + "3", + "I will never fully trust anyone other than myself." + ], + [ + "4", + "I'd rather kill someone in their sleep than fight fair." + ], + [ + "5", + "It's not stealing if I need it more than someone else." + ], + [ + "6", + "People who can't take care of themselves get what they deserve." + ] + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Uthgardt Tribe Member", + "source": "SCAG", + "page": 153, + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "musical instrument", + "anyArtisansTool" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + "hunting trap|phb", + "traveler's clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + }, + { + "a": [ + { + "special": "totemic token" + } + ], + "b": [ + { + "special": "set of tattoos marking your loyalty to Uthgar and your tribal totem" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Survival}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} or {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item hunting trap|phb}, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of {@item traveler's clothes|phb}, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Uthgardt Heritage", + "type": "entries", + "entries": [ + "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.", + "Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle." + ], + "data": { + "isFeature": true + } + }, + { + "type": "section", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background outlander} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe.", + "Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds - great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred - are sacred to you.", + "Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for." + ] + } + ], + "hasFluff": true + }, + { + "name": "Variant City Watch (Investigator)", + "source": "SCAG", + "page": 145, + "skillProficiencies": [ + { + "insight": true, + "investigation": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "uniform in the style of your unit and indicative of your rank" + }, + { + "item": "horn|phb", + "displayName": "horn with which to summon help" + }, + { + "item": "manacles|phb", + "displayName": "set of manacles" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Investigation}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any two of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A uniform in the style of your unit and indicative of your rank, a {@item horn|phb} with which to summon help, a set of {@item manacles|phb}, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Watcher's Eye", + "type": "entries", + "entries": [ + "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.", + "Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes." + ] + } + ], + "hasFluff": true + }, + { + "name": "Variant Clasp Member (Myriad Operative)", + "source": "TDCSR", + "page": 182, + "_copy": { + "name": "Clasp Member", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "insertArr", + "index": 1, + "items": { + "type": "entries", + "name": "Variant: Myriad Operative", + "page": 182, + "entries": [ + "Your skill set might be similar to that of many members of the {@book Clasp|TDCSR|2|The Clasp}, but you work for a criminal organization that is far more sophisticated\u2014and even less scrupulous. As a {@book Myriad|TDCSR|2|The Myriad} operative in Tal'Dorei, you might have been given a specific task that furthers that syndicate's hunger to expand beyond Wildemount, or which gives them an edge in their rivalry with the {@book Clasp|TDCSR|2|The Clasp}. Moreover, you understand the wisdom of keeping your activities secret from fellow criminals as well as law enforcement, since the agents of the {@book Clasp|TDCSR|2|The Clasp} will show you no mercy if your true identity is ever revealed." + ] + } + } + ] + } + } + }, + { + "name": "Variant Continental Nobility (Last of the Line)", + "source": "DoDk", + "page": 245, + "_copy": { + "name": "Continental Nobility", + "source": "DoDk" + }, + "hasFluff": true + }, + { + "name": "Variant Criminal (Spy)", + "source": "PHB", + "page": 130, + "basicRules": true, + "_copy": { + "name": "Criminal", + "source": "PHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Feature: Criminal Contact", + "items": { + "name": "Feature: Spy Contact", + "type": "entries", + "entries": [ + "You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true + }, + { + "name": "Variant Devoted Missionary (Stargazer)", + "source": "DoDk", + "page": 247, + "_copy": { + "name": "Devoted Missionary", + "source": "DoDk" + }, + "hasFluff": true + }, + { + "name": "Variant Entertainer (Gladiator)", + "source": "PHB", + "page": 131, + "_copy": { + "name": "Entertainer", + "source": "PHB", + "_mod": { + "entries": [ + { + "mode": "replaceArr", + "replace": { + "index": 0 + }, + "items": { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Acrobatics}, {@skill Performance}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}, one type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "An inexpensive but unusual weapon, such as a {@item trident|phb} or {@item net|phb} (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), {@item costume clothes|phb}, and a belt {@item pouch|phb} containing 15 gp" + } + ] + } + }, + { + "mode": "replaceArr", + "replace": { + "index": 1 + }, + "items": { + "name": "Feature: By Popular Demand", + "type": "entries", + "entries": [ + "You can always find a place to perform in any place that features combat for entertainment\u2014perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you." + ], + "data": { + "isFeature": true + } + } + } + ] + } + }, + "hasFluff": true + }, + { + "name": "Variant Guild Artisan (Guild Merchant)", + "source": "PHB", + "page": 133, + "_copy": { + "name": "Guild Artisan", + "source": "PHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": { + "index": 0 + }, + "items": { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, or {@item navigator's tools|phb}, or an additional language" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (one of your choice) or a {@item mule|phb} and {@item cart|phb}, a letter of introduction from your guild, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 15 gp" + } + ] + } + } + } + }, + "skillProficiencies": [ + { + "insight": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "anyArtisansTool", + "navigator's tools" + ] + } + } + ], + "hasFluff": true + }, + { + "name": "Variant Mageborn (Malfeasant Mage)", + "source": "DoDk", + "page": 246, + "_copy": { + "name": "Mageborn", + "source": "DoDk" + }, + "hasFluff": true + }, + { + "name": "Variant Noble (Knight)", + "source": "PHB", + "page": 136, + "_copy": { + "name": "Noble", + "source": "PHB", + "_mod": { + "entries": [ + { + "mode": "replaceArr", + "replace": "Feature: Position of Privilege", + "items": { + "name": "Feature: Retainers", + "type": "entries", + "entries": [ + "You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. {@b One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood} (This person could be your bond.). Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).", + "Your retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused." + ], + "data": { + "isFeature": true + } + } + }, + { + "mode": "insertArr", + "index": 1, + "items": { + "name": "Variant Noble (Knight)", + "type": "entries", + "entries": [ + "A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature instead of the Position of Privilege feature.", + "As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart-in a chaste sort of devotion." + ] + } + } + ] + } + }, + "hasFluff": true + }, + { + "name": "Variant Noble (Retainers)", + "source": "PHB", + "page": 136, + "_copy": { + "name": "Noble", + "source": "PHB", + "_mod": { + "entries": [ + { + "mode": "replaceArr", + "replace": "Feature: Position of Privilege", + "items": { + "name": "Feature: Retainers", + "type": "entries", + "entries": [ + "You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused." + ], + "data": { + "isFeature": true + } + } + } + ] + } + }, + "hasFluff": true + }, + { + "name": "Variant Sailor (Pirate)", + "source": "PHB", + "page": 139, + "_copy": { + "name": "Sailor", + "source": "PHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Feature: Ship's Passage", + "items": { + "name": "Feature: Bad Reputation", + "type": "entries", + "entries": [ + "No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true + }, + { + "name": "Variant Survivor (Veteran of the Civil War)", + "source": "DoDk", + "page": 248, + "_copy": { + "name": "Survivor", + "source": "DoDk" + }, + "hasFluff": true + }, + { + "name": "Variant Treasure Seeker (Soldier of Fortune)", + "source": "DoDk", + "page": 249, + "_copy": { + "name": "Treasure Seeker", + "source": "DoDk" + }, + "hasFluff": true + }, + { + "name": "Variant Whitestone Rifle Corps (Grey Hunter)", + "source": "TDCSR", + "page": 182, + "_copy": { + "name": "Whitestone Rifle Corps", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "insertArr", + "index": 1, + "items": { + "type": "entries", + "name": "Variant: Grey Hunter", + "page": 189, + "entries": [ + "As elite as they are, the members of the {@book Whitestone Rifle Corps|TDCSR|3|Whitestone Rifle Corps} do not represent the apex of firearms skill in {@book Whitestone|TDCSR|3|Whitestone}. A clandestine group of elite soldiers and survivalists is drawn secretly from the Rifle Corps ranks. Called the {@book Grey Hunters|TDCSR|3|Grey Hunters}, these soldiers are special operatives of the de Rolo family, and loyally serve as spies, bodyguards, and even assassins when the job requires it. Though few officially know of them, rumors of the {@book Grey Hunters'|TDCSR|3|Grey Hunters} existence swirl constantly throughout the city-state, often in response to their activities after having been loaned out to protect {@book Whitestone's|TDCSR|3|Whitestone} allies.", + "You are one of these {@book Grey Hunters|TDCSR|3|Grey Hunters}, even if just a trainee (if you're starting your campaign at low levels). You have the ear of the lord and lady of {@book Whitestone|TDCSR|3|Whitestone}, though you must exercise this privilege graciously lest you lose it." + ], + "data": { + "isFeature": true + } + } + } + ] + } + } + }, + { + "name": "Vizier", + "source": "PSA", + "page": 10, + "skillProficiencies": [ + { + "history": true, + "religion": true + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1, + "musical instrument": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "equipmentType": "toolArtisan" + } + ], + "b": [ + { + "equipmentType": "instrumentMusical" + } + ] + }, + { + "_": [ + { + "special": "scroll of your god's teachings" + }, + { + "special": "vizier's cartouche" + }, + "fine clothes|phb", + { + "item": "pouch|phb", + "containsValue": 2500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, {@skill Religion}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, one type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), a scroll of your god's teachings, a vizier's cartouche, a set of {@item fine clothes|phb}, and a {@item pouch|phb} containing 25 gp" + } + ] + }, + { + "name": "Feature: Voice of Authority", + "type": "entries", + "entries": [ + "Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance, an initiate is expected to defer to your voice and obey your commands. If you abuse this authority, though, your god might personally punish you." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "A vizier's characteristics strongly reflect the ideals and personality of the god they serve.", + { + "type": "table", + "colLabels": [ + "d10", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Everything I do, I do gracefully and deliberately, and with complete confidence. (Oketra)" + ], + [ + "2", + "Nothing can shake my rock-hard focus. (Oketra)" + ], + [ + "3", + "When I am at peace, I am an oasis of perfect calm in the world. When I am roused to anger, I am an embodiment of terror. (Kefnet)" + ], + [ + "4", + "I enjoy teasing acolytes and initiates with juicy tidbits of knowledge wrapped up in fiendishly difficult puzzles. (Kefnet)" + ], + [ + "5", + "I have the utmost faith in myself and my abilities. (Rhonas)" + ], + [ + "6", + "I get restless when life in the city feels too tame, too safe. (Rhonas)" + ], + [ + "7", + "I enjoy solitude as an opportunity to plan my victory. (Bontu)" + ], + [ + "8", + "I use satire as a way to undermine the teachings of the other gods. (Bontu)" + ], + [ + "9", + "I love, fight, and feast with equal zeal. (Hazoret)" + ], + [ + "10", + "I think of those in my care as my family, in a way that most people have trouble understanding. (Hazoret)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@b Solidarity.} The worthy must respect the worthy. In the afterlife, all will be united in goal and action. (Oketra)" + ], + [ + "2", + "{@b Knowledge.} The worthy shall cultivate a nimble mind, so as to perceive the wonders beyond imagination that wait in the afterlife. (Kefnet)" + ], + [ + "3", + "{@b Strength.} The worthy shall hone a strong body that can withstand the boundless energies of the afterlife. (Rhonas)" + ], + [ + "4", + "{@b Ambition.} The worthy shall strive for greatness, for supremacy in life leads to supremacy in the afterlife. (Bontu)" + ], + [ + "5", + "{@b Zeal.} The worthy shall rush to the God-Pharaoh's side with relentless passion, rising to overcome every obstacle in their way. (Hazoret)" + ], + [ + "6", + "{@b Naktamun.} The life of the city is ordered according to the plan of the God-Pharaoh, and that order must be preserved at all costs." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My loyalty to my companions embodies the ideal of loyalty to my god. (Oketra)" + ], + [ + "2", + "The teachings of my god are more precious to me than any possession. (Kefnet)" + ], + [ + "3", + "I would do anything to defend the temple of my god from any harm or desecration. (Rhonas)" + ], + [ + "4", + "I am committed to the service of my god\u2014because it's my sure ticket into the afterlife. (Bontu)" + ], + [ + "5", + "I love my god and never want my service to end. (Hazoret)" + ], + [ + "6", + "I have a close friend or lover who is also a vizier." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am in love with an initiate, and I want to shield this person from death in the trials." + ], + [ + "2", + "I secretly wish I had not been chosen as a vizier, so I could participate in the trials as an initiate." + ], + [ + "3", + "I secretly question whether the gods care at all about us or what we do." + ], + [ + "4", + "A vizier of another god seeks my death in retribution for a past insult." + ], + [ + "5", + "I am terrified of what lies beyond the Gate to the Afterlife." + ], + [ + "6", + "I secretly believe the God-Pharaoh's return will not bring blessing to this world." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vizier (Dissenter)", + "source": "PSA", + "page": 11, + "_copy": { + "name": "Vizier", + "source": "PSA", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Feature: Voice of Authority", + "items": { + "name": "Feature: Shelter of Dissenters", + "type": "entries", + "entries": [ + "If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You can find a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you, possibly even risking their lives for you." + ], + "data": { + "isFeature": true + } + } + } + } + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Volstrucker Agent", + "source": "EGW", + "page": 202, + "skillProficiencies": [ + { + "deception": true, + "stealth": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "poisoner's kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "common clothes|phb", + { + "special": "black cloak with a hood" + }, + "poisoner's kit|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Deception}, {@skill Stealth}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Poisoner's kit|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item common clothes|phb}, a black cloak with a hood, a {@item poisoner's kit|phb}, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Feature: Shadow Network", + "type": "entries", + "entries": [ + "You have access to the Volstrucker shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in a special arcane ink, address it to a member of the Volstrucker, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to.", + "The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Agents of the Volstrucker are groomed to follow orders without question and to kill without mercy. The trauma that brings one into the order can fester even more strongly against the darkness of a Volstrucker agent's assignments. Officially, no one ever leaves the order\u2014but those desperate enough do whatever it takes to gain some measure of freedom.", + { + "type": "table", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I prefer to keep my thoughts to myself." + ], + [ + "2", + "I indulge vice in excess to quiet my conscience." + ], + [ + "3", + "I've left emotion behind me. I'm now perfectly placid." + ], + [ + "4", + "Some event from the past keeps worming its way into my mind, making me restless." + ], + [ + "5", + "I always keep my word\u2014except when I'm commanded to break it." + ], + [ + "6", + "I laugh off insults and never take them personally." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Order. The will of the crown is absolute. (Law)" + ], + [ + "2", + "True Loyalty. The Cerberus Assembly is greater than any power, even the crown. (Law)" + ], + [ + "3", + "Death. The penalty for disloyalty is death. (Evil)" + ], + [ + "4", + "Determination. I cannot fail. Not ever. (Neutral)" + ], + [ + "5", + "Fear. People should not respect power. They should fear it. (Evil)" + ], + [ + "6", + "Escape. The Volstrucker are pure evil! I can't atone for what I've done for them, but I can escape with my life. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d4", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The job is all that matters. I will see it through." + ], + [ + "2", + "My orders are important, but my comrades are worth more than anything. I would die for them." + ], + [ + "3", + "Everything I've done, I've done to protect someone close to me." + ], + [ + "4", + "If the empire falls, all of civilization falls with it. I will hold back chaos and barbarism at any cost." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d4", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I drink to dull the pain in the back of my head." + ], + [ + "2", + "I go a bit mad when I see blood." + ], + [ + "3", + "I can hear the voices of everyone I've killed. I see their faces. I can't be free of these ghosts." + ], + [ + "4", + "Fear is a powerful motivator. I will do whatever it takes to prevent those who know what I am from seeing me fail, and from those I care about from knowing what I am." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Waterdhavian Noble", + "source": "SCAG", + "page": 154, + "skillProficiencies": [ + { + "history": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "gaming set", + "musical instrument" + ] + } + } + ], + "startingEquipment": [ + { + "_": [ + "fine clothes|phb", + { + "special": "scroll of pedigree" + }, + { + "special": "skin of fine zzar or wine" + }, + { + "special": "purse", + "containsValue": 2000 + } + ] + }, + { + "a": [ + "signet ring|phb" + ], + "b": [ + { + "special": "brooch" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill History}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "Any one of your choice" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} or {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A set of {@item fine clothes|phb}, a {@item signet ring|phb} or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp" + } + ] + }, + { + "name": "Feature: Kept in Style", + "type": "entries", + "entries": [ + "While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.", + "This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income\u2014the benefit is a line of credit, not an actual monetary reward." + ], + "data": { + "isFeature": true + } + }, + { + "type": "section", + "name": "Suggested Characteristics", + "entries": [ + "Use the tables for the {@background noble} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family.", + "Like other nobles, you were born and raised in a different world from the one that most folk know - one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house." + ] + } + ], + "hasFluff": true + }, + { + "name": "Wayfarer", + "source": "XPHB", + "page": 185, + "edition": "one", + "ability": [ + { + "choose": { + "weighted": { + "from": [ + "dex", + "wis", + "cha" + ], + "weights": [ + 2, + 1 + ] + } + } + }, + { + "choose": { + "weighted": { + "from": [ + "dex", + "wis", + "cha" + ], + "weights": [ + 1, + 1, + 1 + ] + } + } + } + ], + "feats": [ + { + "lucky|xphb": true + } + ], + "skillProficiencies": [ + { + "insight": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "thieves' tools": true + } + ], + "startingEquipment": [ + { + "a": [ + { + "item": "dagger|xphb", + "quantity": 2 + }, + { + "item": "thieves' tools|xphb" + }, + { + "item": "gaming set|xphb" + }, + { + "item": "bedroll|xphb" + }, + { + "item": "pouch|xphb", + "quantity": 2 + }, + { + "item": "traveler's clothes|xphb" + }, + { + "value": 1600 + } + ], + "b": [ + { + "value": 5000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Scores:", + "entry": "Dexterity, Wisdom, Charisma" + }, + { + "type": "item", + "name": "Feat:", + "entry": "{@feat Lucky|XPHB}" + }, + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight|XPHB}, {@skill Stealth|XPHB}" + }, + { + "type": "item", + "name": "Tool Proficiency:", + "entry": "{@item Thieves' Tools|XPHB}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Choose A or B: (A) {@item Dagger|XPHB|2 Daggers}, {@item Thieves' Tools|XPHB}, {@item Gaming Set|XPHB} (any), {@item Bedroll|XPHB}, {@item Pouch|XPHB|2 Pouches}, {@item Traveler's Clothes|XPHB}, 16 GP; or (B) 50 GP" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Whitestone Rifle Corps", + "source": "TDCSR", + "page": 187, + "skillProficiencies": [ + { + "choose": { + "from": [ + "athletics", + "perception", + "survival" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "weaponProficiencies": [ + { + "firearms": true + } + ], + "startingEquipment": [ + { + "a": [ + "musket|dmg" + ], + "b": [ + "pistol|dmg" + ] + }, + { + "_": [ + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "Your choice of two of the following: {@skill Athletics}, {@skill Perception}, or {@skill Survival}" + }, + { + "type": "item", + "name": "Weapon Proficiencies:", + "entry": "{@filter Firearms|items|source=null|type=firearm}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Your choice of a {@item musket} or a {@item pistol}, a set of {@item common clothes|phb}, and a {@item pouch|PHB} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Legacy of Secrecy", + "page": 187, + "entries": [ + "You have been entrusted with the use and care of a weapon both powerful and terrifying. The rifle you wield might transform the face of warfare and life in Tal'Dorei. It is a weapon that haunts the mind of its creator, {@creature Percival de Rolo|TDCSR}, manifesting as a pain that lives always behind his kind eyes.", + "You were granted a {@item musket} or a {@item pistol} by your commander in the {@book Whitestone Rifle Corps|TDCSR|3|Whitestone Rifle Corps}. This weapon is a symbol of your status, and when you display it, other folk around you\u2014particularly adventurers, mercenaries, guards, engineers, and weapons enthusiasts\u2014treat you differently. You might be seen as a noble defender of the people, a selfish hoarder of power, or anything in between, at the GM's discretion." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Feature: Rifle Corps Relationship", + "page": 187, + "entries": [ + "You are\u2014or were\u2014a member of an elite and trusted band of {@book Whitestone's|TDCSR|3|Whitestone} staunchest defenders. Work with your GM to determine your current relationship with the Rifle Corps. If your campaign starts in {@book Whitestone|TDCSR|3|Whitestone}, you might be an active member of that unit. Otherwise, you can use the Rifle Corps Relationships table for suggestions.", + { + "type": "table", + "caption": "Rifle Corps Relationships", + "colLabels": [ + "{@dice d6}", + "Current Relationship" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I retired honorably from the Rifle Corps\u2014and now it's time for me to pursue my own adventures." + ], + [ + "2", + "I'm on an important mission to protect {@book Whitestone|TDCSR|3|Whitestone} or guard one of our allies." + ], + [ + "3", + "{@book Whitestone|TDCSR|3|Whitestone} is in trouble, and I was sent away to seek help." + ], + [ + "4", + "I don't think firearms technology should be kept secret, so I escaped from the Rifle Corps with my weapon and am on the run." + ], + [ + "5", + "I was on a mission with my company when I got separated from them. Now I need to find my way back home." + ], + [ + "6", + "My weapon was stolen. I built a new one, but I can't return home until I've tracked down the thief and recovered the original. ({@book Whitestone Hunter|TDCSR|3|Grey Hunters} variant only)" + ] + ] + } + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Suggested Characteristics", + "page": 188, + "entries": [ + "Those who join the {@book Whitestone Rifle Corps|TDCSR|3|Whitestone Rifle Corps} become members of an elite and trusted band known as the city-state's staunchest defenders. But this means working with your GM to determine why you're not at home protecting {@book Whitestone|TDCSR|3|Whitestone}. Perhaps you took on a mission to guard someone on behalf of the de Rolo family, or you might have been separated from your company while on an assignment. Either way, you find yourself embroiled now in a series of new adventures as you try to make your way back home.", + "Your bond is likely associated with your comrades-in-arms or with {@book Whitestone|TDCSR|3|Whitestone} itself. Your ideal could be tied to justice or protection, but could also be a secretive, selfish perversion of those virtues.", + { + "type": "table", + "caption": "Rifle Corps Personality Traits", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I want to make a good impression at all times. That means keeping my clothes and gear clean and in top condition." + ], + [ + "2", + "I don't like being the center of attention. I'd rather let someone else do the talking while I watch their back." + ], + [ + "3", + "I feel safe only if I'm carrying my trusty rifle. And my dagger. And my concealed pistol. Oh, and of course my...." + ], + [ + "4", + "I don't trust people with my secrets easily, so it feels like a big deal when someone else shares a secret with me." + ], + [ + "5", + "I like coming up with solutions to problems using my esoteric knowledge of natural philosophy." + ], + [ + "6", + "Everyone around me takes things so seriously. Sometimes I just want to let loose and have fun!" + ], + [ + "7", + "Knowing things that other people don't know makes me feel special and important." + ], + [ + "8", + "I'm most at home in woods and mountains, where everything feels at once familiar, always growing and changing." + ] + ] + }, + { + "type": "table", + "caption": "Rifle Corps Ideals", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Responsibility}. I have a duty to protect the people of {@book Whitestone|TDCSR|3|Whitestone} and to uphold the trust placed in me by the de Rolos. (Lawful)" + ], + [ + "2", + "{@b Militarization}. Everyone should have access to the most powerful weapons available, so they can defend themselves effectively. (Evil)" + ], + [ + "3", + "{@b Cooperation}. Any problem can be solved as long as people are willing to work together. (Good)" + ], + [ + "4", + "{@b Camaraderie}. It's important to have people you can trust to help out in a fight\u2014and to uncork a bottle together afterward. (Any)" + ], + [ + "5", + "{@b Context}. There are no universal rights or wrongs. Every choice depends on the details of the situation. (Chaotic)" + ], + [ + "6", + "{@b Secrecy}. Information is valuable, but it can also be dangerous. I'll keep my mouth shut and gather as much intel as I can. (Neutral)" + ] + ] + }, + { + "type": "table", + "caption": "Rifle Corps Bons", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I never knew what to do with myself until I joined the Rifle Corps. Now I have a purpose and comrades to give me direction." + ], + [ + "2", + "One of my fellow Rifle Corps soldiers saved my life\u2014and then I saved theirs. That kind of bond lasts forever." + ], + [ + "3", + "{@book Whitestone|TDCSR|3|Whitestone} is the best city in all of Tal'Dorei. Nowhere else has been blessed by the {@deity The Dawnfather|Exandria|TDCSR|Dawnfather} and has a clock that tracks the movement of the stars!" + ], + [ + "4", + "My quick thinking saved a noble from assassination, and she showed me great kindness in return. I daren't say it, but I'm more loyal to her than I am to the de Rolos." + ], + [ + "5", + "My weapon is my life. I clean it, repair it, and care for it\u2014and it serves me loyally in return." + ], + [ + "6", + "The people of {@book Whitestone|TDCSR|3|Whitestone} cared for my family when we had nothing. I promise to repay their compassion with my service." + ] + ] + }, + { + "type": "table", + "caption": "Rifle Corps Flaws", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Who cares about keeping this gun safe? \"Don't let it fall into the wrong hands!\" Ha! It's only a matter of time before someone slips up and these weapons are everywhere." + ], + [ + "2", + "I think being part of the Rifle Corps is so cool. I love telling people about my position so I can impress them." + ], + [ + "3", + "My weapon was stolen. I built a new one, but I can't return home until I've tracked down the thief and recovered the original." + ], + [ + "4", + "I'm tired of protecting spoiled people who don't know how to protect themselves." + ], + [ + "5", + "I shoot first and ask questions later." + ], + [ + "6", + "The first and only time I killed someone, it changed my life. I still dream about it, and I'll never be the carefree person I was before." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wildspacer", + "source": "AAG", + "page": 8, + "feats": [ + { + "tough|phb": true + } + ], + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "navigator's tools": true, + "vehicles (space)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "club|phb", + "displayName": "belaying pin" + }, + "traveler's clothes|phb", + "grappling hook|phb", + "hempen rope (50 feet)|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "fromFeature": { + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Athletics}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Navigator's tools|phb}, {@filter vehicles (space)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (space)}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A belaying pin ({@item club|phb}), a set of {@item traveler's clothes|PHB}, a {@item grappling hook|PHB}, {@item Hempen Rope (50 feet)|PHB|50 feet of hempen rope}, and a {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "type": "entries", + "name": "Close Encounter", + "entries": [ + "You had a harrowing encounter with one of Wildspace's many terrors. You escaped with your life, but the encounter left you with a scar or two, or perhaps a recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in {@book Boo's Astral Menagerie|BAM}; the others are described in the {@book Monster Manual|MM}.", + { + "type": "table", + "caption": "Close Encounter", + "colLabels": [ + "d10", + "Creature" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@creature Beholder}" + ], + [ + "2", + "{@creature Cosmic horror|BAM}*" + ], + [ + "3", + "{@creature Feyr|BAM}*" + ], + [ + "4", + "{@filter Lunar dragon|bestiary|source=BAM|search=lunar dragon}*" + ], + [ + "5", + "{@creature Mind flayer}" + ], + [ + "6", + "{@creature Neh-thalggu|BAM}*" + ], + [ + "7", + "{@creature Neogi|MPMM}*" + ], + [ + "8", + "{@creature Space clown|BAM}*" + ], + [ + "9", + "{@creature Vampirate|BAM}*" + ], + [ + "10", + "{@creature Void scavver|BAM}*" + ] + ] + } + ] + }, + { + "name": "Feature: Wildspace Adaptation", + "type": "entries", + "entries": [ + "You gain the {@feat Tough||Tough feat} from the {@book Player's Handbook|PHB}. In addition, you learned how to adapt to zero gravity. Being weightless doesn't give you disadvantage on any of your melee attack rolls (see \"{@book Weightlessness|AAG|2|Weightlessness}\" in {@book chapter 2|AAG|2})." + ], + "data": { + "isFeature": true + } + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wind-Touched", + "source": "HWCS", + "page": 45, + "skillProficiencies": [ + { + "acrobatics": true, + "performance": true + } + ], + "languageProficiencies": [ + { + "auran": true + } + ], + "toolProficiencies": [ + { + "musical instrument": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "equipmentType": "instrumentMusical" + }, + { + "special": "ornate cloak" + }, + { + "special": "symbol of the wind" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Acrobatics}, {@skill Performance}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "one type of wind {@filter Musical Instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Languages", + "entry": "you can speak as well as understand Auran" + }, + { + "type": "item", + "name": "Equipment", + "entry": "a wind {@filter Musical Instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), an ornate cloak, a symbol of the wind, {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp" + } + ] + }, + { + "name": "Title and Blessing", + "type": "entries", + "entries": [ + "For some birdfolk, the moniker of Wind-Touched is merely a title, a symbol of their devotion to the wind and the natural world. Others have been told since birth that they were blessed by the wind, much in the way the Amaranthine Reya was in the old tales. Decide what your character believes, or roll on the table below to understand how they feel.", + { + "type": "table", + "colLabels": [ + "d6", + "Acceptance" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am truly blessed and have power over the wind itself." + ], + [ + "2", + "I am devoted to the wind spirits, in action and title." + ], + [ + "3", + "I believe in nature and goodness." + ], + [ + "4", + "I will work tirelessly to earn the respect of those who give me this title." + ], + [ + "5", + "I accept this honor but have my doubts." + ], + [ + "6", + "I feel nothing for this title, and carry it against my will." + ] + ] + } + ] + }, + { + "name": "Feature: Supernatural Presence", + "type": "entries", + "entries": [ + "Whether or not you are truly Wind-Touched, there are folk all across Everden that believe that you have been divinely blessed. If you make a show of power or skill that can be attributed to the wind or air, such as feats of acrobatics or commanding unseen forces, those believers will be bolstered by your supernatural presence. They will support you and, depending on how well you have convinced them of your powers, treat you with reverence and possibly even worship." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "The wind-touched are revered by believers and scrutinized by skeptics. For better or worse, they find themselves in a world of expectations they struggle to live up to.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I never back down from a challenge." + ], + [ + "2", + "I always end up being the center of attention." + ], + [ + "3", + "I am gifted by the wind and destined for greatness." + ], + [ + "4", + "I have no time for those who doubt me." + ], + [ + "5", + "I seek out challenges to test myself." + ], + [ + "6", + "I am better than everyone else." + ], + [ + "7", + "I avoid showing my power at all costs." + ], + [ + "8", + "I remain humble despite my blessing." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Responsibility. The powers I have been gifted with are meant to serve the common good. (Good)" + ], + [ + "2", + "Heroism. The wind chose me to be a brave warrior and leader, so shall it be. (Lawful)" + ], + [ + "3", + "Egotism. My powers situate me above others. The masses should know their place. (Evil)" + ], + [ + "4", + "Mysticism. Connected to nature, I speak for the wind and divine its will for others. (Neutral)" + ], + [ + "5", + "Cynicism. What matters isn't whether or not my powers are genuine, but what advantages I can reap because of that belief. (Evil)" + ], + [ + "6", + "Naturalism. The wind speaks to my soul, and I am bound to go wherever it directs me. (Chaotic)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am guided by a wise elder who prepares me for my destiny." + ], + [ + "2", + "I am estranged from my parents who don't believe in my blessing." + ], + [ + "3", + "I seek to discredit the person who burdened me with this moniker." + ], + [ + "4", + "I live in the shadow of my mentor, seeking their approval." + ], + [ + "5", + "I have a sibling who is not blessed, which causes tension" + ], + [ + "6", + "I am one with the wind. Personal relationships are fleeting." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I can't accept another's suggestion once I've set my path." + ], + [ + "2", + "I expect nothing less than reverence from common people." + ], + [ + "3", + "I blindly trust in the power of my blessing." + ], + [ + "4", + "I am overly concerned about how others see me." + ], + [ + "5", + "I will prove my worth, even if it means putting myself and my friends in danger." + ], + [ + "6", + "I am burdened with responsibility, and find it hard to make even the simplest decisions." + ] + ] + } + ] + }, + { + "name": "Coupled with Power", + "type": "entries", + "entries": [ + "While this background primarily focuses on the beliefs and perceptions of yourself and your community, pairing this background with a character who actually can manipulate the wind through magic could potentially set them up to become a holy figure, a prophet, or a fabled hero." + ] + } + ], + "hasFluff": true + }, + { + "name": "Witchlight Hand", + "source": "WBtW", + "page": 11, + "skillProficiencies": [ + { + "performance": true, + "sleight of hand": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "disguise kit", + "musical instrument" + ] + } + } + ], + "startingEquipment": [ + { + "a": [ + "disguise kit|phb" + ], + "b": [ + { + "equipmentType": "instrumentMusical" + } + ] + }, + { + "_": [ + { + "special": "deck of cards" + }, + "costume clothes|phb", + "feywild trinket|wbtw", + { + "item": "pouch|phb", + "containsValue": 800 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Performance}, {@skill Sleight of Hand}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb} or one type of {@filter musical Instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item disguise kit|PHB} or a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} of your choice, a deck of cards, a carnival uniform or {@item costume clothes|phb|costume}, one trinket (determined by rolling on the {@item Feywild Trinket|WBtW|Feywild Trinkets}), and a {@item pouch|phb} containing 8 gp" + } + ] + }, + { + "name": "Feature: Carnival Fixture", + "type": "entries", + "entries": [ + "The Witchlight Carnival provides you with free, modest lodging and food. In addition, you may wander about the carnival and partake of its many wonders at no cost to you, provided you don't disrupt its shows or cause any other trouble." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Carnival Companion", + "entries": [ + "Over the years, you have earned the friendship of another carnival fixture. Roll a {@dice d8} and consult the Carnival Companion table to determine whom or what you've befriended, or you can choose an option that you like. Work with your DM to flesh out this friendship. This companion hangs around you while you're in the carnival, but it won't voluntarily leave the carnival.", + "The DM can use the {@creature Witchlight Hand (Medium)|WBtW|Witchlight hand} stat block in {@adventure chapter 1|WBtW|1} to represent hands, performers, and animal trainers who serve as carnival companions. Statistics for the other companions appear in the {@book Monster Manual|MM}.", + { + "type": "table", + "caption": "Carnival Companion", + "colLabels": [ + "d8", + "Companion" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Old, cantankerous Witchlight hand" + ], + [ + "2", + "Young, impressionable Witchlight hand" + ], + [ + "3", + "Performer (such as an acrobat, a clown, or a musician)" + ], + [ + "4", + "Retired performer" + ], + [ + "5", + "Seasoned animal trainer" + ], + [ + "6", + "Old {@creature blink dog}" + ], + [ + "7", + "Cheery {@creature sprite}" + ], + [ + "8", + "Harmless, magical wisp of light (no stat block required) that has a flying speed of 30 feet, can hover, and sheds bright light in a 5-foot radius and dim light for an additional 5 feet" + ] + ] + } + ] + }, + { + "type": "section", + "name": "Character Traits", + "entries": [ + "As the players choose backgrounds for their characters, they can use the following tables to help determine their characters' personality traits, ideals, bonds, and flaws. Players can use these tables instead of the ones that appear in the {@book Player's Handbook|PHB}, or they can mix and match them. If a rolled result doesn't make sense for a character, the player can roll again or choose a more appropriate entry on the table.", + "These tables, while optional, are well suited to Feywild-themed adventures and are ideal for any character who has the feylost or Witchlight hand background.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I'm haunted by fey laughter that only I can hear, though I know it's just my mind playing tricks on me." + ], + [ + "2", + "Like a nomad, I can't settle down in one place for very long." + ], + [ + "3", + "Good music makes me weep like a baby." + ], + [ + "4", + "Wherever I go, I try to bring a little of the warmth and tranquility of home with me." + ], + [ + "5", + "I have never lost my childlike sense of wonder." + ], + [ + "6", + "When I have a new idea, I get wildly excited about it until I come up with another, better idea." + ], + [ + "7", + "I live by my own set of weird and wonderful rules." + ], + [ + "8", + "I can't bring myself to trust most adults." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d8", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Friendship. I never leave a friend behind. (Good)" + ], + [ + "2", + "Empathy. No creature should be made to suffer. (Good)" + ], + [ + "3", + "Wanderlust. I prefer to take the less traveled path. (Chaotic)" + ], + [ + "4", + "Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)" + ], + [ + "5", + "Honor. A deal is a deal, and I would never break one. (Lawful)" + ], + [ + "6", + "Rule of Three. Everything in the multiverse happens in threes. I see the \"rule of three\" everywhere. (Lawful)" + ], + [ + "7", + "Obsession. I won't let go of a grudge. (Evil)" + ], + [ + "8", + "Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d8", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I would never break my word." + ], + [ + "2", + "I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it." + ], + [ + "3", + "I do what I can to protect the natural world." + ], + [ + "4", + "A trusted friend is the most important thing in the multiverse to me." + ], + [ + "5", + "I can't bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions." + ], + [ + "6", + "The Witchlight Carnival feels like home to me." + ], + [ + "7", + "I'm drawn to the Feywild and long to return there, if only for a short while." + ], + [ + "8", + "I feel indebted to {@creature Mister Witch|WBtW} and {@creature Mister Light|WBtW} for giving me a home and a purpose." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d8", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I easily lose track of time. My poor sense of time means I'm always late." + ], + [ + "2", + "I think the whole multiverse is out to get me." + ], + [ + "3", + "I'm always operating under a tight timeline, and I'm obsessed with keeping everything on schedule." + ], + [ + "4", + "I'm a kleptomaniac who covets shiny, sparkling treasure." + ], + [ + "5", + "I'm forgetful. Sometimes I can't remember even the simplest things." + ], + [ + "6", + "I never give away anything for free and always expect something in return." + ], + [ + "7", + "I have many vices and tend to indulge them." + ], + [ + "8", + "I'm always changing my mind\u2014well, almost always." + ] + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Witherbloom Student", + "source": "SCC", + "page": 36, + "feats": [ + { + "strixhaven initiate|scc": true + } + ], + "skillProficiencies": [ + { + "nature": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "ink (1-ounce bottle)|phb", + "ink pen|phb", + { + "special": "book about plant identification" + }, + "iron pot|phb", + "herbalism kit|phb", + { + "special": "school uniform" + }, + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "cure wounds", + "inflict wounds" + ], + "s2": [ + "lesser restoration", + "wither and bloom|scc" + ], + "s3": [ + "revivify", + "vampiric touch" + ], + "s4": [ + "blight", + "death ward" + ], + "s5": [ + "antilife shell", + "greater restoration" + ] + } + } + ], + "fromFeature": { + "additionalSpells": true, + "feats": true + }, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Nature}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Herbalism kit|phb}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A {@item Ink (1-ounce bottle)|PHB|bottle of black ink}, an {@item ink pen|PHB}, a book about plant identification, an {@item iron pot|PHB}, an {@item herbalism kit|PHB}, a school uniform, and a {@item pouch|phb} containing 15 gp" + } + ] + }, + { + "type": "entries", + "name": "Feature: Witherbloom Initiate", + "entries": [ + "You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Witherbloom within it.", + "In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)", + { + "type": "table", + "caption": "Witherbloom Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell Cure Wounds}, {@spell Inflict Wounds}" + ], + [ + "2nd", + "{@spell Lesser Restoration}, {@spell Wither and Bloom|SCC}" + ], + [ + "3rd", + "{@spell Revivify}, {@spell Vampiric Touch}" + ], + [ + "4th", + "{@spell Blight}, {@spell Death Ward}" + ], + [ + "5th", + "{@spell Antilife Shell}, {@spell Greater Restoration}" + ] + ] + }, + "Consider customizing how your spells look when you cast them. Your Witherbloom spells might rely on material components or a spellcasting focus drawn from the swamp environment of Witherbloom, and your spells might take on an appearance suggesting those natural elements. Spectral shapes of swamp animals or plants might form amid your spell effects." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "name": "Building a Witherbloom Character", + "entries": [ + "Druids and warlocks make up most of Witherbloom's student body. A few wizards (mostly those who study the {@class Wizard|PHB|School of Necromancy|Necromancy|PHB}) and clerics (including those with the Divine Domains of {@class Cleric|PHB|Life|Life|PHB} or {@class Cleric|PHB|Nature|Nature|PHB}) also find their home in Witherbloom.", + "A number of rangers and barbarians study at Witherbloom as well, and some rogues learn how to create and use poisons during their studies at this college.", + { + "type": "entries", + "name": "Suggested Characteristics", + "entries": [ + "Students of Witherbloom College are equally likely to be found picking herbs for a healing tincture or riding zombified swamp beasts through the bayou. The Witherbloom Personality Traits table suggests a variety of traits you might adopt for your character.", + { + "type": "table", + "caption": "Witherbloom Personality Traits", + "colLabels": [ + "d6", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I love brewing up a new recipe, even if some might be repulsed by my choice of ingredients. Or the final product. Or both." + ], + [ + "2", + "My fashion sense is like my garden: withered, black, and weird." + ], + [ + "3", + "I'm going to befriend every single monster in this swamp if it's the last thing I do." + ], + [ + "4", + "Everything in this world dies eventually. The question is, what will you do with the time you have left?" + ], + [ + "5", + "I know we just met, but when you die, may I have your bones? For research." + ], + [ + "6", + "Don't interrupt me; I'm brooding." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Witherbloom Trinkets", + "entries": [ + "When you make your character, you may roll once on the {@item Witherbloom Trinket|SCC|Witherbloom Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket." + ] + } + ] + } + ], + "hasFluff": true + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/books.json b/src/ttfrog/five_e_tools/sources/books.json new file mode 100644 index 0000000..9964acc --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/books.json @@ -0,0 +1,6249 @@ +{ + "book": [ + { + "name": "Player's Handbook (2014)", + "id": "PHB", + "source": "PHB", + "group": "core", + "cover": { + "type": "internal", + "path": "covers/PHB.webp" + }, + "published": "2014-08-19", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Introduction", + "headers": [ + "Worlds of Adventure", + "Using This Book", + "How to Play", + "Adventures" + ] + }, + { + "name": "Step-by-Step Characters", + "headers": [ + "1. Choose a Race", + "2. Choose a Class", + "3. Determine Ability Scores", + "4. Describe Your Character", + "5. Choose Equipment", + "6. Come Together", + "Beyond 1st Level" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Races", + "headers": [ + "Choosing a Race" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Classes", + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Personality and Background", + "headers": [ + "Character Details", + "Personal Characteristics", + "Alignment", + "Languages", + "Inspiration", + "Backgrounds" + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Equipment", + "headers": [ + "Starting Equipment", + "Wealth", + "Armor and Shields", + "Weapons", + "Adventuring Gear", + "Tools", + "Mounts and Vehicles", + { + "index": 1, + "header": "Trade Goods" + }, + "Expenses", + "Trinkets" + ], + "ordinal": { + "type": "chapter", + "identifier": 5 + } + }, + { + "name": "Customization Options", + "headers": [ + "Multiclassing", + "Feats" + ], + "ordinal": { + "type": "chapter", + "identifier": 6 + } + }, + { + "name": "Using Ability Scores", + "headers": [ + "Ability Scores and Modifiers", + "Advantage and Disadvantage", + "Proficiency Bonus", + "Ability Checks", + "Using Each Ability", + "Saving Throws" + ], + "ordinal": { + "type": "chapter", + "identifier": 7 + } + }, + { + "name": "Adventuring", + "headers": [ + "Time", + "Movement", + "The Environment", + "Social Interaction", + "Resting", + "Between Adventures" + ], + "ordinal": { + "type": "chapter", + "identifier": 8 + } + }, + { + "name": "Combat", + "headers": [ + "The Order of Combat", + "Movement and Position", + "Actions in Combat", + "Making an Attack", + "Cover", + "Damage and Healing", + "Mounted Combat", + "Underwater Combat" + ], + "ordinal": { + "type": "chapter", + "identifier": 9 + } + }, + { + "name": "Spellcasting", + "headers": [ + "What Is a Spell?", + "Casting a Spell" + ], + "ordinal": { + "type": "chapter", + "identifier": 10 + } + }, + { + "name": "Spells", + "ordinal": { + "type": "chapter", + "identifier": 11 + } + }, + { + "name": "Conditions", + "ordinal": { + "type": "appendix", + "identifier": "A" + } + }, + { + "name": "Gods of the Multiverse", + "ordinal": { + "type": "appendix", + "identifier": "B" + } + }, + { + "name": "The Planes of Existence", + "headers": [ + "The Material Plane", + "Beyond the Material" + ], + "ordinal": { + "type": "appendix", + "identifier": "C" + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Monster Manual (2014)", + "id": "MM", + "source": "MM", + "group": "core", + "cover": { + "type": "internal", + "path": "covers/MM.webp" + }, + "published": "2014-09-30", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Introduction", + "headers": [ + "How to Use This Book", + "What Is a Monster?", + "Statistics", + "Legendary Creatures", + "Shadow Dragon Template", + "Half-Dragon Template", + "Spore Servant Template" + ] + }, + { + "name": "Miscellaneous Creatures", + "ordinal": { + "type": "appendix", + "identifier": "A" + } + }, + { + "name": "Nonplayer Characters", + "headers": [ + "Customizing NPCs", + "NPC Descriptions" + ], + "ordinal": { + "type": "appendix", + "identifier": "B" + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Dungeon Master's Guide (2014)", + "id": "DMG", + "source": "DMG", + "group": "core", + "cover": { + "type": "internal", + "path": "covers/DMG.webp" + }, + "published": "2014-12-09", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Introduction", + "headers": [ + "The Dungeon Master", + "How to Use This Book", + "Know Your Players" + ] + }, + { + "name": "A World of Your Own", + "headers": [ + "The Big Picture", + "Gods of Your World", + "Mapping Your Campaign", + "Settlements", + "Languages and Dialects", + "Factions and Organizations", + "Magic in Your World", + "Creating a Campaign", + "Campaign Events", + "Play Style", + "Tiers of Play", + "Flavors of Fantasy" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Creating a Multiverse", + "headers": [ + "The Planes", + "Planar Travel", + "Astral Plane", + "Ethereal Plane", + "Feywild", + "Shadowfell", + "Inner Planes", + "Outer Planes", + "Other Planes", + "Known Worlds of the Material Plane" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Creating Adventures", + "headers": [ + "Elements of a Great Adventure", + "Published Adventures", + "Adventure Structure", + "Adventure Types", + "Complications", + "Creating Encounters", + "Random Encounters" + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Creating Nonplayer Characters", + "headers": [ + "Designing NPCs", + "NPC Party Members", + "Contacts", + "Hirelings", + "Extras", + "Villains", + "Villainous Class Options" + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Adventure Environments", + "headers": [ + "Dungeons", + "Mapping a Dungeon", + "Wilderness", + "Mapping a Wilderness", + "Wilderness Survival", + "Settlement", + "Mapping a Settlement", + "Urban Encounters", + "Unusual Environments", + "Traps" + ], + "ordinal": { + "type": "chapter", + "identifier": 5 + } + }, + { + "name": "Between Adventures", + "headers": [ + "Linking Adventures", + "Campaign Tracking", + "Recurring Expenses", + "Downtime Activities" + ], + "ordinal": { + "type": "chapter", + "identifier": 6 + } + }, + { + "name": "Treasure", + "headers": [ + "Types of Treasure", + "Random Treasure", + { + "header": "Magic Items", + "index": 1 + }, + "Sentient Magic Items", + "Artifacts", + "Other Rewards" + ], + "ordinal": { + "type": "chapter", + "identifier": 7 + } + }, + { + "name": "Running the Game", + "headers": [ + "Table Rules", + "The Role of Dice", + "Using Ability Scores", + "Exploration", + "Social Interaction", + "Objects", + "Combat", + "Chases", + "Siege Equipment", + "Diseases", + "Poisons", + "Madness", + "Experience Points" + ], + "ordinal": { + "type": "chapter", + "identifier": 8 + } + }, + { + "name": "Dungeon Master's Workshop", + "headers": [ + "Ability Options", + "Adventuring Options", + "Combat Options", + "Creating a Monster", + "Creating a Spell", + "Creating a Magic Item", + "Creating New Character Options" + ], + "ordinal": { + "type": "chapter", + "identifier": 9 + } + }, + { + "name": "Random Dungeons", + "headers": [ + "Starting Area", + "Passages", + "Doors", + "Chambers", + "Stairs", + "Connecting Areas", + "Stocking a Dungeon" + ], + "ordinal": { + "type": "appendix", + "identifier": "A" + } + }, + { + "name": "Monster Lists", + "ordinal": { + "type": "appendix", + "identifier": "B" + } + }, + { + "name": "Maps", + "ordinal": { + "type": "appendix", + "identifier": "C" + } + }, + { + "name": "Dungeon Master Inspiration", + "ordinal": { + "type": "appendix", + "identifier": "D" + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Dungeon Master's Screen", + "id": "Screen", + "source": "Screen", + "group": "screen", + "cover": { + "type": "internal", + "path": "covers/Screen.webp" + }, + "published": "2015-01-20", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Tables" + } + ] + }, + { + "name": "Sword Coast Adventurer's Guide", + "id": "SCAG", + "source": "SCAG", + "group": "setting", + "cover": { + "type": "internal", + "path": "covers/SCAG.webp" + }, + "published": "2015-11-03", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Preface" + }, + { + "name": "Welcome to the Realms", + "headers": [ + "The Sword Coast and the North", + "Toril and Its Lands", + "Time in the Realms", + "A Brief History", + "Magic in the Realms", + "Religion in the Realms", + "The Gods of Faerûn" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "The Sword Coast and the North", + "headers": [ + "Note to the DM: Making the Realms Yours", + "The Lords' Alliance", + "Dwarfholds of the North", + "Island Kingdoms", + "Independent Realms", + "The Underdark" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Races of the Realms", + "headers": [ + "Dwarves", + "Elves", + "Halflings", + "Humans", + "Dragonborn", + "Gnomes", + "Half-Elves", + "Half-Orcs", + "Tieflings" + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Classes", + "headers": [ + "Barbarians", + "Primal Paths", + "Bards", + "The Harpers", + "Bardic Colleges", + "Musical Instruments", + "Clerics", + "Divine Domain", + "Druids", + "Druid Circles", + "Fighters", + "Martial Archetype", + "Monks", + "Monastic Orders", + "Monastic Traditions", + "Paladins", + "Paladin Orders", + "Sacred Oath", + "Rangers", + "Rogues", + "Roguish Archetypes", + "Sorcerers", + "Sorcerous Origin", + "Warlocks", + "Otherworldly Patron", + "Wizards", + "Wizardly Groups", + "Arcane Tradition", + "Cantrips for Sorcerers, Warlocks, and Wizards" + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Backgrounds", + 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"2018-05-29", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "The Blood War", + "headers": [ + "The Great Dance", + "Lords of the Nine", + "Diabolical Cults", + "Infernal Cambions", + "Tiefling Subraces", + "Devil Customization Tables", + "Princes of the Abyss", + "Lords and Their Thralls", + "Demonic Boons", + "Demonic Cambions", + "Demon Customization Tables", + "Fiendish Cults" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Elves", + "headers": [ + "A Race Divided", + "The Elven Diaspora", + "Living in Reverie", + "The Elven Outlook", + "Elves and Magic", + "The Seldarine", + "Eladrin and the Feywild", + "Drow", + "The Raven Queen and the Shadar-kai", + "Elf Subraces", + "Elf Tables" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Dwarves and Duergar", + "headers": [ + "The Deep Roots of War", + "Dwarves", + "Duergar", + "Duergar Characters", + "Dwarf Tables", + "Duergar Tables" + ], + "ordinal": { 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+ "name": "Friends and Foes", + "ordinal": { + "type": "chapter", + "identifier": 6 + }, + "headers": [ + "Creatures by Guild" + ] + }, + { + "name": "NPCs by Guild", + "headers": [ + "Azorius NPCs", + "Boros NPCs", + "Dimir NPCs", + "Golgari NPCs", + "Gruul NPCs", + "Izzet NPCs", + "Orzhov NPCs", + "Rakdos NPCs", + "Selesnya NPCs", + "Simic NPCs" + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Sage Advice Compendium", + "id": "SAC", + "source": "SAC", + "group": "other", + "cover": { + "type": "internal", + "path": "covers/SAC.webp" + }, + "published": "2019-01-31", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Sage Advice Compendium", + "headers": [ + "Rules References", + "Compiled Answers", + "The Role of Rules", + "Character Creation", + "Racial Traits", + "Class Features", + "Backgrounds", + "Equipment", + "Multiclassing", + "Feats", + "Ability Checks", + "Adventuring", + "Combat", + "Spellcasting", + "Monsters", + "Magic Items" + ] + } + ] + }, + { 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+ { + "name": "App. A: Bestiary" + }, + { + "name": "App. B: Nonplayer Characters" + }, + { + "name": "App. C: Creating NPCs" + }, + { + "name": "App. D: New Magic Items" + }, + { + "name": "App. E: Random Encounters" + }, + { + "name": "App. F: What did They Find?" + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Acquisitions Incorporated", + "id": "AI", + "source": "AI", + "group": "supplement", + "cover": { + "type": "internal", + "path": "covers/AI.webp" + }, + "published": "2019-06-18", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Acquisitions Incorporated", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "It's Just Business", + "A Corporate Prospectus", + "Fast Franchise Generator" + ] + }, + { + "name": "Growing Your Franchise", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Franchise Advancement", + "Company Positions", + { + "depth": 1, + "header": "Cartographer" + }, + { + "depth": 1, + 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"identifier": "B" + }, + "headers": [ + "Iconic Faction Features", + "Iconic Franchise Features" + ] + }, + { + "name": "Vehicles", + "ordinal": { + "type": "appendix", + "identifier": "C" + } + }, + { + "name": "Orrery and Components", + "ordinal": { + "type": "appendix", + "identifier": "D" + } + }, + { + "name": "Trinkets", + "ordinal": { + "type": "appendix", + "identifier": "E" + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Dungeons & Dragons vs. Rick and Morty: Basic Rules", + "id": "RMR", + "source": "RMR", + "group": "supplement-alt", + "cover": { + "type": "internal", + "path": "covers/RMR.webp" + }, + "published": "2019-11-19", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "How to Play", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Getting Started", + { + "depth": 1, + "header": "1. The DM describes the environment" + }, + { + "depth": 1, + "header": "2. The players describe what they want to do" + }, + { + "depth": 1, + "header": "3. The DM narrates the results of the adventurers' actions." + }, + "Six Abilities", + { + "depth": 1, + "header": "1. Roll the die" + }, + { + "depth": 1, + "header": "2. Apply circumstantial bonuses and penalties" + }, + { + "depth": 1, + "header": "3. Compare the total to a target number" + } + ] + }, + { + "name": "Combat", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "The Order of Combat", + "Movement and Position", + "Actions in Combat", + "Making an Attack", + "Cover", + "Damage and Healing" + ] + }, + { + "name": "Adventuring", + "ordinal": { + "type": "chapter", + "identifier": 3 + }, + "headers": [ + "Travel", + "Resting", + "Rewards", + "Equipment", + "Armor and Shields", + "Weapons", + "Miscellaneous Gear and Services" + ] + }, + { + "name": "Spellcasting", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "What Is a Spell?", + "Casting a Spell", + "Spell Lists", + "Spells" + ] + }, + { + "name": "Conditions", + "ordinal": { + "type": "appendix", + "identifier": "A" + } + }, + { + "name": "WHAT IS THE F***ING POINT?!", + "ordinal": { + "type": "appendix", + "identifier": "B" + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Eberron: Rising from the Last War", + "id": "ERLW", + "source": "ERLW", + "group": "setting", + "cover": { + "type": "internal", + "path": "covers/ERLW.webp" + }, + "published": "2019-11-19", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Welcome to Eberron", + "headers": [ + "Using This Book", + "Seven Things to Know", + "History of Eberron", + "Life in Khorvaire", + "Pulp Adventure", + "Noir Intrigue", + "A Magical World", + "The Last War", + "The Draconic Prophecy" + ] + }, + { + "name": "Character Creation", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Races", + "Changelings", + "Dragonborn", + "Dwarves", + "Elves", + "Gnomes", + "Goblinoids", + "Half-Elves", + "Halflings", + "Humans", + "Kalashtar", + "Orcs and Half-Orcs", + "Shifters", + "Tieflings", + "Warforged" + ] + }, + { + "name": "Character Creation - Dragonmarks", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Dragonmarks", + "The Mark of Detection", + "The Mark of Finding", + "The Mark of Handling", + "The Mark of Healing", + "The Mark of Hospitality", + "The Mark of Making", + "The Mark of Passage", + "The Mark of Scribing", + "The Mark of Sentinel", + "The Mark of Shadow", + "The Mark of Storm", + "The Mark of Warding", + "Aberrant Dragonmarks", + "Background" + ] + }, + { + "name": "Character Creation - Artificer", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Class: Artificer", + "Class Features", + "Artificer Specialists", + "Artificer Infusions" + ] + }, + { + "name": "Character Creation - Group Patrons", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "How Patrons Work", + "Patrons in Eberron", + "Adventurers' Guild", + "Crime Syndicate", + "Dragonmarked House", + "Espionage Agency", + "Head of State", + "Immortal Being", + "Inquisitive Agency", + "Military Force", + "Newspaper", + "Religious Order", + "University" + ] + }, + { + "name": "Khorvaire Gazetteer", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Nations of Khorvaire", + "Aundair", + "Breland", + "Cyre (The Mournland)", + "Darguun", + "Demon Wastes", + "Droaam", + "Eldeen Reaches", + "Karrnath", + "Lhazaar Principalities", + "Mror Holds", + "Q'barra", + "Shadow Marches", + "Talenta Plains", + "Thrane", + "Thronehold", + "Valenar", + "Zilargo" + ] + }, + { + "name": "Khorvaire Gazeteer - Distant Lands", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Aerenal", + "Argonnessen", + "Khyber", + "North and South Poles", + "Sarlona", + "Xen'drik" + ] + }, + { + "name": "Khorvaire Gazeteer - Faiths of Khorvaire", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Deities of Eberron", + "Sovereign Host", + "Dark Six", + "Church of the Silver Flame", + "Blood of Vol", + "Cults of the Dragon Below", + "Path of Light", + "Spirits of the Past", + "Undying Court", + "Druids of Khorvaire" + ] + }, + { + "name": "Sharn, City of Towers", + "ordinal": { + "type": "chapter", + "identifier": 3 + }, + "headers": [ + "The Shape of Sharn", + "Guide to the City", + "Wards of Sharn", + "Central Plateau", + "Dura", + "Menthis Plateau", + "Northedge", + "Tavick's Landing", + "Above and Below", + "Dungeons of Sharn", + "Criminal Activities", + "Forces of the Law" + ] + }, + { + "name": "Building Eberron Adventures", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "Adventure Themes", + "The Aurum", + "Cults of the Dragon Below", + "Dragonmarked Houses", + "Dragons", + "The Dreaming Dark", + "Droaam", + "Gatekeepers", + "Goblinoids (Heirs of Dhakaan)" + ] + }, + { + "name": "Building Eberron Adventures", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "The Last War", + "Lord of Blades", + "The Lords of Dust", + "The Mournland", + "Order of the Emerald Claw", + "Planes of Existence", + "Tour of the Planes", + "Eberron and the Multiverse", + "Gods, Celestials, and Fiends", + "Travel" + ] + }, + { + "name": "Building Eberron Adventures - Sharn", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "Adventures in Sharn", + "Crime in Sharn", + "The Boromar Clan", + "Daask", + "House Tarkanan", + "The Tyrants", + "Sharn Watch" + ] + }, + { + "name": "Treasures", + "headers": [ + "Dragonshards", + "Magic Items", + "Eldritch Machines", + "Everyday Magic Items" + ] + }, + { + "name": "Friends and Foes", + "headers": [ + "Daelkyr", + "Living Spells" + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Explorer's Guide to Wildemount", + "id": "EGW", + "source": "EGW", + "group": "setting", + "cover": { + "type": "internal", + "path": "covers/EGW.webp" + }, + "published": "2020-03-17", + "author": "Darrington Press", + "contents": [ + { + "name": "Preface" + }, + { + "name": "Welcome to Wildemount", + "headers": [ + "A New D&D Setting", + "Nations of Wildemount", + "What's in This Book?", + "War!", + "Calendar and Time", + "Moons of Exandria", + "Daily Life in Wildemount" + ] + }, + { + "name": "Story of Wildemount", + "headers": [ + "History of Wildemount", + "Wildemount after the Calamity", + "Pantheon of Exandria", + "Prime Deities", + "Betrayer Gods", + "Lesser Idols" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Factions and Societies", + "headers": [ + "Dwendalian Empire", + "Kryn Dynasty", + "Cerberus Assembly", + "Clovis Concord", + "The Myriad", + "Children of Malice", + "Diarchy of Uthodurn", + "Tribes of Shadycreek Run", + "Library of the Cobalt Soul", + "Scars of Scale and Tooth", + "Claret Orders", + "Golden Grin", + "The Revelry" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Wildemount Gazetteer", + "headers": [ + "Regions", + "Menagerie Coast", + { + "depth": 1, + "header": "Areas (A-C)" + }, + { + "depth": 1, + "header": "Areas (D-F)" + }, + { + "depth": 1, + "header": "Areas (G-O)" + }, + { + "depth": 1, + "header": "Areas (P-R)" + }, + { + "depth": 1, + "header": "Areas (S-Z)" + }, + "Marrow Valley", + { + "depth": 1, + "header": "Areas (A-C)" + }, + { + "depth": 1, + "header": "Areas (D-K)" + }, + { + "depth": 1, + "header": "Areas (L-Z)" + }, + "Zemni Fields", + { + "depth": 1, + "header": "Areas (A-K)" + }, + { + "depth": 1, + "header": "Areas (N-R)" + }, + { + "depth": 1, + "header": "Areas (S-Z)" + }, + "Greying Wildlands", + { + "depth": 1, + "header": "Areas (A-M)" + }, + { + "depth": 1, + "header": "Areas (P-Z)" + }, + "Eiselcross", + { + "depth": 1, + "header": "Encounters in Eiselcross" + }, + { + "depth": 1, + "header": "Islands of Eiselcross" + }, + { + "depth": 1, + "header": "Wildfolk of Eiselcross" + }, + { + "depth": 1, + "header": "Areas (A-M)" + }, + { + "depth": 1, + "header": "Areas (R-Z)" + }, + "Wastes of Xhorhas", + { + "depth": 1, + "header": "Areas (A-D)" + }, + { + "depth": 1, + "header": "Areas (F-R)" + }, + { + "depth": 1, + "header": "Areas (S-Z)" + }, + "Blightshore", + "Distant Lands of Exandria" + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Character Options", + "headers": [ + "Races", + { + "depth": 1, + "header": "Dwarves" + }, + { + "depth": 1, + "header": "Elves" + }, + { + "depth": 1, + "header": "Halflings" + }, + { + "depth": 1, + "header": "Humans" + }, + { + "depth": 1, + "header": "Aarakocra" + }, + { + "depth": 1, + "header": "Aasimar" + }, + { + "depth": 1, + "header": "Dragonborn" + }, + { + "depth": 1, + "header": "Firbolgs" + }, + { + "depth": 1, + "header": "Genasi" + }, + { + "depth": 1, + "header": "Gnomes" + }, + { + "depth": 1, + "header": "Goblinkin" + }, + { + "depth": 1, + "header": "Goliaths" + }, + { + "depth": 1, + "header": "Half-Elves" + }, + { + "depth": 1, + "header": "Kenku" + }, + { + "depth": 1, + "header": "Orcs and Half-Orcs" + }, + { + "depth": 1, + "header": "Tabaxi" + }, + { + "depth": 1, + "header": "Tieflings" + }, + { + "depth": 1, + "header": "Tortles" + }, + { + "depth": 1, + "header": "Hollow One" + }, + "Subclasses", + { + "depth": 1, + "header": "Dunamis and Dunamancy" + }, + { + "depth": 1, + "header": "Fighter" + }, + { + "depth": 1, + "header": "Wizard" + }, + "Dunamancy Spells", + "Spell Descriptions", + "Heroic Chronicle", + "Backgrounds" + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Adventures in Wildemount", + "headers": [ + "Using These Adventures" + ], + "ordinal": { + "type": "chapter", + "identifier": 5 + } + }, + { + "name": "Wildemount Treasures", + "headers": [ + "Magic Items of Wildemount", + "Vestiges of Divergence", + "Arms of the Betrayers", + "Artifact Descriptions" + ], + "ordinal": { + "type": "chapter", + "identifier": 6 + } + }, + { + "name": "Wildemount Bestiary" + }, + { + "name": "Glossary" + }, + { + "name": "Maps" + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Mythic Odysseys of Theros", + "id": "MOT", + "source": "MOT", + "group": "setting", + "cover": { + "type": "internal", + "path": "covers/MOT.webp" + }, + "published": "2020-06-02", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Welcome to Theros", + "headers": [ + "Dreams of Divinity", + "History and Myth", + "Languages" + ] + }, + { + "name": "Character Creation", + "headers": [ + "Heroic Drive", + "Supernatural Gifts", + "Races", + "Subclass Options", + "Background" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Gods of Theros", + "headers": [ + "Divine Characteristics", + "Worship", + "Clerics and Champions", + "Piety", + "The Gods" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Realms of Gods and Mortals", + "headers": [ + "The Mortal Realm", + "Akros", + "Meletis", + "Setessa", + "Oreskos", + "Phoberos and Skophos", + "Realms of the Returned", + "The Siren Sea", + "Skola Vale", + "The Katachthon Mountains", + "The Oraniad Mountains", + "Realms of the Gods" + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Creating Theros Adventures", + "headers": [ + "God-Based Adventures", + "Divine Assistance", + "Athreos", + "Ephara", + "Erebos", + "Heliod", + "Iroas", + "Karametra", + "Keranos", + "Klothys", + "Kruphix", + "Mogis", + "Nylea", + "Pharika", + "Phenax", + "Purphoros", + "Thassa", + "Nautical Adventures", + "Underworld Adventures", + "No Silent Secret" + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Treasures", + "headers": [ + "Magic Items", + "Magic Item Descriptions", + "Artifacts", + "Artifact Descriptions" + ], + "ordinal": { + "type": "chapter", + "identifier": 5 + } + }, + { + "name": "Friends and Foes", + "headers": [ + "Nyxborn Creatures", + "Classic Monsters", + "Bestiary", + "Mythic Monsters" + ], + "ordinal": { + "type": "chapter", + "identifier": 6 + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Dungeon Master's Screen: Dungeon Kit", + "id": "ScreenDungeonKit", + "source": "ScreenDungeonKit", + "group": "screen", + "cover": { + "type": "internal", + "path": "covers/ScreenDungeonKit.webp" + }, + "published": "2020-09-21", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Screen", + "headers": [ + "Long Jump", + "High Jump", + "Suffocating", + "Concentration", + "Exhaustion", + "Conditions", + "State of Ruin", + "Dungeon Encounters", + "Dungeon Chambers" + ] + }, + { + "name": "Included Accessories", + "headers": [ + "Condition and Hazard Cards", + "Initiative Cards", + "Geomorph Cards" + ] + } + ] + }, + { + "name": "Heroes' Feast", + "id": "HF", + "source": "HF", + "group": "recipe", + "cover": { + "type": "internal", + "path": "covers/HF.webp" + }, + "published": "2020-10-27", + "author": "Kyle Newman", + "contents": [ + { + "name": "Introduction", + "headers": [ + "About This Book: Creating Food and Water", + "Worlds of Flavor", + "Tips for Magical Cooking" + ] + }, + { + "name": "Human Cuisine", + "ordinal": { + "type": "chapter", + "identifier": "1" + }, + "headers": [ + "Traveler's Stew", + "Iron Rations", + "Sword Coast Seafood Bouillabaisse", + "Pan-Fried Knucklehead Trout", + "Amphail Braised Beef", + "Hommlet Golden Brown Roasted Turkey with Sausage Stuffing and Drippings", + "Gurdats", + "Hand Pies", + "Dark Molasses Nutbread", + "Trolltide Candied Apples", + "Vedbread", + "Otik's Skillet-Fried Spiced Potatoes", + "Yawning Portal Buttermilk Biscuits", + "Kara-Tur Noodles", + "Sembian Honey\u2013Glazed Rothé Ribs", + "Reghed Venison Pot Roast", + "Castle Amber Onion Soup", + "Tavern \"Steak\"", + "Gingerbread Man", + "The Yawning Portal Menu" + ] + }, + { + "name": "Elven Cuisine", + "ordinal": { + "type": "chapter", + "identifier": "2" + }, + "headers": [ + "Quith-pa", + "Feywild Eggs", + "High Harvest Puree", + "Elven Bread", + "Wood Elf Forest Salad", + "Elven Marruth", + "Drow Mushroom Steaks", + "Cherrybread", + "Greenspear Bundles in Bacon", + "Moonshae Seafood Rice", + "Dragon Salmon", + "Qualinesti Vegetable Stew", + "Meal's End", + "The Inn of the Last Home Menu" + ] + }, + { + "name": "Dwarven Cuisine", + "ordinal": { + "type": "chapter", + "identifier": "3" + }, + "headers": [ + "Bangers and Smash", + "Delzoun \"Tide-Me-Overs\"", + "Underdark Lotus with Fire Lichen Spread", + "Miner's Pie", + "Potato Leek Soup", + "Smoked Sausages and Kraut with Dwarven Mustard", + "Corned Beef and Cabbage", + "Gully Dwarf Homestyle Porridge", + "Dwarven Flatbread", + "Orange Mountain Duck", + "Plate-of-Gold", + "Black Pudding", + "Celestial Vista Restaurant Menu" + ] + }, + { + "name": "Halfling Cuisine", + "ordinal": { + "type": "chapter", + "identifier": "4" + }, + "headers": [ + "Community Cheeses", + "Stuffed Egg-Battered Toast", + "Chicken-Something Dumplings", + "Hogs in Bedrolls", + "Melted Cheeses with Chunky Tomato Broth", + "Halfling Oatmeal Sweet Nibbles", + "Lluirwood Salad", + "Everything Soup", + "Honeyed Ham with Pineapple Gravy", + "Heartlands Rose Apple and Blackberry Pie", + "Honey-Drizzled Cream Puffs", + "Green Dragon Inn Menu" + ] + }, + { + "name": "Uncommon Cuisine", + "ordinal": { + "type": "chapter", + "identifier": "5" + }, + "headers": [ + "Arkhan the Cruel's Flame-Roasted Halfling Chili", + "\"Orc\" Bacon", + "Fire-Spiced Abyssal Chicken Kebabs", + "Hardbuckler Stew", + "Twice-Baked Cockatrice Wings", + "Braised Lamb", + "Deep Gnome Trillimac Pods", + "Surrogate Steaks", + "Barovian Butterscotch Pudding", + "Fried Fingers", + "Bytopian Shepherd's Bread" + ] + }, + { + "name": "Elixirs & Ales", + "ordinal": { + "type": "chapter", + "identifier": "6" + }, + "headers": [ + "Par-Salian's Tea", + "Mushroom Tea", + "Evermead", + "Dwarven Mulled Wine", + "Cocoa Broth", + "Hot Spiced Cider", + "Goodberry Blend", + "Delayed Blast Fireball", + "The Mindflayer", + "Rollrum", + "Potion of Restoration", + "Zzar", + "Chultan Zombie" + ] + }, + { + "name": "Afterword: Playing with Your Food" + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Dungeon Master's Screen: Wilderness Kit", + "id": "ScreenWildernessKit", + "source": "ScreenWildernessKit", + "group": "screen", + "cover": { + "type": "internal", + "path": "covers/ScreenWildernessKit.webp" + }, + "published": "2020-11-17", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Wilderness Journeys" + }, + { + "name": "Wilderness Chases" + } + ] + }, + { + "name": "Tasha's Cauldron of Everything", + "id": "TCE", + "source": "TCE", + "group": "supplement", + "cover": { + "type": "internal", + "path": "covers/TCE.webp" + }, + "published": "2020-11-17", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Using This Book", + "headers": [ + "What You'll Find Within", + "It's All Optional", + "Ten Rules to Remember" + ] + }, + { + "name": "Character Options", + "headers": [ + "Customizing Your Origin", + "Changing a Skill", + "Changing Your Subclass", + "Artificer", + { + "depth": 1, + "header": "Artificers in Many Worlds" + }, + "Barbarian", + "Bard", + "Cleric", + "Druid", + "Fighter", + { + "depth": 1, + "header": "Battle Master Builds" + }, + "Monk", + "Paladin", + "Ranger", + "Rogue", + "Sorcerer", + "Warlock", + "Wizard", + "Feats" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Group Patrons", + "headers": [ + "How Patrons Work", + "Example Patrons", + "Being Your Own Patron" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Magical Miscellany", + "headers": [ + "Spells", + "Personalizing Spells", + "Magic Items", + "Magic Tattoos", + "Magic Item Descriptions" + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Dungeon Master's Tools", + "headers": [ + "Session Zero", + "Sidekicks", + "Parleying with Monsters", + "Environmental Hazards", + "Puzzles", + { + "depth": 1, + "header": "Why Use Puzzles?" + }, + { + "depth": 1, + "header": "Creature Paintings" + }, + { + "depth": 1, + "header": "Reckless Steps" + }, + { + "depth": 1, + "header": "Skeleton Keys" + }, + { + "depth": 1, + "header": "All That Glitters" + }, + { + "depth": 1, + "header": "Eye of the Beholder" + }, + { + "depth": 1, + "header": "Four by Four" + }, + { + "depth": 1, + "header": "Illusive Island" + }, + { + "depth": 1, + "header": "Material Components" + }, + { + "depth": 1, + "header": "Members Only" + }, + { + "depth": 1, + "header": "Exact Change" + }, + { + "depth": 1, + "header": "Four Elements" + }, + { + "depth": 1, + "header": "Haunted Hallway" + }, + { + "depth": 1, + "header": "What's on the Menu" + }, + { + "depth": 1, + "header": "Puzzle Handouts" + } + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Van Richten's Guide to Ravenloft", + "id": "VRGR", + "source": "VRGR", + "group": "setting", + "cover": { + "type": "internal", + "path": "covers/VRGR.webp" + }, + "published": "2021-05-18", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Welcome to Ravenloft", + "headers": [ + "Using This Book", + "The Land of the Mists" + ] + }, + { + "name": "Character Creation", + "headers": [ + { + "header": "Haunted Heroes", + "index": 1 + }, + { + "header": "Lineages", + "index": 1 + }, + { + "depth": 1, + "header": "Dhampir" + }, + { + "depth": 1, + "header": "Hexblood" + }, + { + "depth": 1, + "header": "Reborn" + }, + { + "header": "Dark Gifts", + "index": 1 + }, + { + "depth": 1, + "header": "Dark Bargains" + }, + { + "depth": 1, + "header": "Dark Gift Descriptions" + }, + { + "header": "Subclass Options", + "index": 1 + }, + { + "header": "Backgrounds", + "index": 1 + }, + { + "depth": 1, + "header": "General Background Features" + }, + { + "depth": 1, + "header": "Horror Characteristics" + }, + { + "header": "Horror Trinkets", + "index": 1 + } + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Creating Domains of Dread", + "headers": [ + "Creating a Darklord", + "Creating a Domain", + "Genres of Horror", + "Body Horror", + "Cosmic Horror", + "Dark Fantasy", + "Folk Horror", + "Ghost Stories", + "Gothic Horror", + "Other Horror Genres" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Domains of Ravenloft", + "headers": [ + "Nature of Ravenloft", + { + "depth": 1, + "header": "Featured Domains" + }, + "Barovia", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Strahd von Zarovich" + }, + { + "depth": 1, + "header": "Adventures in Barovia" + }, + { + "depth": 1, + "header": "Incarnations of Tatyana" + }, + "Bluetspur", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "The God-Brain" + }, + { + "depth": 1, + "header": "Adventures in Bluetspur" + }, + { + "depth": 1, + "header": "Return to Bluetspur" + }, + "Borca", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Ivana Boritsi" + }, + { + "depth": 1, + "header": "Ivan Dilisnya" + }, + { + "depth": 1, + "header": "Adventures in Borca" + }, + { + "depth": 1, + "header": "Nobles of Borca" + }, + { + "depth": 1, + "header": "Intrigue in Borca" + }, + { + "depth": 1, + "header": "Ivana's Intrigues" + }, + { + "depth": 1, + "header": "Ivan's Intrigues" + }, + "The Carnival", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Isolde and Nepenthe" + }, + { + "depth": 1, + "header": "Adventures in the Carnival" + }, + "Darkon", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Inheritors of Darkon" + }, + { + "depth": 1, + "header": "Adventures in Darkon" + }, + { + "depth": 1, + "header": "The Doomed Domain" + }, + "Dementlieu", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Saidra d'Honaire" + }, + { + "depth": 1, + "header": "Adventures in Dementlieu" + }, + { + "depth": 1, + "header": "The Grand Masquerade" + }, + "Falkovnia", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Vladeska Drakov" + }, + { + "depth": 1, + "header": "Adventures in Falkovnia" + }, + { + "depth": 1, + "header": "Siege of Lekar" + }, + "Har'Akir", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Ankhtepot" + }, + { + "depth": 1, + "header": "Adventures in Har'Akir" + }, + { + "depth": 1, + "header": "Gods of Har'Akir" + }, + { + "depth": 1, + "header": "The Darklord's Soul" + }, + "Hazlan", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Hazlik" + }, + { + "depth": 1, + "header": "Adventures in Hazlan" + }, + { + "depth": 1, + "header": "Magic in the Dying Domain" + }, + { + "depth": 1, + "header": "The Eye of Hazlik" + }, + "I'Cath", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Sites" + }, + { + "depth": 1, + "header": "Tsien Chiang" + }, + { + "depth": 1, + "header": "Adventures in I'Cath" + }, + { + "depth": 1, + "header": "The Dream of I'Cath" + }, + "Kalakeri", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Ramya Vasavadan" + }, + { + "depth": 1, + "header": "Adventures in Kalakeri" + }, + { + "depth": 1, + "header": "Vasavadan Traitors" + }, + { + "depth": 1, + "header": "Treachery in Kalakeri" + }, + "Kartakass", + { + "depth": 1, + "header": "Noteworthy 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"header": "Jacqueline Renier" + }, + { + "depth": 1, + "header": "Adventures in Richemulot" + }, + { + "depth": 1, + "header": "The Gnawing Plague" + }, + { + "depth": 1, + "header": "Cycle of the Plague" + }, + "Tepest", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Mother Lorinda" + }, + { + "depth": 1, + "header": "Adventures in Tepest" + }, + { + "depth": 1, + "header": "Viktal and the Tithe" + }, + "Valachan", + { + "depth": 1, + "header": "Noteworthy Features" + }, + { + "depth": 1, + "header": "Settlements and Sites" + }, + { + "depth": 1, + "header": "Chakuna" + }, + { + "depth": 1, + "header": "Adventures in Valachan" + }, + { + "depth": 1, + "header": "The Trial of Hearts" + }, + "Other Domains of Dread", + { + "depth": 1, + "header": "Cyre 1313, The Mourning Rail" + }, + { + "depth": 1, + "header": "Forlorn" + }, + { + "depth": 1, + "header": "Ghastria" + }, + { + "depth": 1, + "header": "G'henna" + }, + { + "depth": 1, + "header": "Invidia" + }, + { + "depth": 1, + "header": "Keening" + }, + { + "depth": 1, + "header": "Klorr" + }, + { + "depth": 1, + "header": "Markovia" + }, + { + "depth": 1, + "header": "The Nightmare Lands" + }, + { + "depth": 1, + "header": "Niranjan" + }, + { + "depth": 1, + "header": "Nova Vaasa" + }, + { + "depth": 1, + "header": "Odaire" + }, + { + "depth": 1, + "header": "The Rider's Bridge" + }, + { + "depth": 1, + "header": "Risibilos" + }, + { + "depth": 1, + "header": "Scaena" + }, + { + "depth": 1, + "header": "Sea of Sorrows" + }, + { + "depth": 1, + "header": "The Shadowlands" + }, + { + "depth": 1, + "header": "Souragne" + }, + { + "depth": 1, + "header": "Staunton Bluffs" + }, + { + "depth": 1, + "header": "Tovag" + }, + { + "depth": 1, + "header": "Vhage Agency" + }, + { + "depth": 1, + "header": "Zherisia" + }, + "Travelers in the Mists", + { + "depth": 1, + "header": "Keepers of the Feather" + }, + { + "depth": 1, + "header": "Vistani" + }, + { + "depth": 1, + "header": "Other Groups" + }, + { + "depth": 1, + "header": "Mist Wanderers" + } + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Horror Adventures", + "headers": [ + "Preparing for Horror", + "Running Horror Games", + "After the Horror", + "Tarokka Deck and Spirit Board", + "Horror Toolkit", + "Curses", + "Sample Curses", + "Fear and Stress", + "Haunted Traps", + "Survivors" + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Monsters of Ravenloft", + "headers": [ + "Horror Monsters", + "Bestiary" + ], + "ordinal": { + "type": "chapter", + "identifier": 5 + } + }, + { + "name": "Spirit Board", + "ordinal": { + "type": "appendix" + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Domains of Delight", + "id": "DoD", + "source": "DoD", + "group": "supplement-alt", + "cover": { + "type": "internal", + "path": "covers/DoD.webp" + }, + "published": "2021-09-21", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Feywild Overview", + "headers": [ + "Feywild Features", + { + "depth": 1, + "header": "Seelie and Unseelie Fey" + }, + { + "depth": 1, + "header": "Spells in the Feywild" + }, + { + "depth": 1, + "header": "Weather" + }, + { + "depth": 1, + "header": "Domain Borders" + }, + "Feywild Guides", + "Fey Outlook", + { + "depth": 1, + "header": "Reciprocity" + }, + { + "depth": 1, + "header": "Hospitality" + }, + { + "depth": 1, + "header": "Gifts" + }, + "Fey Contracts", + "Accidental Fey Contracts", + { + "depth": 1, + "header": "Making a Contract" + }, + { + "depth": 1, + "header": "Price of a Contract" + }, + { + "depth": 1, + "header": "Breaking a Contract" + }, + "Fey Curses", + "Fey Abodes" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Creating an Archfey", + "headers": [ + "Where to Start?", + { + "depth": 1, + "header": "Encountering the Archfey" + }, + { + "depth": 1, + "header": "Fey Court Allegiances" + }, + { + "depth": 1, + "header": "Appearance" + }, + { + "depth": 1, + "header": "Personality" + }, + { + "depth": 1, + "header": "Obsessions" + }, + { + "depth": 1, + "header": "Signature Magic" + }, + { + "depth": 1, + "header": "Magical Gifts" + }, + "Archfey Statistics" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Creating a Domain of Delight", + "headers": [ + "Geographical Features", + "Domain Theme", + "Coming and Going", + "Travel in the Domain", + { + "depth": 1, + "header": "Mapping a Domain of Delight" + }, + { + "depth": 1, + "header": "Magical Shortcuts" + }, + "Drama", + "Weird Magic", + "Domain Denizens", + { + "depth": 1, + "header": "Domain Visitors" + } + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Putting It All Together", + "headers": [ + "Yarnspinner", + "Fablerise" + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Adventure Aids", + "ordinal": { + "type": "appendix", + "identifier": "A" + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Minsc and Boo's Journal of Villainy", + "id": "MaBJoV", + "source": "MaBJoV", + "group": "supplement-alt", + "cover": { + "type": "internal", + "path": "covers/MaBJoV.webp" + }, + "published": "2021-10-05", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Preface" + }, + { + "name": "Heroic Stories", + "headers": [ + "Hometowns", + "Group Patrons", + "Campaign Villains" + ] + }, + { + "name": "Hometowns", + "headers": [ + "Athkatla", + "Baldur's Gate", + "Suldanessellar", + "Ust Natha" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Group Patrons", + "headers": [ + "Adventurer's Guild", + "Candlekeep", + "Church of Sune", + "Emerald Enclave", + "Flaming Fist", + "Harpers", + "Knights of Bahamut", + "Order of Icarus", + "Raven Circle", + "Shadow Thieves" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Campaign Villains", + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Henchmen", + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Monsters", + "ordinal": { + "type": "chapter", + "identifier": 5 + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Fizban's Treasury of Dragons", + "id": "FTD", + "source": "FTD", + "group": "supplement", + "cover": { + "type": "internal", + "path": "covers/FTD.webp" + }, + "published": "2021-10-26", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Elegy for the First World", + "headers": [ + "A Treasury of Dragons", + "The First World" + ] + }, + { + "name": "Character Creation", + "headers": [ + "Draconic Races", + "Subclass Options", + "Heroes of the Dragon", + "Draconic Feats" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Dragon Magic", + "headers": [ + "Spells", + "Magic Items", + "Hoard Magic Items", + "Draconic Gifts" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Dragons in Play", + "headers": [ + "Roleplaying Dragons", + "Followers", + "Dragon Encounters", + "Dragon Adventures", + "Dragon Campaigns" + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Lairs and Hoards", + "headers": [ + "Dragon Lairs", + "Dragon Hoards", + "What's in a Hoard?" + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Draconomicon", + "headers": [ + "Using the Entries", + "Amethyst Dragons", + "Black Dragons", + "Blue Dragons", + "Brass Dragons", + "Bronze Dragons", + "Copper Dragons", + "Crystal Dragons", + "Deep Dragons", + "Dragon Turtles", + "Emerald Dragons", + "Faerie Dragons", + "Gold Dragons", + "Green Dragons", + "Moonstone Dragons", + "Red Dragons", + "Sapphire Dragons", + "Shadow Dragons", + "Silver Dragons", + "Topaz Dragons", + "White Dragons" + ], + "ordinal": { + "type": "chapter", + "identifier": 5 + } + }, + { + "name": "Bestiary", + "ordinal": { + "type": "chapter", + "identifier": 6 + } + }, + { + "name": "Creature Lists", + "headers": [ + "Challenge Ratings", + "Creature Types" + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Strixhaven: A Curriculum of Chaos", + "id": "SCC", + "source": "SCC", + "group": "setting", + "cover": { + "type": "internal", + "path": "covers/SCC.webp" + }, + "published": "2021-12-07", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Welcome to Strixhaven", + "headers": [ + "About This Book", + "Orientation", + "Strixhaven's World" + ] + }, + { + "name": "Life at Strixhaven", + "headers": [ + "Magical Study", + "Campus Overview", + "Lorehold College", + "Prismari College", + "Quandrix College", + "Silverquill College", + "Witherbloom College" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Character Options", + "headers": [ + "Race Option", + "Choosing a College", + "Strixhaven Backgrounds", + "Feats", + "Spells", + "Magic Items" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "School Is in Session", + "headers": [ + "Running the Adventures", + "Strixhaven Tracking Sheet", + "Extracurriculars", + "Jobs", + "Exams", + "Relationships", + "Session Zero", + "Using These Rules", + "Making Friends and Rivals", + "Fellow Students" + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Campus Kerfuffle", + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Hunt for Mage Tower", + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "The Magister's Masquerade", + "ordinal": { + "type": "chapter", + "identifier": 5 + } + }, + { + "name": "A Reckoning in Ruins", + "ordinal": { + "type": "chapter", + "identifier": 6 + } + }, + { + "name": "Friends and Foes", + "headers": [ + "Using a Stat Block" + ], + "ordinal": { + "type": "chapter", + "identifier": 7 + } + }, + { + "name": "Campus Map", 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"header": "Wardens of Syngorn", + "depth": 1 + } + ] + }, + { + "name": "Tal'Dorei Gazetteer", + "ordinal": { + "identifier": 3, + "type": "chapter" + }, + "headers": [ + "Lucidian Coast", + "Alabaster Sierras", + "Dividing Plains", + "Cliffkeep Mountains", + "Stormcrest Mountains", + "Rifenmist Peninsula", + "Verdant Expanse", + "Bladeshimmer Shoreline", + "Other Lands of Exandria" + ] + }, + { + "name": "Character Options", + "ordinal": { + "identifier": 4, + "type": "chapter" + }, + "headers": [ + "Playing in a Tal'Dorei Campaign", + "Races and Cultures", + { + "header": "Dragonblood", + "depth": 1 + }, + { + "header": "Dwarves", + "depth": 1 + }, + { + "header": "Elemental Ancestry", + "depth": 1 + }, + { + "header": "Elves", + "depth": 1 + }, + { + "header": "Firbolgs", + "depth": 1 + }, + { + "header": "Gnomes", + "depth": 1 + }, + { + "header": "Goblinkin", + "depth": 1 + }, + { + "header": "Half-Giants", + "depth": 1 + }, + { + "header": "Halflings", + "depth": 1 + }, + { + "header": "Humans", + "depth": 1 + }, + { + "header": "Orcs", + "depth": 1 + }, + { + "header": "Tieflings", + "depth": 1 + }, + { + "header": "Mixed Ancestry", + "depth": 1 + }, + { + "header": "Other Races", + "depth": 1 + }, + "Subclasses", + { + "header": "Hemocraft", + "depth": 1 + }, + { + "header": "Barbarian", + "depth": 1 + }, + { + "header": "Bard", + "depth": 1 + }, + { + "header": "Cleric", + "depth": 1 + }, + { + "header": "Druid", + "depth": 1 + }, + { + "header": "Monk", + "depth": 1 + }, + { + "header": "Paladin", + "depth": 1 + }, + { + "header": "Sorcerer", + "depth": 1 + }, + { + "header": "Wizard", + "depth": 1 + }, + { + "header": "Backgrounds", + "index": 1 + }, + "Supernatural Blessing: Fate-Touched", + "New Feats" + ] + }, + { + "name": "Game Master's Toolkit", + "ordinal": { + "type": "chapter", + "identifier": 5 + }, + "headers": [ + "Creating Adventures", + "Tal'Dorei Treasures", + { + "header": "Magic items", + "depth": 1 + }, + { + "header": "Tools of the 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"name": "Mordenkainen Presents: Monsters of the Multiverse", + "id": "MPMM", + "source": "MPMM", + "group": "supplement", + "cover": { + "type": "internal", + "path": "covers/MPMM.webp" + }, + "published": "2022-01-25", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Using This Book" + }, + { + "name": "Fantastical Races" + }, + { + "name": "Bestiary" + }, + { + "name": "Maps", + "ordinal": { + "type": "appendix" + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Tarot Deck", + "id": "TD", + "source": "TD", + "group": "supplement-alt", + "cover": { + "type": "internal", + "path": "covers/TD.webp" + }, + "published": "2022-05-24", + "author": "Clarkson Potter", + "contents": [ + { + "name": "Tarot Deck", + "headers": [ + { + "header": "How to Read Tarot", + "depth": 1 + }, + { + "header": "Upright and Reversed Meanings", + "depth": 1 + }, + { + "header": "Card Spreads", + "depth": 1 + }, + { + "header": "D&D Encounters", + "depth": 1 + }, + { + "header": "An Adventure in a Spread", + "depth": 1 + }, + { + "header": "Creating the Story", + "depth": 1 + } + ] + }, + { + "name": "The Deck", + "headers": [ + "The Major Arcana", + "The Minor Arcana", + { + "header": "Strength", + "depth": 1, + "index": 1 + }, + { + "header": "Intelligence", + "depth": 1 + }, + { + "header": "Wisdom", + "depth": 1 + }, + { + "header": "Charisma", + "depth": 1 + } + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Astral Adventurer's Guide", + "alias": [ + "Spelljammer: Astral Adventurer's Guide" + ], + "id": "AAG", + "source": "AAG", + "group": "supplement", + "cover": { + "type": "internal", + "path": "covers/SAiS.webp" + }, + "published": "2022-08-16", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Introduction: Vast Oceans of Adventure", + "headers": [ + "Terminology", + "Using This Book", + "Astral Campaigns" + ] + }, + { + "name": "Character Options", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Backgrounds", + "Races", + "Astral Elf", + "Autognome", + "Giff", + "Hadozee", + "Plasmoid", + "Thri-kreen" + ] + }, + { + "name": "Astral Adventuring", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "How Spelljamming Works", + "Gravity Planes", + "The Astral Plane", + "Magic", + "Spelljamming Ships", + "Spelljammer Vessels" + ] + }, + { + "name": "The Rock of Bral", + "ordinal": { + "type": "chapter", + "identifier": 3 + }, + "headers": [ + "Past and Present", + "Life on the Rock", + "Who's Who", + "Getting Your Bearings" + ] + }, + { + "name": "Additional Spelljammer Tables" + }, + { + "name": "Poster Map" + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Boo's Astral Menagerie", + "alias": [ + "Spelljammer: Boo's Astral Menagerie" + ], + "id": "BAM", + "source": "BAM", + "group": "supplement", + "cover": { + "type": "internal", + "path": "covers/SAiS.webp" + }, + "published": "2022-08-16", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Introduction", + "headers": [ + "Astral Variants", + "Using a Stat Block", + "Astral Encounters", + "Bestiary" + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Dungeon Master's Screen: Spelljammer", + "id": "ScreenSpelljammer", + "source": "ScreenSpelljammer", + "group": "screen", + "cover": { + "type": "internal", + "path": "covers/ScreenSpelljammer.webp" + }, + "published": "2022-08-16", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Screen" + } + ] + }, + { + "name": "Thieves' Gallery", + "id": "HAT-TG", + "source": "HAT-TG", + "group": "supplement-alt", + "cover": { + "type": "internal", + "path": "covers/TG.webp" + }, + "published": "2023-03-06", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Thieves' Gallery" + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Tome of Beasts 1 (2023 Edition)", + "id": "ToB1-2023", + "source": "ToB1-2023", + "group": "supplement-alt", + "cover": { + "type": "internal", + "path": "covers/ToB1-2023.webp" + }, + "published": "2023-05-31", + "author": "Kobold Press", + "contents": [ + { + "name": "Introduction", + "headers": [ + "Using this Book", + "Refreshing a Classic" + ] + }, + { + "name": "Monsters" + }, + { + "name": "Appendix: NPCs", + "headers": [ + "NPC Features Table" + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Bigby Presents: Glory of the Giants", + "id": "BGG", + "source": "BGG", + "group": "supplement", + "cover": { + "type": "internal", + "path": "covers/BGG.webp" + }, + "published": "2023-08-15", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Diancastra's Saga", + "headers": [ + "Glory of the Giants", + "Annam and the Giants" + ] + }, + { + "name": "Character Creation", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Subclass Option", + "Backgrounds", + "Big Heroes, Big Stories", + "Feats" + ] + }, + { + "name": "Giants in Play", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Roleplaying Giants", + "The Ordning", + "Gods and Religion", + "Social Structures", + "Organizations" + ] + }, + { + "name": "Giant Adventures", + "ordinal": { + "type": "chapter", + "identifier": 3 + }, + "headers": [ + "Encounters", + "Adventures", + "Campaigns" + ] + }, + { + "name": "Giant Enclaves", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "Using Enclaves", + "Annam's Cradle", + "Ashen Grotto", + "Dreamer's Reach", + "Endless Rockslide", + "Forest Crystal", + "Forsaken Deep", + "Gale's Eye Tower", + "Grolantor's Larder", + "Hiatea's Hearth", + "Horizon's Edge", + "Howling Iceberg", + "Karontor's Hold", + "Misty Vale", + "Runic Circle", + "Singing Sands", + "Star Forge", + "Thundering Observatory", + "Worldroot Sapling" + ] + }, + { + "name": "Giant Treasures", + "ordinal": { + "type": "chapter", + "identifier": 5 + }, + "headers": [ + "Giant Bags", + "Relics of Giant Realms", + "Magic Items" + ] + }, + { + "name": "Bestiary", + 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"covers/PAitM.webp" + }, + "published": "2023-10-07", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Introduction: Multiversal Menagerie", + "headers": [ + "Using a Stat Block", + "Petitioners", + "Planar Influences", + "Denizens of the Outlands", + "Planar Encounters" + ] + }, + { + "name": "Bestiary A to Z", + "headers": [ + "Archons", + "Baernaloth", + "Bariaur Wanderer", + "Cranium Rat Squeakers", + "Dabus", + "Darkweaver", + "Demodands", + "Eater of Knowledge", + "Githzerai", + "Guardinals", + "Kolyarut", + "Maelephant", + "Modrons", + "Planar Incarnate", + "Razorvine Blight", + "Rilmani", + "Shemeshka", + "Sunflies", + "Time Dragons", + "Vargouille Reflection", + "Faction Agents" + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Sigil and the Outlands", + "alias": [ + "Planescape: Adventures in the Multiverse" + ], + "id": "SatO", + "source": "SatO", + "group": "supplement", + "cover": { + "type": "internal", + "path": "covers/PAitM.webp" + }, + "published": "2023-10-07", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Introduction: Infinite Doors to Adventure", + "headers": [ + "What Is Planescape?", + "Using This Book", + "Three Truths" + ] + }, + { + "name": "Character Options", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Backgrounds", + "Feats", + "Magic" + ] + }, + { + "name": "Sigil, the City of Doors", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Where Is Sigil?", + "Sigil at a Glance", + "Life in Sigil", + "Portals", + "The Lady of Pain", + "Factions of Sigil", + "Sigil Gazetteer", + "Adventures in Sigil" + ] + }, + { + "name": "The Outlands", + "ordinal": { + "type": "chapter", + "identifier": 3 + }, + "headers": [ + "Life in the Outlands", + "Gate-Towns", + "Other Realms" + ] + }, + { + "name": "Poster Map" + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Adventure Atlas: The Mortuary", + "id": "AATM", + "source": "AATM", + "group": "supplement-alt", + "cover": { + "type": "internal", + "path": "covers/AATM.webp" + }, + "published": "2023-10-17", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Adventure Atlas: The Mortuary", + "headers": [ + "Using This Supplement", + "Heralds of Dust", + "The Mortuary", + "Appendix: Mortuary Creatures" + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Heroes' Feast Flavors of the Multiverse", + "id": "HFFotM", + "source": "HFFotM", + "group": "recipe", + "cover": { + "type": "internal", + "path": "covers/HFFotM.webp" + }, + "published": "2023-11-07", + "author": "Kyle Newman", + "contents": [ + { + "name": "Introduction", + "headers": [ + "About This Book: Cooking Fantasies", + "Worlds of Flavor", + "The Bureau of Dark Tables" + ] + }, + { + "name": "The Yawning Portal", + "headers": [ + "Goldenstars", + "Talyth", + "Chopforest", + "Hot River Crab Bites", + "Sornstag", + "Rothé Steak", + "Onion Loaf", + "Sour Cream-Walnut Cake", + "Laumberry Pie", + "Mingari-Spiced Owlbear Milk", + "Neverwinter Nectar", + "Butternut Beer" + ] + }, + { + "name": "The Rock of Bral", + "headers": [ + "Fried Soy with Vegetables", + "Tavern Noodles", + "Tamarind Balls", + "Trencher Bread", + "Tears of Selûne", + "Duergar Smoked Herring", + "Spiced Pork and Orange Peppers", + "Steak of the Deep", + "Green Ice Rime", + "Loaf Pudding", + "Undermountain Alurlyath" + ] + }, + { + "name": "Solamnia", + "headers": [ + "Boar Hock Soup", + "Cloaks", + "Salbread", + "Kender Stumblenoodles", + "Tarsis-Style Shrimp", + "Plate of Silver", + "Stuffed Trout", + "Kender Loaf", + "Kendermore Cobbler", + "Irlymeyer's Dragonfire Punch", + "Tika's Honey Mead" + ] + }, + { + "name": "Lost in Realmspace", + "headers": [ + "Beluir Poached Salmon", + "Black Lotus Root", + "Green Dragon Blackbread Muffins", + "Thrakel-Seared Beef in Red Sauce", + "Ornabra", + "Blood of Vol", + "Breaded Bird Cutlets", + "Halfling Game Birds", + "Vada's Vanilla Buns", + "Ray of Frost", + "Ruby Cordial" + ] + }, + { + "name": "Ravenloft", + "headers": [ + "Halfling Iron Rations", + "Tavern Crickets", + "Barovian Garlic Bread", + "Green Onion Pancakes", + "Two Hares Inn Rabbit Stew", + "Whole Roast Boar", + "Quij's Plate", + "Fig Cakes", + "Honey Milk", + "Purple Grapemash No. 3" + ] + }, + { + "name": "Sigil", + "headers": [ + "Sensate Palate Cleanser", + "Fried Bread and Spices", + "Beer Bread", + "Bacon-Wrapped Smoked Mussels", + "Chickpea and Spicy Sausage Soup", + "Fire-Wrapped Golden Fish", + "Emerald Chicken", + "Harmonious Barracks Meatloaf", + "Chirper's Sugar Biscuits", + "Silverfruit Pie", + "Kaeth" + ] + }, + { + "name": "The Feywild", + "headers": [ + "Elven Flatbread", + "Seelie Court Cheese and Potato Soup", + "Elfharrow Baked Goat Cheese", + "Harengon Coffee Carrots", + "Brackleberry Jam", + "Fey Fritters", + "Sprucebark Quaff", + "Eldeen Banquet", + "Saerloonian Glowfire", + "Elverquisst" + ] + }, + { + "name": "Afterword: Playing with Your Food" + }, + { + "name": "Credits" + } + ] + }, + { + "name": "The Book of Many Things", + "id": "BMT", + "source": "BMT", + "group": "supplement", + "cover": { + "type": "internal", + "path": "covers/BMT.webp" + }, + "published": "2023-11-14", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Fool", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "The Deck in D&D", + "Where to Go Next", + "Using This Book" + ] + }, + { + "name": "Key", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "A Deck of Many Stories", + "Preparing to Use the Deck", + "Introducing the Deck", + "The Deck in Play" + ] + }, + { + "name": "Balance", + "ordinal": { + "type": "chapter", + "identifier": 3 + }, + "headers": [ + "Advantages of Using Cards", + "Card Sparks", + "Inspiration Hand", + "Journey Spread", + "Encounter Deck" + ] + }, + { + "name": "Puzzle", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "Puzzles", + "Riddles", + "Trap Rooms" + ] + }, + { + "name": "Gem", + "ordinal": { + "type": "chapter", + "identifier": 5 + }, + "headers": [ + "Magic Items in This Book", + "Sudden Riches", + "Magic Items" + ] + }, + { + "name": "Rogue", + "ordinal": { + "type": "chapter", + "identifier": 6 + }, + "headers": [ + "Magic Card Decks", + "Heroes of Destiny", + "Rogues' Gallery" + ] + }, + { + "name": "Sage", + "ordinal": { + "type": "chapter", + "identifier": 7 + }, + "headers": [ + "Character Options", + "Heroes of Destiny", + "Magic Card Decks" + ] + }, + { + "name": "Fates", + "ordinal": { + "type": "chapter", + "identifier": 8 + }, + "headers": [ + "Backgrounds", + "Heroes of Destiny", + "Treasures" + ] + }, + { + "name": "Knight", + "ordinal": { + "type": "chapter", + "identifier": 9 + }, + "headers": [ + "Magic Items", + "Heroes of Destiny", + "Drawing the Knight Card" + ] + }, + { + "name": "Sun", + "ordinal": { + "type": "chapter", + "identifier": 10 + }, + "headers": [ + "The Solar Bastion" + ] + }, + { + "name": "Moon", + "ordinal": { + "type": "chapter", + "identifier": 11 + }, + "headers": [ + "The Moonstalkers", + "Moonstalker Guildhall", + { + "depth": 1, + "header": "1: Crescent Antechamber" + }, + { + "depth": 1, + "header": "2: Commons" + }, + { + "depth": 1, + "header": "3: Jail" + }, + { + "depth": 1, + "header": "4: Audience Hall" + }, + { + "depth": 1, + "header": "5: Study" + }, + { + "depth": 1, + "header": "6: Guard Post" + }, + { + "depth": 1, + "header": "7: Icy Vault" + }, + { + "depth": 1, + "header": "8: Shrine to the Fallen" + }, + { + "depth": 1, + "header": "9: Boss Delour's Quarters" + }, + { + "depth": 1, + "header": "10: Boss Augustus's Quarters" + }, + { + "depth": 1, + "header": "11: Wanewort's Den" + }, + { + "depth": 1, + "header": "12: Scrying Pool" + }, + { + "depth": 1, + "header": "13: Armory" + }, + { + "depth": 1, + "header": "14: Barrack" + }, + "Using the Moonstalkers in Your Campaign" + ] + }, + { + "name": "Comet", + "ordinal": { + "type": "chapter", + "identifier": 12 + }, + "headers": [ + "Heralds of the Comet", + "Omens of Apocalypse" + ] + }, + { + "name": "Star", + "ordinal": { + "type": "chapter", + "identifier": 13 + }, + "headers": [ + "The Sky of Many Things", + "Observatories" + ] + }, + { + "name": "Jester", + "ordinal": { + "type": "chapter", + "identifier": 14 + }, + "headers": [ + "Seelie Market", + "Exploring the Market" + ] + }, + { + "name": "Throne", + "ordinal": { + "type": "chapter", + "identifier": 15 + }, + "headers": [ + "Introducing Harrowhall", + "Exploring Harrowhall", + { + "depth": 1, + "header": "1: Moat and Walls" + }, + { + "depth": 1, + "header": "2: Watchtower" + }, + { + "depth": 1, + "header": "3: Armory" + }, + { + "depth": 1, + "header": "4: Courtyard" + }, + { + "depth": 1, + "header": "5: Crypt Entrance" + }, + { + "depth": 1, + "header": "6: Dining Hall" + }, + { + "depth": 1, + "header": "7: Kitchen and Pantry" + }, + { + "depth": 1, + "header": "8: Western Bedrooms" + }, + { + "depth": 1, + "header": "9: Throne Room and Study" + }, + { + "depth": 1, + "header": "10: Eastern Bedrooms" + }, + { + "depth": 1, + "header": "11: Chapel" + }, + { + "depth": 1, + "header": "12: Balcony" + }, + { + "depth": 1, + "header": "13: Library" + }, + { + "depth": 1, + "header": "14: Crypt" + }, + { + "depth": 1, + "header": "15: Observatory" + }, + "Escaping the Ghost Trap" + ] + }, + { + "name": "Ruin", + "ordinal": { + "type": "chapter", + "identifier": 16 + }, + "headers": [ + "History of Gardmore Abbey", + "Exploring the Ruins", + "Gardmore Abbey Locations" + ] + }, + { + "name": "Donjon", + "ordinal": { + "type": "chapter", + "identifier": 17 + }, + "headers": [ + "The Donjon Sphere", + "Running the Sphere", + "Donjon Sphere Features", + "Donjon Core Locations", + { + "depth": 1, + "header": "1: Intake Circle" + }, + { + "depth": 1, + "header": "2: Pool" + }, + { + "depth": 1, + "header": "3: Engineer's Quarters" + }, + { + "depth": 1, + "header": "4: Stasis Controls" + }, + { + "depth": 1, + "header": "5: Stasis Pods" + }, + { + "depth": 1, + "header": "6: Maintenance Hall" + }, + { + "depth": 1, + "header": "7: Drone Containment" + }, + { + "depth": 1, + "header": "8: Prototype Lab" + }, + { + "depth": 1, + "header": "9: Maintenance Shaft" + }, + { + "depth": 1, + "header": "10: Umber Hulk Tunnel" + }, + { + "depth": 1, + "header": "11: Archive Antechamber" + }, + { + "depth": 1, + "header": "12: Archive" + }, + { + "depth": 1, + "header": "13: Ruined Trap Room" + }, + { + "depth": 1, + "header": "14: Crash Site" + }, + { + "depth": 1, + "header": "14a: Damselfly Wreckage" + }, + { + "depth": 1, + "header": "14b: Survivor Camp" + }, + { + "depth": 1, + "header": "14c: Labyrinth Entrance" + }, + { + "depth": 1, + "header": "15: Metallurgy Lab" + }, + { + "depth": 1, + "header": "16: Observation Room" + }, + { + "depth": 1, + "header": "17: Trash Disposal" + }, + { + "depth": 1, + "header": "18: Massive Stasis Pods" + }, + { + "depth": 1, + "header": "18a: Western Pods" + }, + { + "depth": 1, + "header": "18b: Central Pods" + }, + { + "depth": 1, + "header": "18c: Southern Pods" + }, + { + "depth": 1, + "header": "19: Elevator Room" + }, + { + "depth": 1, + "header": "20: Isolation Chambers" + }, + { + "depth": 1, + "header": "20a: Dead Naga" + }, + { + "depth": 1, + "header": "20b: Q'zar'ktan" + }, + { + "depth": 1, + "header": "20f: Myconids" + }, + { + "depth": 1, + "header": "21: Brain Chamber" + }, + { + "depth": 1, + "header": "22: Workers' Chambers" + }, + { + "depth": 1, + "header": "22a: Communal Room" + }, + { + "depth": 1, + "header": "22b: Oily Floor" + }, + { + "depth": 1, + "header": "22c: Glowing Orb" + }, + { + "depth": 1, + "header": "22d: Prisoner's Remains" + }, + { + "depth": 1, + "header": "22e: Head Steward's Office" + }, + { + "depth": 1, + "header": "23: Damselfly Bay" + }, + { + "depth": 1, + "header": "24: Escape Pod" + }, + { + "depth": 1, + "header": "25: Simulation Chambers" + }, + { + "depth": 1, + "header": "25a: Western Simulator" + }, + { + "depth": 1, + "header": "25b: Eastern Simulator" + }, + { + "depth": 1, + "header": "26: Observation Room" + }, + { + "depth": 1, + "header": "27: Observatory" + }, + { + "depth": 1, + "header": "28: Crusher" + }, + { + "depth": 1, + "header": "29: Forge" + }, + { + "depth": 1, + "header": "30: Shuffler" + }, + { + "depth": 1, + "header": "31: Reconstructory" + }, + { + "depth": 1, + "header": "32: Control Gems" + }, + { + "depth": 1, + "header": "33: Portal Chamber" + } + ] + }, + { + "name": "Void", + "ordinal": { + "type": "chapter", + "identifier": 18 + }, + "headers": [ + "Drawing the Void Card", + "House of Cards", + { + "depth": 1, + "header": "1: Entrance" + }, + { + "depth": 1, + "header": "2: Gem" + }, + { + "depth": 1, + "header": "3: Fool" + }, + { + "depth": 1, + "header": "4: Sun" + }, + { + "depth": 1, + "header": "5: Moon" + }, + { + "depth": 1, + "header": "6: Donjon" + }, + { + "depth": 1, + "header": "7: Talons" + }, + { 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+ }, + "headers": [ + "The Grim Harrow", + "Gardens of Decay", + "Adventure Hooks", + "The Grim Champions" + ] + }, + { + "name": "Flames", + "ordinal": { + "type": "chapter", + "identifier": 20 + }, + "headers": [ + "Aurnozci, the Caged Worm", + "Hulgaz the Tempter", + "Malaxxix the Shackler" + ] + }, + { + "name": "Talons", + "ordinal": { + "type": "chapter", + "identifier": 21 + }, + "headers": [ + "Monsters in This Book" + ] + }, + { + "name": "Euryale", + "ordinal": { + "type": "chapter", + "identifier": 22 + }, + "headers": [ + "The Princess and the Gardener", + "Cair Ophidian", + "Conclusion" + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "The Deck of Many Things: Card Reference Guide", + "id": "DMTCRG", + "source": "DMTCRG", + "group": "supplement", + "cover": { + "type": "internal", + "path": "covers/DMTCRG.webp" + }, + "published": "2023-11-14", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "The Deck of Many Things", + "headers": [ + "Customizing Your Deck", + "Card Meanings" + ] + }, + { + "name": "Divinatory Uses", + "headers": [ + "Divinatory Basics", + "Divinatory Spreads" + ] + }, + { + "name": "Adventure Spreads", + "headers": [ + "Creating an Adventure Spread", + "Example", + "Variant: Dungeon Spread", + "Using an Adventure Spread During Play" + ] + }, + { + "name": "Reading the Cards", + "headers": [ + "Aberration", + "Balance", + "Beast", + "Book", + "Bridge", + "Campfire", + "Cavern", + "Celestial", + "Comet", + "Construct", + "Corpse", + "Crossroads", + "Donjon", + "Door", + "Dragon", + "Elemental", + "Euryale", + "Expert", + "Fates", + "Fey", + "Fiend", + "Flames", + "Fool", + "Gem", + "Giant", + "Humanoid", + "Jester", + "Key", + "Knight", + "Lance", + "Mage", + "Map", + "Maze", + "Mine", + "Monstrosity", + "Moon", + "Ooze", + "Path", + "Pit", + "Plant", + "Priest", + "Prisoner", + "Puzzle", + "Ring", + "Rogue", + "Ruin", + "Sage", + "Shield", + "Ship", + "Skull", + "Staff", + "Stairway", + "Star", + "Statue", + "Sun", + "Talons", + "Tavern", + "Temple", + "Throne", + "Tomb", + "Tower", + "Tree", + "Undead", + "Void", + "Warrior", + "Well" + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Puncheons and Flagons", + "id": "PaF", + "source": "PaF", + "group": "recipe", + "cover": { + "type": "internal", + "path": "covers/PaF.webp" + }, + "published": "2024-08-27", + "author": "Andrew Wheeler", + "contents": [ + { + "name": "Introduction" + }, + { + "name": "About This Book", + "headers": [ + { + "header": "Incorporating Drinks Into Your Campaign", + "depth": 1 + }, + { + "header": "A Note on Responsible Drinking", + "depth": 1 + } + ] + }, + { + "name": "Setting Up a Home Bar", + "headers": [ + { + "header": "Bar Equipment", + "depth": 1 + }, + { + "header": "Bar Stock", + "depth": 1 + }, + { + "header": "Pantry Items", + "depth": 1 + }, + { + "header": "Adapting Recipes", + "depth": 1 + } + ] + }, + { + "name": "Gin from The Hearth in Candlekeep", + "headers": [ + "Inkpot Negroni", + "Astral Plane", + "Necromancer", + "Library Martini", + "Emerald Door", + "Candlekeep Tea", + "Magic Jar", + "Rewards" + ] + }, + { + "name": "Whiskey from The Gilded Horseshoe Inn in Longsaddle", + "headers": [ + "Hand Of Vecna", + "Nether Gold", + "Ogretoe", + "Pegasus", + "Cat's Cradle", + "Harpell's Reserve", + "Loklee", + "Dragonberries" + ] + }, + { + "name": "Vodka from The Pink Flumph Theater in Waterdeep", + "headers": [ + "Hordelander", + "Cheap Seat", + "Malatran Mule", + "Night Watch", + "Mother", + "Tpk (Total Party Katastrophe)", + "Fol-De-Rol", + "Flumphcakes" + ] + }, + { + "name": "Rum from The Low Lantern in Baldur's Gate", + "headers": [ + "Scrimshaw", + "Celebration Brew", + "Chultwater", + "Captain's Fancy", + "Faerie Fire", + "Eldritch Storm", + "Rumtack" + ] + }, + { + "name": "Tequila from The Halfway Inn near Evereska", + "headers": [ + "Moonrise", + "Eye Of The Beholder", + "Deadwinter Fire", + "Seafoam", + "Poetess", + "Hellish Rebuke", + "The Hoard" + ] + }, + { + "name": "Brandy from The Driftwood Tavern in Neverwinter", + "headers": [ + "Brandy Cassalanter", + "Madame Rosene's Nightcap", + "Endurance", + "Crakaneg", + { + "header": "Vegan Variation", + "depth": 1 + }, + "Almond Brandy", + "Littlewinter", + "High Sun Florentines" + ] + }, + { + "name": "Exquisite Rarities from One-Eyed Jax in Luskan", + "headers": [ + "Golden Way", + "The Bag", + "Noble Pretender", + "Elfharrow Kiss", + "Tymora's Coins", + "Greengrass", + "Scrap And Oil" + ] + }, + { + "name": "Wine from The Moonstone Mask in Neverwinter", + "headers": [ + "Utmost Discretion", + "Lady Ophala", + "Feywine Punch", + "Many Stars", + "Rime Of The Frostmaiden", + "Beauty Mark", + "Courtesans" + ] + }, + { + "name": "Beer, Mead, And Cider from The Yawning Portal in Waterdeep", + "headers": [ + "Shadowdark", + "Pieglass", + "Bitter Black", + "Cherry Mead", + "Tavern Punch", + "Bee Well", + "Illuskan Mulled Cider", + "Luiric Rarebit" + ] + }, + { + "name": "Nonalcoholic Refreshments from The Hissing Stones in Baldur's Gate", + "headers": [ + "Lathander's Bounty", + "Kinship Shrub", + "Baldurian Tonic", + "Mintwater", + "Chessentan Tea", + "Restoration", + "Mourning Cup", + "Tearoom Cookies" + ] + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Player's Handbook (2024)", + "id": "XPHB", + "source": "XPHB", + "group": "core", + "cover": { + "type": "internal", + "path": "covers/XPHB.webp" + }, + "published": "2024-09-17", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Introduction: Welcome to Adventure", + "headers": [ + "What You Need", + "Using This Book", + "Worlds of Adventure" + ] + }, + { + "name": "Playing the Game", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Player or DM?", + "Rhythm of Play", + "An Ongoing Game", + "Dice", + "The Six Abilities", + "D20 Tests", + { + "depth": 1, + "header": "Ability Checks" + }, + { + "depth": 1, + "header": "Saving Throws" + }, + { + "depth": 1, + "header": "Attack Rolls" + }, + { + "depth": 1, + "header": "Advantage/Disadvantage" + }, + "Proficiency", + "Actions", + { + "depth": 1, + "header": "Bonus Actions" + }, + { + "depth": 1, + "header": "Reactions" + }, + "Social Interaction", + "Exploration", + { + "depth": 1, + "header": "Vision and Light" + }, + { + "depth": 1, + "header": "Hiding" + }, + { + "depth": 1, + "header": "Interacting with Objects" + }, + { + "depth": 1, + "header": "Hazards" + }, + { + "depth": 1, + "header": "Travel" + }, + "Combat", + { + "depth": 1, + "header": "The Order of Combat" + }, + { + "depth": 1, + "header": "Movement and Position" + }, + { + "depth": 1, + "header": "Making an Attack" + }, + { + "depth": 1, + "header": "Ranged Attacks" + }, + { + "depth": 1, + "header": "Melee Attacks" + }, + { + "depth": 1, + "header": "Mounted Combat" + }, + { + "depth": 1, + "header": "Underwater Combat" + }, + "Damage and Healing", + { + "depth": 1, + "header": "Hit Points" + }, + { + "depth": 1, + "header": "Damage Rolls" + }, + { + "depth": 1, + "header": "Critical Hits" + }, + { + "depth": 1, + "header": "Saving Throws and Damage" + }, + { + "depth": 1, + "header": "Damage Types" + }, + { + "depth": 1, + "header": "Resistance and Vulnerability" + }, + { + "depth": 1, + "header": "Immunity" + }, + { + "depth": 1, + "header": "Healing" + }, + { + "depth": 1, + "header": "Dropping to 0 Hit Points" + }, + { + "depth": 1, + "header": "Temporary Hit Points" + }, + "Conditions" + ] + }, + { + "name": "Creating a Character", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Get Ready", + "Create Your Character", + "Level Advancement", + "Starting at Higher Levels", + "Multiclassing", + "Trinkets" + ] + }, + { + "name": "Character Classes", + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Character Origins", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "Origin Components", + "Background Descriptions", + "Species Descriptions" + ] + }, + { + "name": "Feats", + "ordinal": { + "type": "chapter", + "identifier": 5 + }, + "headers": [ + "Feat Descriptions", + "Origin Feats", + "General Feats", + "Fighting Style Feats", + "Epic Boon Feats" + ] + }, + { + "name": "Equipment", + "ordinal": { + "type": "chapter", + "identifier": 6 + }, + "headers": [ + "Coins", + "Weapons", + { + "depth": 1, + "header": "Properties" + }, + { + "depth": 1, + "header": "Mastery Properties" + }, + "Armor", + "Tools", + "Adventuring Gear", + "Mounts and Vehicles", + "Services", + "Magic Items", + "Crafting Equipment" + ] + }, + { + "name": "Spells", + "ordinal": { + "type": "chapter", + "identifier": 7 + }, + "headers": [ + "Gaining Spells", + "Casting Spells", + "Spell Descriptions" + ] + }, + { + "name": "The Multiverse", + "ordinal": { + "type": "appendix", + "identifier": "A" + }, + "headers": [ + "The Material Realms", + "Transitive Planes", + "The Inner Planes", + "The Outer Planes" + ] + }, + { + "name": "Creature Stat Blocks", + "ordinal": { + "type": "appendix", + "identifier": "B" + } + }, + { + "name": "Rules Glossary", + "headers": [ + "Glossary Conventions", + "Rules Definitions" + ], + "ordinal": { + "type": "appendix", + "identifier": "C" + } + }, + { + "name": "Credits" + } + ] + }, + { + "name": "Dungeon Master's Guide (2024)", + "id": "XDMG", + "source": "XDMG", + "group": "core", + "cover": { + "type": "internal", + "path": "covers/XDMG.webp" + }, + "published": "2024-11-12", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Introduction" + } + ] + }, + { + "name": "Monster Manual (2024)", + "id": "XMM", + "source": "XMM", + "group": "core", + "cover": { + "type": "internal", + "path": "covers/XMM.webp" + }, + "published": "2025-02-18", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Introduction" + } + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-artificer.json b/src/ttfrog/five_e_tools/sources/class/class-artificer.json new file mode 100644 index 0000000..5c5eafc --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-artificer.json @@ -0,0 +1,2220 @@ +{ + "class": [ + { + "name": "Artificer", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "con", + "int" + ], + "spellcastingAbility": "int", + "casterProgression": "artificer", + "preparedSpells": "<$level$> / 2 + <$int_mod$>", + "cantripProgression": [ + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 4, + 4, + 4, + 4, + 4, + 4, + 4 + ], + "optionalfeatureProgression": [ + { + "name": "Infusions", + "featureType": [ + "AI" + ], + "progression": [ + 0, + 4, + 4, + 4, + 4, + 6, + 6, + 6, + 6, + 8, + 8, + 8, + 8, + 10, + 10, + 10, + 10, + 12, + 12, + 12 + ] + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "simple", + { + "proficiency": "firearms", + "optional": true + } + ], + "tools": [ + "{@item thieves' tools|PHB}", + "{@item tinker's tools|PHB}", + "one type of {@item artisan's tools|PHB} of your choice" + ], + "toolProficiencies": [ + { + "thieves' tools": true, + "tinker's tools": true, + "anyArtisansTool": 1 + } + ], + "skills": [ + { + "choose": { + "from": [ + "arcana", + "history", + "investigation", + "medicine", + "nature", + "perception", + "sleight of hand" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "any two {@filter simple weapons|items|source=phb|category=basic|type=simple weapon} of your choice", + "a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts}", + "(a) {@item studded leather armor|phb} or (b) {@item scale mail|phb}", + "{@item thieves' tools|phb} and a {@item dungeoneer's pack|phb}" + ], + "goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}", + "defaultData": [ + { + "_": [ + { + "equipmentType": "weaponSimple", + "quantity": 2 + } + ] + }, + { + "_": [ + "light crossbow|phb", + "crossbow bolts (20)|phb" + ] + }, + { + "a": [ + "studded leather armor|phb" + ], + "b": [ + "scale mail|phb" + ] + }, + { + "_": [ + "thieves' tools|phb", + "dungeoneer's pack|phb" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "int": 13 + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "shield" + ], + "tools": [ + "{@item thieves' tools|PHB}", + "{@item tinker's tools|PHB}" + ], + "toolProficiencies": [ + { + "thieves' tools": true, + "tinker's tools": true + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "{@filter Infusions Known|optionalfeatures|feature type=ai|source=TCE}", + "Infused Items", + "{@filter Cantrips Known|spells|level=0|class=artificer}" + ], + "rows": [ + [ + 0, + 0, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 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"Artificer Specialist Feature|Artificer|TCE|9", + "gainSubclassFeature": true + }, + "Magic Item Adept|Artificer|TCE|10", + "Spell-Storing Item|Artificer|TCE|11", + "Ability Score Improvement|Artificer|TCE|12", + "Magic Item Savant|Artificer|TCE|14", + { + "classFeature": "Artificer Specialist Feature|Artificer|TCE|15", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Artificer|TCE|16", + "Magic Item Master|Artificer|TCE|18", + "Ability Score Improvement|Artificer|TCE|19", + "Soul of Artifice|Artificer|TCE|20" + ], + "subclassTitle": "Artificer Specialist", + "hasFluff": true, + "hasFluffImages": true + } + ], + "subclass": [ + { + "name": "Alchemist", + "shortName": "Alchemist", + "source": "TCE", + "className": "Artificer", + "classSource": "TCE", + "page": 14, + "otherSources": [ + { + "source": "ERLW", + "page": 58 + } + ], + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "healing word", + "ray of sickness" + ], + "5": [ + "flaming 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"shortName": "Battle Smith", + "source": "TCE", + "className": "Artificer", + "classSource": "TCE", + "page": 18, + "otherSources": [ + { + "source": "ERLW", + "page": 60 + } + ], + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "heroism", + "shield" + ], + "5": [ + "branding smite", + "warding bond" + ], + "9": [ + "aura of vitality", + "conjure barrage" + ], + "13": [ + "aura of purity", + "fire shield" + ], + "17": [ + "banishing smite", + "mass cure wounds" + ] + } + } + ], + "subclassFeatures": [ + "Battle Smith|Artificer|TCE|Battle Smith|TCE|3", + "Extra Attack|Artificer|TCE|Battle Smith|TCE|5", + "Arcane Jolt|Artificer|TCE|Battle Smith|TCE|9", + "Improved Defender|Artificer|TCE|Battle Smith|TCE|15" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Magical Tinkering", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 1, + "entries": [ + "{@i 1st-level artificer feature}", + "You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have {@item thieves' tools|PHB} or {@item artisan's tools|PHB} in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:", + { + "type": "list", + "items": [ + "The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.", + "Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.", + "The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.", + "A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like." + ] + }, + "The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.", + "You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies." + ] + }, + { + "name": "Optional Rule: Firearm Proficiency", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 1, + "entries": [ + "The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in {@book chapter 9|DMG|9|Firearms} of the {@book Dungeon Master's Guide|DMG} and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them." + ] + }, + { + "name": "Spellcasting", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 1, + "entries": [ + "{@i 1st-level artificer feature}", + "You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.", + { + "type": "entries", + "name": "Tools Required", + "entries": [ + "You produce your artificer spell effects through your tools. You must have a spellcasting focus\u2014specifically {@item thieves' tools|phb} or some kind of {@item artisan's tools|phb|artisan's tool}\u2014in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See {@book chapter 5|PHB|4}, \"Equipment,\" in the {@book Player's Handbook|PHB} for descriptions of these tools.", + "After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.", + { + "type": "inset", + "name": "The Magic of Artifice", + "entries": [ + "As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast {@spell cure wounds} using {@item alchemist's supplies|PHB}, you could be quickly producing a salve. If you cast it using {@item tinker's tools|PHB}, you might have a miniature mechanical spider that binds wounds. When you cast {@spell poison spray}, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.", + "The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace {@spell cure wounds} with {@spell heat metal}, you might be altering the device you use to heal\u2014perhaps modifying a tool so that it channels heat instead of healing energy.", + "Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters." + ] + } + ] + }, + { + "type": "entries", + "name": "Cantrips (0-Level Spells)", + "entries": [ + "At 1st level, you know two cantrips of your choice from the {@filter artificer spell list|spells|level=0|class=Artificer}. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.", + "When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list." + ] + }, + { + "type": "entries", + "name": "Preparing and Casting Spells", + "entries": [ + "The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of artificer spells that are available for you to cast, choosing from the {@filter artificer spell list|spells|class=Artificer}. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "int" + ] + } + ] + }, + { + "type": "entries", + "name": "Ritual Casting", + "entries": [ + "You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared." + ] + } + ] + }, + { + "name": "Infuse Item", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 2, + "entries": [ + "{@i 2nd-level artificer feature}", + "You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.", + { + "type": "refClassFeature", + "classFeature": "Infusions Known|Artificer|TCE|2" + }, + { + "type": "inset", + "name": "Artificer Infusions", + "entries": [ + "Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.", + "The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.", + "Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.", + "Unless an infusion's description says otherwise, you can't learn an infusion more than once." + ] + }, + { + "type": "entries", + "name": "Infusing an Item", + "entries": [ + "Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see \"{@book Attunement|DMG|7|Attunement}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}).", + "Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.", + "You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.", + "If an infusion ends on an item that contains other things, like a {@item bag of holding}, its contents harmlessly appear in and around its space." + ] + } + ] + }, + { + "name": "Infusions Known", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 2, + "header": 1, + "entries": [ + "When you gain this feature, pick four artificer infusions to learn, choosing from the \"{@filter Artificer Infusions|optionalfeatures|feature type=ai|source=TCE}\" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.", + "Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one." + ] + }, + { + "name": "Artificer Specialist", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 3, + "entries": [ + "{@i 3rd-level artificer feature}", + "Choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level." + ] + }, + { + "name": "The Right Tool for the Job", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 3, + "entries": [ + "{@i 3rd-level artificer feature}", + "You've learned how to produce exactly the tool you need: with {@item thieves' tools|PHB} or {@item artisan's tools|PHB} in hand, you can magically create one set of {@item artisan's tools|PHB} in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 4, + "entries": [ + "{@i 4th-level artificer feature}", + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Artificer Specialist Feature", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 5, + "entries": [ + "{@i 5th-level artificer feature}", + "You gain a feature granted by your Artificer Specialist choice." + ] + }, + { + "name": "Tool Expertise", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 6, + "entries": [ + "{@i 6th-level artificer feature}", + "Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool." + ] + }, + { + "name": "Flash of Genius", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 7, + "entries": [ + "{@i 7th-level artificer feature}", + "You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.", + "You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 8, + "entries": [ + "{@i 8th-level artificer feature}", + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Artificer Specialist Feature", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 9, + "entries": [ + "{@i 9th-level artificer feature}", + "You gain a feature granted by your Artificer Specialist choice." + ] + }, + { + "name": "Magic Item Adept", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 10, + "entries": [ + "{@i 10th-level artificer feature}", + "You've achieved a profound understanding of how to use and make magic items:", + { + "type": "list", + "items": [ + "You can attune to up to four magic items at once.", + "If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold." + ] + } + ] + }, + { + "name": "Spell-Storing Item", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 11, + "entries": [ + "{@i 11th-level artificer feature}", + "You can now store a spell in an object. Whenever you finish a long rest, you can touch one {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the {@filter artificer spell list|spells|class=Artificer|cast time=action|level=1;2} that requires 1 action to cast (you needn't have it prepared).", + "While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires {@status concentration}, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 12, + "entries": [ + "{@i 12th-level artificer feature}", + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Magic Item Savant", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 14, + "entries": [ + "{@i 14th-level artificer feature}", + "Your skill with magic items deepens:", + { + "type": "list", + "items": [ + "You can attune to up to five magic items at once.", + "You ignore all class, race, spell, and level requirements on attuning to or using a magic item." + ] + } + ] + }, + { + "name": "Artificer Specialist Feature", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 15, + "entries": [ + "{@i 15th-level artificer feature}", + "You gain a feature granted by your Artificer Specialist choice." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 16, + "entries": [ + "{@i 16th-level artificer feature}", + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Magic Item Master", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 18, + "entries": [ + "{@i 18th-level artificer feature}", + "You can now attune to up to six magic items at once." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 19, + "entries": [ + "{@i 19th-level artificer feature}", + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Soul of Artifice", + "source": "TCE", + "page": 9, + "otherSources": [ + { + "source": "ERLW", + "page": 54 + } + ], + "className": "Artificer", + "classSource": "TCE", + "level": 20, + "entries": [ + "{@i 20th-level artificer feature}", + "You have developed a mystical connection to your magic items, which you can draw on for protection:", + { + "type": "list", + "items": [ + "You gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0." + ] + } + ] + } + ], + "subclassFeature": [ + { + "name": "Alchemist", + "source": "TCE", + "page": 14, + "otherSources": [ + { + "source": "ERLW", + "page": 58 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alchemist", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tool Proficiency|Artificer|TCE|Alchemist|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Alchemist Spells|Artificer|TCE|Alchemist|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Experimental Elixir|Artificer|TCE|Alchemist|TCE|3" + } + ] + }, + { + "name": "Alchemist Spells", + "source": "TCE", + "page": 14, + "otherSources": [ + { + "source": "ERLW", + "page": 58 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alchemist", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Alchemist Spells", + "colLabels": [ + "Artificer Level", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell healing word}, {@spell ray of sickness}" + ], + [ + "5th", + "{@spell flaming sphere}, {@spell Melf's acid arrow}" + ], + [ + "9th", + "{@spell gaseous form}, {@spell mass healing word}" + ], + [ + "13th", + "{@spell blight}, {@spell death ward}" + ], + [ + "17th", + "{@spell cloudkill}, {@spell raise dead}" + ] + ] + } + ] + }, + { + "name": "Experimental Elixir", + "source": "TCE", + "page": 14, + "otherSources": [ + { + "source": "ERLW", + "page": 58 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alchemist", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "Beginning at 3rd level, whenever you finish a long rest, you can magically produce an {@i experimental elixir} in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an {@condition incapacitated} creature.", + "Creating an {@i experimental elixir} requires you to have {@item alchemist's supplies|PHB} on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.", + "When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.", + "You can create additional {@i experimental elixirs} by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.", + { + "type": "table", + "caption": "Experimental Elixir", + "colLabels": [ + "d6", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@b Healing}. The drinker regains a number of hit points equal to {@dice 2d4} + your Intelligence modifier." + ], + [ + "2", + "{@b Swiftness}. The drinker's walking speed increases by 10 feet for 1 hour." + ], + [ + "3", + "{@b Resilience}. The drinker gains a +1 bonus to AC for 10 minutes." + ], + [ + "4", + "{@b Boldness}. The drinker can roll a {@dice d4} and add the number rolled to every attack roll and saving throw they make for the next minute." + ], + [ + "5", + "{@b Flight}. The drinker gains a flying speed of 10 feet for 10 minutes." + ], + [ + "6", + "{@b Transformation}. The drinker's body is transformed as if by the {@spell alter self} spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes." + ] + ] + } + ] + }, + { + "name": "Tool Proficiency", + "source": "TCE", + "page": 14, + "otherSources": [ + { + "source": "ERLW", + "page": 58 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alchemist", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency with {@item alchemist's supplies|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice." + ] + }, + { + "name": "Alchemical Savant", + "source": "TCE", + "page": 14, + "otherSources": [ + { + "source": "ERLW", + "page": 58 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alchemist", + "subclassSource": "TCE", + "level": 5, + "header": 2, + "entries": [ + "At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your {@item alchemist's supplies|PHB} as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1)." + ] + }, + { + "name": "Restorative Reagents", + "source": "TCE", + "page": 14, + "otherSources": [ + { + "source": "ERLW", + "page": 58 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alchemist", + "subclassSource": "TCE", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, you can incorporate restorative reagents into some of your works:", + { + "type": "list", + "items": [ + "Whenever a creature drinks an {@i experimental elixir} you created, the creature gains temporary hit points equal to {@dice 2d6} + your Intelligence modifier (minimum of 1 temporary hit point).", + "You can cast {@spell lesser restoration} without expending a spell slot and without preparing the spell, provided you use {@item alchemist's supplies|PHB} as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "name": "Chemical Mastery", + "source": "TCE", + "page": 14, + "otherSources": [ + { + "source": "ERLW", + "page": 58 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alchemist", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:", + { + "type": "list", + "items": [ + "You gain resistance to acid damage and poison damage, and you are immune to the {@condition poisoned} condition.", + "You can cast {@spell greater restoration} and {@spell heal} without expending a spell slot, without preparing the spell, and without material components, provided you use {@item alchemist's supplies|PHB} as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest." + ] + } + ] + }, + { + "name": "Armorer", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tools of the Trade|Artificer|TCE|Armorer|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Armorer Spells|Artificer|TCE|Armorer|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Armor|Artificer|TCE|Armorer|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Armor Model|Artificer|TCE|Armorer|TCE|3" + } + ] + }, + { + "name": "Dampening Field", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "type": "item", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal." + ] + }, + { + "name": "Defensive Field", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "type": "item", + "entries": [ + "As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Lightning Launcher", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "type": "item", + "entries": [ + "A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals {@damage 1d6} lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra {@damage 1d6} lightning damage to that target." + ] + }, + { + "name": "Powered Steps", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "type": "item", + "entries": [ + "Your walking speed increases by 5 feet." + ] + }, + { + "name": "Thunder Gauntlets", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "type": "item", + "entries": [ + "Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals {@damage 1d8} thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else." + ] + }, + { + "name": "Arcane Armor", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Armorer feature}", + "Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have {@item smith's tools|PHB} in hand.", + "You gain the following benefits while wearing this armor:", + { + "type": "list", + "items": [ + "If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.", + "You can use the arcane armor as a spellcasting focus for your artificer spells.", + "The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.", + "You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die." + ] + } + ] + }, + { + "name": "Armor Model", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Armorer feature}", + "You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.", + "Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.", + "You can change the armor's model whenever you finish a short or long rest, provided you have {@item smith's tools|PHB} in hand.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Guardian", + "entries": [ + "You design your armor to be in the front line of conflict. It has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Thunder Gauntlets|Artificer|TCE|Armorer|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Defensive Field|Artificer|TCE|Armorer|TCE|3" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Infiltrator", + "entries": [ + "You customize your armor for subtle undertakings. It has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Lightning Launcher|Artificer|TCE|Armorer|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Powered Steps|Artificer|TCE|Armorer|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dampening Field|Artificer|TCE|Armorer|TCE|3" + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Armorer Spells", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Armorer feature}", + "You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Armorer Spells", + "colLabels": [ + "Artificer Level", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell magic missile}, {@spell thunderwave}" + ], + [ + "5th", + "{@spell mirror image}, {@spell shatter}" + ], + [ + "9th", + "{@spell hypnotic pattern}, {@spell lightning bolt}" + ], + [ + "13th", + "{@spell fire shield}, {@spell greater invisibility}" + ], + [ + "17th", + "{@spell passwall}, {@spell wall of force}" + ] + ] + } + ] + }, + { + "name": "Tools of the Trade", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Armorer feature}", + "You gain proficiency with heavy armor. You also gain proficiency with {@item smith's tools|PHB}. If you already have this tool proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice." + ] + }, + { + "name": "Extra Attack", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 5, + "header": 2, + "entries": [ + "{@i 5th-level Armorer feature}", + "You can attack twice, rather than once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Armor Modifications", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 9, + "header": 2, + "entries": [ + "{@i 9th-level Armorer feature}", + "You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor." + ] + }, + { + "name": "Perfected Armor", + "source": "TCE", + "page": 15, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Armorer", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Armorer feature}", + "Your Arcane Armor gains additional benefits based on its model, as shown below.", + { + "type": "entries", + "name": "Guardian", + "entries": [ + "When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.", + "You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Infiltrator", + "entries": [ + "Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra {@damage 1d6} lightning damage." + ] + } + ] + }, + { + "name": "Artillerist", + "source": "TCE", + "page": 17, + "otherSources": [ + { + "source": "ERLW", + "page": 59 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Artillerist", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.", + "The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: \"It's about time we fixed things instead of blowing them all to hell.\"", + { + "type": "refSubclassFeature", + "subclassFeature": "Tool Proficiency|Artificer|TCE|Artillerist|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Artillerist Spells|Artificer|TCE|Artillerist|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eldritch Cannon|Artificer|TCE|Artillerist|TCE|3" + } + ] + }, + { + "name": "Artillerist Spells", + "source": "TCE", + "page": 17, + "otherSources": [ + { + "source": "ERLW", + "page": 59 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Artillerist", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Artillerist Spells", + "colLabels": [ + "Artificer Level", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell shield}, {@spell thunderwave}" + ], + [ + "5th", + "{@spell scorching ray}, {@spell shatter}" + ], + [ + "9th", + "{@spell fireball}, {@spell wind wall}" + ], + [ + "13th", + "{@spell ice storm}, {@spell wall of fire}" + ], + [ + "17th", + "{@spell cone of cold}, {@spell wall of force}" + ] + ] + } + ] + }, + { + "name": "Eldritch Cannon", + "source": "TCE", + "page": 17, + "otherSources": [ + { + "source": "ERLW", + "page": 59 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Artillerist", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you learn how to create a magical cannon. Using {@item woodcarver's tools|PHB} or {@item smith's tools|PHB}, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.", + "Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.", + "The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the {@spell mending} spell is cast on it, it regains {@dice 2d6} hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.", + "When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.", + { + "type": "table", + "caption": "Eldritch Cannons", + "colLabels": [ + "Cannon", + "Activation" + ], + "colStyles": [ + "col-2", + "col-10" + ], + "rows": [ + [ + "{@object Eldritch Cannon, Flamethrower|TCE|Flamethrower}", + "The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking {@damage 2d8} fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried." + ], + [ + "{@object Eldritch Cannon, Force Ballista|TCE|Force Ballista}", + "Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes {@damage 2d8} force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon." + ], + [ + "{@object Eldritch Cannon, Protector|TCE|Protector}", + "The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to {@damage 1d8} + your Intelligence modifier (minimum of +1)." + ] + ] + } + ] + }, + { + "name": "Tool Proficiency", + "source": "TCE", + "page": 17, + "otherSources": [ + { + "source": "ERLW", + "page": 59 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Artillerist", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency with {@item woodcarver's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice." + ] + }, + { + "name": "Arcane Firearm", + "source": "TCE", + "page": 17, + "otherSources": [ + { + "source": "ERLW", + "page": 59 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Artillerist", + "subclassSource": "TCE", + "level": 5, + "header": 2, + "entries": [ + "At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use {@item woodcarver's tools|PHB} to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.", + "You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a {@damage d8}, and you gain a bonus to one of the spell's damage rolls equal to the number rolled." + ] + }, + { + "name": "Explosive Cannon", + "source": "TCE", + "page": 17, + "otherSources": [ + { + "source": "ERLW", + "page": 59 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Artillerist", + "subclassSource": "TCE", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, every eldritch cannon you create is more destructive:", + { + "type": "list", + "items": [ + "The cannon's damage rolls all increase by {@damage 1d8}.", + "As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking {@damage 3d8} force damage on a failed save or half as much damage on a successful one." + ] + } + ] + }, + { + "name": "Fortified Position", + "source": "TCE", + "page": 17, + "otherSources": [ + { + "source": "ERLW", + "page": 59 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Artillerist", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:", + { + "type": "list", + "items": [ + "You and your allies have {@quickref Cover||3||half cover} while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.", + "You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two." + ] + } + ] + }, + { + "name": "Battle Smith", + "source": "TCE", + "page": 18, + "otherSources": [ + { + "source": "ERLW", + "page": 60 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Battle Smith", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.", + "Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tool Proficiency|Artificer|TCE|Battle Smith|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Battle Smith Spells|Artificer|TCE|Battle Smith|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Battle Ready|Artificer|TCE|Battle Smith|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Steel Defender|Artificer|TCE|Battle Smith|TCE|3" + } + ] + }, + { + "name": "Battle Ready", + "source": "TCE", + "page": 18, + "otherSources": [ + { + "source": "ERLW", + "page": 60 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Battle Smith", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:", + { + "type": "list", + "items": [ + "You gain proficiency with martial weapons.", + "When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls." + ] + } + ] + }, + { + "name": "Battle Smith Spells", + "source": "TCE", + "page": 18, + "otherSources": [ + { + "source": "ERLW", + "page": 60 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Battle Smith", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Battle Smith Spells", + "colLabels": [ + "Artificer Level", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell heroism}, {@spell shield}" + ], + [ + "5th", + "{@spell branding smite}, {@spell warding bond}" + ], + [ + "9th", + "{@spell aura of vitality}, {@spell conjure barrage}" + ], + [ + "13th", + "{@spell aura of purity}, {@spell fire shield}" + ], + [ + "17th", + "{@spell banishing smite}, {@spell mass cure wounds}" + ] + ] + } + ] + }, + { + "name": "Steel Defender", + "source": "TCE", + "page": 18, + "otherSources": [ + { + "source": "ERLW", + "page": 60 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Battle Smith", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "By 3rd level, your tinkering has borne you a faithful companion, a {@creature steel defender|tce}. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.", + "In combat, the defender 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 {@action 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 {@condition incapacitated}, the defender can take any action of its choice, not just {@action Dodge}.", + "If the {@spell mending} spell is cast on it, it regains {@dice 2d6} hit points. If it has died within the last hour, you can use your {@item smith's tools|PHB} as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.", + "At the end of a long rest, you can create a new steel defender if you have your {@item smith's tools|PHB} with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die." + ] + }, + { + "name": "Tool Proficiency", + "source": "TCE", + "page": 18, + "otherSources": [ + { + "source": "ERLW", + "page": 60 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Battle Smith", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency with {@item smith's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice." + ] + }, + { + "name": "Extra Attack", + "source": "TCE", + "page": 18, + "otherSources": [ + { + "source": "ERLW", + "page": 60 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Battle Smith", + "subclassSource": "TCE", + "level": 5, + "header": 2, + "entries": [ + "Starting at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Arcane Jolt", + "source": "TCE", + "page": 18, + "otherSources": [ + { + "source": "ERLW", + "page": 60 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Battle Smith", + "subclassSource": "TCE", + "level": 9, + "header": 2, + "entries": [ + "At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:", + { + "type": "list", + "items": [ + "The target takes an extra {@damage 2d6} force damage.", + "Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring {@dice 2d6} hit points to it." + ] + }, + "You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Improved Defender", + "source": "TCE", + "page": 18, + "otherSources": [ + { + "source": "ERLW", + "page": 60 + } + ], + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Battle Smith", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, your Arcane Jolt and steel defender become more powerful:", + { + "type": "list", + "items": [ + "The extra damage and the healing of your Arcane Jolt both increase to {@damage 4d6}.", + "Your steel defender gains a +2 bonus to Armor Class.", + "Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to {@damage 1d4} + your Intelligence modifier." + ] + } + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-barbarian.json b/src/ttfrog/five_e_tools/sources/class/class-barbarian.json new file mode 100644 index 0000000..bdf3dd8 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-barbarian.json @@ -0,0 +1,3802 @@ +{ + "_meta": { + "internalCopies": [ + "subclass" + ] + }, + "class": [ + { + "name": "Barbarian", + "source": "PHB", + "page": 46, + "srd": true, + "reprintedAs": [ + "Barbarian|XPHB" + ], + "edition": "classic", + "hd": { + "number": 1, + "faces": 12 + }, + "proficiency": [ + "str", + "con" + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "athletics", + "intimidation", + "nature", + "perception", + "survival" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item greataxe|phb} or (b) any {@filter martial melee weapon|items|source=phb|category=basic|type=martial weapon;melee weapon=sand}", + "(a) two {@item handaxe|phb|handaxes} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "An {@item explorer's pack|phb}, and four {@item javelin|phb|javelins}" + ], + "goldAlternative": "{@dice 2d4 × 10|2d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + "greataxe|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee" + } + ] + }, + { + "a": [ + { + "item": "handaxe|phb", + "quantity": 2 + } + ], + "b": [ + { + "equipmentType": "weaponSimple" + } + ] + }, + { + "_": [ + "explorer's pack|phb", + { + "item": "javelin|phb", + "quantity": 4 + } + ] + } + ] + }, + "multiclassing": { + "requirements": { + "str": 13 + }, + "proficienciesGained": { + "armor": [ + "shield" + ], + "weapons": [ + "simple", + "martial" + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Rages", + "Rage Damage" + ], + "rows": [ + [ + "2", + { + "type": "bonus", + "value": 2 + } + ], + [ + "2", + { + "type": "bonus", + "value": 2 + } + ], + [ + "3", + { + "type": "bonus", + "value": 2 + } + ], + [ + "3", + { + 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"edition": "one", + "additionalSpells": [ + { + "innate": { + "3": { + "ritual": [ + "beast sense|xphb", + "speak with animals|xphb" + ] + }, + "10": { + "ritual": [ + "commune with nature|xphb" + ] + } + } + } + ], + "subclassFeatures": [ + "Path of the Wild Heart|Barbarian|XPHB|Wild Heart|XPHB|3", + "Aspect of the Wilds|Barbarian|XPHB|Wild Heart|XPHB|6", + "Nature Speaker|Barbarian|XPHB|Wild Heart|XPHB|10", + "Power of the Wilds|Barbarian|XPHB|Wild Heart|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "Path of the World Tree", + "shortName": "World Tree", + "source": "XPHB", + "className": "Barbarian", + "classSource": "XPHB", + "page": 56, + "edition": "one", + "subclassFeatures": [ + "Path of the World Tree|Barbarian|XPHB|World Tree|XPHB|3", + "Branches of the Tree|Barbarian|XPHB|World Tree|XPHB|6", + "Battering Roots|Barbarian|XPHB|World Tree|XPHB|10", + "Travel Along the Tree|Barbarian|XPHB|World Tree|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "Path of the Zealot", + "shortName": "Zealot", + "source": "XPHB", + "className": "Barbarian", + "classSource": "XPHB", + "page": 57, + "edition": "one", + "subclassFeatures": [ + "Path of the Zealot|Barbarian|XPHB|Zealot|XPHB|3", + "Fanatical Focus|Barbarian|XPHB|Zealot|XPHB|6", + "Zealous Presence|Barbarian|XPHB|Zealot|XPHB|10", + "Rage of the Gods|Barbarian|XPHB|Zealot|XPHB|14" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Rage", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 1, + "entries": [ + "In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.", + "While raging, you gain the following benefits if you aren't wearing heavy armor:", + { + "type": "list", + "items": [ + "You have advantage on Strength checks and Strength saving throws.", + "When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.", + "You have resistance to bludgeoning, piercing, and slashing damage." + ] + }, + "If you are able to cast spells, you can't cast them or concentrate on them while raging.", + "Your rage lasts for 1 minute. It ends early if you are knocked {@condition unconscious} or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th." + ] + }, + { + "name": "Unarmored Defense", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 1, + "entries": [ + "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit." + ] + }, + { + "name": "Danger Sense", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 2, + "entries": [ + "At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be {@condition blinded}, {@condition deafened}, or {@condition incapacitated}." + ] + }, + { + "name": "Reckless Attack", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 2, + "entries": [ + "Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn." + ] + }, + { + "name": "Primal Knowledge", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level barbarian {@variantrule optional class features|tce|optional feature}}", + "When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level." + ] + }, + { + "name": "Primal Path", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 3, + "entries": [ + "At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Fast Movement", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 5, + "entries": [ + "Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor." + ] + }, + { + "name": "Path Feature", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you gain a feature from your Primal Path." + ] + }, + { + "name": "Feral Instinct", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 7, + "entries": [ + "By 7th level, your instincts are so honed that you have advantage on initiative rolls.", + "Additionally, if you are {@status surprised} at the beginning of combat and aren't {@condition incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn." + ] + }, + { + "name": "Instinctive Pounce", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "level": 7, + "isClassFeatureVariant": true, + "entries": [ + "{@i 7th-level barbarian {@variantrule optional class features|tce|optional feature}}", + "As part of the bonus action you take to enter your rage, you can move up to half your speed." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Brutal Critical (1 die)", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 9, + "entries": [ + "Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.", + "This increases to two additional dice at 13th level and three additional dice at 17th level." + ] + }, + { + "name": "Path feature", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 10, + "entries": [ + "At 10th level, you gain a feature from your Primal Path." + ] + }, + { + "name": "Relentless Rage", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 11, + "entries": [ + "Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.", + "Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Brutal Critical (2 dice)", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 13, + "entries": [ + "At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.", + "This increases to three additional dice at 17th level." + ] + }, + { + "name": "Path feature", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 14, + "entries": [ + "At 14th level, you gain a feature from your Primal Path." + ] + }, + { + "name": "Persistent Rage", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 15, + "entries": [ + "Beginning at 15th level, your rage is so fierce that it ends early only if you fall {@condition unconscious} or if you choose to end it." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Brutal Critical (3 dice)", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 17, + "entries": [ + "At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack." + ] + }, + { + "name": "Indomitable Might", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 18, + "entries": [ + "Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Primal Champion", + "source": "PHB", + "page": 46, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24." + ] + }, + { + "name": "Rage", + "source": "XPHB", + "page": 51, + "className": "Barbarian", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a {@variantrule Bonus Action|XPHB} if you aren't wearing Heavy armor.", + "You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.", + "While active, your Rage follows the rules below.", + { + "type": "entries", + "name": "Damage Resistance", + "entries": [ + "You have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage." + ] + }, + { + "type": "entries", + "name": "Rage Damage", + "entries": [ + "When you make an attack using Strength\u2014with either a weapon or an {@variantrule Unarmed Strike|XPHB}\u2014and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table." + ] + }, + { + "type": "entries", + "name": "Strength Advantage", + "entries": [ + "You have {@variantrule Advantage|XPHB} on Strength checks and Strength saving throws." + ] + }, + { + "type": "entries", + "name": "No Concentration or Spells", + "entries": [ + "You can't maintain {@status Concentration|XPHB}, and you can't cast spells." + ] + }, + { + "type": "entries", + "name": "Duration", + "entries": [ + "The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the {@condition Incapacitated|XPHB} condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:", + { + "type": "list", + "items": [ + "Make an attack roll against an enemy.", + "Force an enemy to make a saving throw.", + "Take a {@variantrule Bonus Action|XPHB} to extend your Rage." + ] + } + ] + }, + "Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes." + ] + }, + { + "name": "Unarmored Defense", + "source": "XPHB", + "page": 51, + "className": "Barbarian", + "classSource": "XPHB", + "level": 1, + "entries": [ + "While you aren't wearing any armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Constitution modifiers. You can use a {@item Shield|XPHB} and still gain this benefit." + ] + }, + { + "name": "Weapon Mastery", + "source": "XPHB", + "page": 52, + "className": "Barbarian", + "classSource": "XPHB", + "level": 1, + "entries": [ + "Your training with weapons allows you to use the mastery properties of two kinds of {@filter Simple|items|type=simple weapon;melee weapon=sand} or {@filter Martial Melee weapons|items|type=martial weapon;melee weapon=sand} of your choice, such as {@item Greataxe|XPHB|Greataxes} and {@item Handaxe|XPHB|Handaxes}. Whenever you finish a {@variantrule Long Rest|XPHB}, you can practice weapon drills and change one of those weapon choices.", + "When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table." + ] + }, + { + "name": "Danger Sense", + "source": "XPHB", + "page": 52, + "className": "Barbarian", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have {@variantrule Advantage|XPHB} on Dexterity saving throws unless you have the {@condition Incapacitated|XPHB} condition." + ] + }, + { + "name": "Reckless Attack", + "source": "XPHB", + "page": 52, + "className": "Barbarian", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you {@variantrule Advantage|XPHB} on attack rolls using Strength until the start of your next turn, but attack rolls against you have {@variantrule Advantage|XPHB} during that time." + ] + }, + { + "name": "Barbarian Subclass", + "source": "XPHB", + "page": 52, + "className": "Barbarian", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower." + ] + }, + { + "name": "Primal Knowledge", + "source": "XPHB", + "page": 52, + "className": "Barbarian", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.", + "In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: {@skill Acrobatics|XPHB}, {@skill Intimidation|XPHB}, {@skill Perception|XPHB}, {@skill Stealth|XPHB}, or {@skill Survival|XPHB}. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16." + ] + }, + { + "name": "Extra Attack", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 5, + "entries": [ + "You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn." + ] + }, + { + "name": "Fast Movement", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 5, + "entries": [ + "Your speed increases by 10 feet while you aren't wearing Heavy armor." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You gain a feature from your Barbarian subclass." + ] + }, + { + "name": "Feral Instinct", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 7, + "entries": [ + "Your instincts are so honed that you have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls." + ] + }, + { + "name": "Instinctive Pounce", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 7, + "entries": [ + "As part of the {@variantrule Bonus Action|XPHB} you take to enter your Rage, you can move up to half your {@variantrule Speed|XPHB}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Brutal Strike", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 9, + "entries": [ + "If you use Reckless {@action Attack|XPHB}, you can forgo any {@variantrule Advantage|XPHB} on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have {@variantrule Disadvantage|XPHB}. If the chosen attack roll hits, the target takes an extra {@damage 1d10} damage of the same type dealt by the weapon or {@variantrule Unarmed Strike|XPHB}, and you can cause one Brutal Strike effect of your choice. You have the following effect options.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Forceful Blow", + "entries": [ + "The target is pushed 15 feet straight away from you. You can then move up to half your {@variantrule Speed|XPHB} straight toward the target without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}." + ] + }, + { + "type": "entries", + "name": "Hamstring Blow", + "entries": [ + "The target's {@variantrule Speed|XPHB} is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time\u2014the most recent one." + ] + } + ] + } + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 10, + "entries": [ + "You gain a feature from your Barbarian subclass." + ] + }, + { + "name": "Relentless Rage", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 11, + "entries": [ + "Your Rage can keep you fighting despite grievous wounds. If you drop to 0 {@variantrule Hit Points|XPHB} while your Rage is active and don't die outright, you can make a {@dc 10} Constitution saving throw. If you succeed, your {@variantrule Hit Points|XPHB} instead change to a number equal to twice your Barbarian level.", + "Each time you use this feature after the first, the DC increases by 5. When you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, the DC resets to 10." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Improved Brutal Strike", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 13, + "entries": [ + "You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Staggering Blow", + "entries": [ + "The target has {@variantrule Disadvantage|XPHB} on the next saving throw it makes, and it can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of your next turn." + ] + }, + { + "type": "entries", + "name": "Sundering Blow", + "entries": [ + "Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus." + ] + } + ] + } + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 14, + "entries": [ + "You gain a feature from your Barbarian subclass." + ] + }, + { + "name": "Persistent Rage", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 15, + "entries": [ + "When you roll {@variantrule Initiative|XPHB}, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.", + "In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the {@condition Unconscious|XPHB} condition (not just the {@condition Incapacitated|XPHB} condition) or don Heavy armor." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Improved Brutal Strike", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 17, + "entries": [ + "The extra damage of your Brutal Strike increases to {@dice 2d10}. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature." + ] + }, + { + "name": "Indomitable Might", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 18, + "entries": [ + "If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Irresistible Offense|XPHB} is recommended." + ] + }, + { + "name": "Primal Champion", + "source": "XPHB", + "page": 53, + "className": "Barbarian", + "classSource": "XPHB", + "level": 20, + "entries": [ + "You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25." + ] + } + ], + "subclassFeature": [ + { + "name": "Giant Power", + "source": "BGG", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Giant", + "subclassSource": "BGG", + "level": 3, + "entries": [ + "{@i 3rd-Level Path of the Giant Feature}", + "When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either {@spell druidcraft} or {@spell thaumaturgy}. Wisdom is your spellcasting ability for this spell." + ] + }, + { + "name": "Giant's Havoc", + "source": "BGG", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Giant", + "subclassSource": "BGG", + "level": 3, + "entries": [ + "{@i 3rd-Level Path of the Giant Feature}", + "Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Crushing Throw", + "entry": "When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack's damage roll." + }, + { + "type": "item", + "name": "Giant Stature", + "entry": "Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change." + } + ] + } + ] + }, + { + "name": "Path of the Giant", + "source": "BGG", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Giant", + "subclassSource": "BGG", + "level": 3, + "entries": [ + "Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.", + { + "type": "refSubclassFeature", + "subclassFeature": "Giant Power|Barbarian||Giant|BGG|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Giant's Havoc|Barbarian||Giant|BGG|3" + } + ] + }, + { + "name": "Elemental Cleaver", + "source": "BGG", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Giant", + "subclassSource": "BGG", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-Level Path of the Giant Feature}", + "Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.", + "When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra {@dice 1d6} damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.", + "While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above." + ] + }, + { + "name": "Mighty Impel", + "source": "BGG", + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Giant", + "subclassSource": "BGG", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-Level Path of the Giant Feature}", + "Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.", + "If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing {@condition prone}." + ] + }, + { + "name": "Demiurgic Colossus", + "source": "BGG", + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Giant", + "subclassSource": "BGG", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-Level Path of the Giant Feature}", + "The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.", + "In addition, the extra damage dealt by your Elemental Cleaver feature increases to {@dice 2d6}." + ] + }, + { + "name": "Path of the Berserker", + "source": "PHB", + "page": 49, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Berserker", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "For some barbarians, rage is a means to an end\u2014that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.", + { + "type": "refSubclassFeature", + "subclassFeature": "Frenzy|Barbarian||Berserker||3" + } + ] + }, + { + "name": "Frenzy", + "source": "PHB", + "page": 49, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Berserker", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of {@condition exhaustion}." + ] + }, + { + "name": "Mindless Rage", + "source": "PHB", + "page": 49, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Berserker", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you can't be {@condition charmed} or {@condition frightened} while raging. If you are {@condition charmed} or {@condition frightened} when you enter your rage, the effect is suspended for the duration of the rage." + ] + }, + { + "name": "Intimidating Presence", + "source": "PHB", + "page": 49, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Berserker", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be {@condition frightened} of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the {@condition frightened} creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.", + "If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours." + ] + }, + { + "name": "Retaliation", + "source": "PHB", + "page": 49, + "srd": true, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Berserker", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature." + ] + }, + { + "name": "Bear", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment." + ] + }, + { + "name": "Eagle", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the {@action Dash} action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease." + ] + }, + { + "name": "Path of the Totem Warrior", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.", + "Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.", + { + "type": "refSubclassFeature", + "subclassFeature": "Spirit Seeker|Barbarian||Totem Warrior||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Totem Spirit|Barbarian||Totem Warrior||3" + } + ] + }, + { + "name": "Wolf", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters." + ] + }, + { + "name": "Spirit Seeker", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the {@spell beast sense} and {@spell speak with animals} spells, but only as rituals, as described in {@book chapter 10|PHB|10|rituals}." + ] + }, + { + "name": "Totem Spirit", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object\u2014an amulet or similar adornment\u2014that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.", + "Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Bear|Barbarian||Totem Warrior||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eagle|Barbarian||Totem Warrior||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Elk|Barbarian|SCAG|Totem Warrior||3|SCAG" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tiger|Barbarian|SCAG|Totem Warrior||3|SCAG" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wolf|Barbarian||Totem Warrior||3" + } + ] + } + ] + }, + { + "name": "Bear", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 6, + "entries": [ + "You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects." + ] + }, + { + "name": "Eagle", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 6, + "entries": [ + "You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom ({@skill Perception}) checks." + ] + }, + { + "name": "Wolf", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 6, + "entries": [ + "You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace." + ] + }, + { + "name": "Aspect of the Beast", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Bear|Barbarian||Totem Warrior||6" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eagle|Barbarian||Totem Warrior||6" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Elk|Barbarian|SCAG|Totem Warrior||6|SCAG" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tiger|Barbarian|SCAG|Totem Warrior||6|SCAG" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wolf|Barbarian||Totem Warrior||6" + } + ] + } + ] + }, + { + "name": "Spirit Walker", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you can cast the {@spell commune with nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek." + ] + }, + { + "name": "Bear", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 14, + "entries": [ + "While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be {@condition frightened}." + ] + }, + { + "name": "Eagle", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 14, + "entries": [ + "While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft." + ] + }, + { + "name": "Wolf", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 14, + "entries": [ + "While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature {@condition prone} when you hit it with melee weapon attack." + ] + }, + { + "name": "Totemic Attunement", + "source": "PHB", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Bear|Barbarian||Totem Warrior||14" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eagle|Barbarian||Totem Warrior||14" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Elk|Barbarian|SCAG|Totem Warrior||14|SCAG" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tiger|Barbarian|SCAG|Totem Warrior||14|SCAG" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wolf|Barbarian||Totem Warrior||14" + } + ] + } + ] + }, + { + "name": "Path of the Battlerager", + "source": "SCAG", + "page": 121, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Battlerager", + "subclassSource": "SCAG", + "level": 3, + "entries": [ + "Known as Kuldjargh (literally \"axe idiot\") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, {@item spiked armor|scag} and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.", + { + "type": "refSubclassFeature", + "subclassFeature": "Restriction\u2014Dwarves Only|Barbarian||Battlerager|SCAG|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Battlerager Armor|Barbarian||Battlerager|SCAG|3" + } + ] + }, + { + "name": "Battlerager Armor", + "source": "SCAG", + "page": 121, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Battlerager", + "subclassSource": "SCAG", + "level": 3, + "header": 1, + "entries": [ + "When you choose this path at 3rd level, you gain the ability to use {@item spiked armor|scag} as a weapon.", + "While you are wearing {@item spiked armor|scag} and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal {@damage 1d4} piercing damage. You use your Strength modifier for the attack and damage rolls.", + "Additionally, when you use the {@action Attack} action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds." + ] + }, + { + "name": "Restriction\u2014Dwarves Only", + "source": "SCAG", + "page": 121, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Battlerager", + "subclassSource": "SCAG", + "level": 3, + "header": 1, + "entries": [ + "Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.", + "Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms." + ] + }, + { + "name": "Reckless Abandon", + "source": "SCAG", + "page": 121, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Battlerager", + "subclassSource": "SCAG", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends." + ] + }, + { + "name": "Battlerager Charge", + "source": "SCAG", + "page": 121, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Battlerager", + "subclassSource": "SCAG", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you can take the {@action Dash} action as a bonus action while you are raging." + ] + }, + { + "name": "Spiked Retribution", + "source": "SCAG", + "page": 121, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Battlerager", + "subclassSource": "SCAG", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't {@condition incapacitated}, and are wearing {@item spiked armor|scag}." + ] + }, + { + "name": "Path of the Beast", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Beast", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.", + "Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.", + { + "type": "table", + "caption": "Origin of the Beast", + "colLabels": [ + "d4", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "One of your parents is a lycanthrope, and you've inherited some of their curse." + ], + [ + "2", + "You are descended from an archdruid and inherited the ability to partially change shape." + ], + [ + "3", + "A fey spirit gifted you with the ability to adopt different bestial aspects." + ], + [ + "4", + "An ancient animal spirit dwells within you, allowing you to walk this path." + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Form of the Beast|Barbarian||Beast|TCE|3" + } + ] + }, + { + "name": "Form of the Beast", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Beast", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Path of the Beast feature}", + "When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.", + "You choose the weapon's form each time you rage:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Bite", + "entry": "Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals {@damage 1d8} piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit." + }, + { + "type": "item", + "name": "Claws", + "entry": "Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals {@damage 1d6} slashing damage on a hit. Once on each of your turns when you attack with a claw using the {@action Attack} action, you can make one additional claw attack as part of the same action." + }, + { + "type": "item", + "name": "Tail", + "entry": "You grow a lashing, spiny tail, which deals {@damage 1d8} piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a {@dice d8}, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you." + } + ] + } + ] + }, + { + "name": "Bestial Soul", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Beast", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Path of the Beast feature}", + "The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:", + { + "type": "list", + "items": [ + "You gain a swimming speed equal to your walking speed, and you can breathe underwater.", + "You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", + "When you jump, you can make a Strength ({@skill Athletics}) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn." + ] + } + ] + }, + { + "name": "Infectious Fury", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Beast", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Path of the Beast feature}", + "When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):", + { + "type": "list", + "items": [ + "The target must use its reaction to make a melee attack against another creature of your choice that you can see.", + "The target takes {@damage 2d12} psychic damage." + ] + }, + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Call the Hunt", + "source": "TCE", + "page": 24, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Beast", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Path of the Beast feature}", + "The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).", + "You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a {@dice d6} and gain a bonus to the damage equal to the number rolled.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Path of Wild Magic", + "source": "TCE", + "page": 25, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Wild Magic", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.", + { + "type": "refSubclassFeature", + "subclassFeature": "Magic Awareness|Barbarian||Wild Magic|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wild Surge|Barbarian||Wild Magic|TCE|3" + } + ] + }, + { + "name": "Magic Awareness", + "source": "TCE", + "page": 25, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Wild Magic", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Path of Wild Magic feature}", + "As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind {@quickref Cover||3||total cover}. When you sense a spell, you learn which school of magic it belongs to.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Wild Surge", + "source": "TCE", + "page": 25, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Wild Magic", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Path of Wild Magic feature}", + "The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.", + "If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.", + { + "type": "table", + "caption": "Wild Magic", + "colLabels": [ + "d8", + "Magical Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d12} necrotic damage. You also gain {@dice 1d12} temporary hit points." + ], + [ + "2", + "You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action." + ], + [ + "3", + "An intangible spirit, which looks like a {@creature flumph} or a {@creature pixie} (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 1d6} force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action." + ], + [ + "4", + "Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn." + ], + [ + "5", + "Whenever a creature hits you with an attack roll before your rage ends, that creature takes {@damage 1d6} force damage, as magic lashes out in retribution." + ], + [ + "6", + "Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus." + ], + [ + "7", + "Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is {@quickref difficult terrain||3} for your enemies." + ], + [ + "8", + "A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d6} radiant damage and be {@condition blinded} until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action." + ] + ], + "data": { + "tableInclude": true + } + } + ] + }, + { + "name": "Bolstering Magic", + "source": "TCE", + "page": 25, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Wild Magic", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Path of Wild Magic feature}", + "You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:", + { + "type": "list", + "items": [ + "For 10 minutes, the creature can roll a {@dice d3} whenever making an attack roll or an ability check and add the number rolled to the {@dice d20} roll.", + "Roll a {@dice d3}. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest." + ] + }, + "You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Unstable Backlash", + "source": "TCE", + "page": 25, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Wild Magic", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Path of Wild Magic feature}", + "When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect." + ] + }, + { + "name": "Controlled Surge", + "source": "TCE", + "page": 25, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Wild Magic", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Path of Wild Magic feature}", + "Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table." + ] + }, + { + "name": "Path of the Juggernaut", + "source": "TDCSR", + "page": 165, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 3, + "entries": [ + "Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.", + "Juggernaut barbarians can be found all over Tal'Dorei, and are common among the goliath warriors of the {@book Rivermaw herd|TDCSR|3|Rivermaw Herd} that wanders the {@book Dividing Plains|TDCSR|3|Dividing Plains}. Some {@book dwarves|TDCSR|4|dwarves} and humanoid survivalists of the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains} adopt this fighting style as an extension of their rugged determinism. And a number of stalwart juggernauts hail from the jungles of the {@book Rifenmist Peninsula|TDCSR|3|Rifenmist Peninsula}, having cast off the oppressive yoke of the {@book Iron Authority|TDCSR|3|Tz'Arrm, Helm of the Emperor}.", + { + "type": "refSubclassFeature", + "subclassFeature": "Thunderous Blows|Barbarian|PHB|Juggernaut|TDCSR|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Spirit of the Mountain|Barbarian|PHB|Juggernaut|TDCSR|3" + } + ] + }, + { + "name": "Spirit of the Mountain", + "source": "TDCSR", + "page": 166, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can't be knocked {@condition prone} or moved along the ground against your will." + ] + }, + { + "name": "Thunderous Blows", + "source": "TDCSR", + "page": 165, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 3, + "header": 1, + "entries": [ + "Starting when you choose this path at 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you're raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength {@quickref saving throws|PHB|2|1|saving throw} with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.", + { + "type": "inset", + "name": "Rules Tip: Forced Movement", + "page": 166, + "entries": [ + "Usually when one creature moves out of a hostile creature's reach, the hostile creature can use its reaction to make an {@action opportunity attack}. However, forced movement\u2014such as being pushed by a Path of the Juggernaut barbarian's {@subclassFeature Thunderous Blows|Barbarian|PHB|Juggernaut|TDCSR|3} feature\u2014doesn't provoke {@action opportunity attack|PHB|opportunity attacks}.", + "Likewise, a juggernaut barbarian's {@subclassFeature Hurricane Strike|Barbarian|PHB|Juggernaut|TDCSR|10} feature allows an ally to make a melee weapon attack as a reaction only if the foe ends its forced movement within 5 feet of the ally. If a foe is pushed through other spaces within 5 feet of your allies, those allies can't make normal {@action opportunity attack|PHB|opportunity attacks} against the foe." + ] + } + ] + }, + { + "name": "Demolishing Might", + "source": "TDCSR", + "page": 166, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, your melee weapon attacks deal an extra {@damage 1d8} damage to constructs, and deal double damage to objects and structures." + ] + }, + { + "name": "Resolute Stance", + "source": "TDCSR", + "page": 166, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "Also at 6th level, you can temporarily refocus your combat ability to make yourself a bulwark of defense. At the start of your turn (no action required), you can assume a defensive stance that lasts until the start of your next turn. While in this stance, you can't be {@condition grappled}, attack rolls against you have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}, and your weapon attacks are made with {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}." + ] + }, + { + "name": "Hurricane Strike", + "source": "TDCSR", + "page": 166, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, your blows can hurl foes through the air and into the attacks of your allies. As a reaction when you push a creature at least 5 feet, you can then leap into an unoccupied space next to the creature. If you do so, the creature must succeed on a Strength {@quickref saving throws|PHB|2|1|saving throw} with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked {@condition prone}. This leap costs no movement and does not provoke {@action opportunity attack|PHB|opportunity attacks}.", + "Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its reaction to make a melee weapon attack against that creature." + ] + }, + { + "name": "Thunderous Blows (10th Level)", + "source": "TDCSR", + "page": 165, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you can push a creature up to 10 feet when you hit it with a melee attack while you're raging." + ] + }, + { + "name": "Unstoppable", + "source": "TDCSR", + "page": 166, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Juggernaut", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your fury in battle makes you unstoppable. While you're raging, your speed cannot be reduced, and you are immune to the {@condition frightened}, {@condition paralyzed}, {@condition prone}, and {@condition stunned} conditions.", + "If you are {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, you can still use a bonus action to enter a rage (even if you can't otherwise take actions). You aren't affected by any of these conditions while you're raging." + ] + }, + { + "name": "Path of the Ancestral Guardian", + "source": "XGE", + "page": 9, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Ancestral Guardian", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.", + "Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.", + { + "type": "refSubclassFeature", + "subclassFeature": "Ancestral Protectors|Barbarian||Ancestral Guardian|XGE|3" + } + ] + }, + { + "name": "Ancestral Protectors", + "source": "XGE", + "page": 9, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Ancestral Guardian", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends." + ] + }, + { + "name": "Spirit Shield", + "source": "XGE", + "page": 9, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Ancestral Guardian", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by {@dice 2d6}.", + "When you reach certain levels in this class, you can reduce the damage by more: by {@dice 3d6} at 10th level and by {@dice 4d6} at 14th level." + ] + }, + { + "name": "Consult the Spirits", + "source": "XGE", + "page": 9, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Ancestral Guardian", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the {@spell augury} or {@spell clairvoyance} spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of {@spell clairvoyance} invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.", + "After you cast either spell in this way, you can't use this feature again until you finish a short or long rest." + ] + }, + { + "name": "Vengeful Ancestors", + "source": "XGE", + "page": 9, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Ancestral Guardian", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents." + ] + }, + { + "name": "Path of the Storm Herald", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.", + "Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.", + { + "type": "refSubclassFeature", + "subclassFeature": "Storm Aura|Barbarian||Storm Herald|XGE|3" + } + ] + }, + { + "name": "Storm Aura", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through {@quickref Cover||3||total cover}.", + "Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.", + "If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.", + { + "type": "options", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Desert|Barbarian|XGE|Storm Herald|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sea|Barbarian|XGE|Storm Herald|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tundra|Barbarian|XGE|Storm Herald|XGE|3" + } + ] + } + ] + }, + { + "name": "Storm Soul", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.", + { + "type": "options", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Desert|Barbarian|XGE|Storm Herald|XGE|6" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sea|Barbarian|XGE|Storm Herald|XGE|6" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tundra|Barbarian|XGE|Storm Herald|XGE|6" + } + ] + } + ] + }, + { + "name": "Shielding Storm", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura." + ] + }, + { + "name": "Raging Storm", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.", + { + "type": "options", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Desert|Barbarian|XGE|Storm Herald|XGE|14" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sea|Barbarian|XGE|Storm Herald|XGE|14" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tundra|Barbarian|XGE|Storm Herald|XGE|14" + } + ] + } + ] + }, + { + "name": "Path of the Zealot", + "source": "XGE", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Zealot", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots\u2014warriors who channel their rage into powerful displays of divine power.", + "A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.", + { + "type": "refSubclassFeature", + "subclassFeature": "Divine Fury|Barbarian||Zealot|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Warrior of the Gods|Barbarian||Zealot|XGE|3" + } + ] + }, + { + "name": "Divine Fury", + "source": "XGE", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Zealot", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to {@dice 1d6} + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature." + ] + }, + { + "name": "Warrior of the Gods", + "source": "XGE", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Zealot", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, your soul is marked for endless battle. If a spell, such as {@spell raise dead}, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you." + ] + }, + { + "name": "Fanatical Focus", + "source": "XGE", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Zealot", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage." + ] + }, + { + "name": "Zealous Presence", + "source": "XGE", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Zealot", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Rage beyond Death", + "source": "XGE", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Zealot", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.", + "While you're raging, having 0 hit points doesn't knock you {@condition unconscious}. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points." + ] + }, + { + "name": "Elk", + "source": "SCAG", + "page": 122, + "className": "Barbarian", + "classSource": "SCAG", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift." + ] + }, + { + "name": "Tiger", + "source": "SCAG", + "page": 122, + "className": "Barbarian", + "classSource": "SCAG", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps." + ] + }, + { + "name": "Elk", + "source": "SCAG", + "page": 122, + "className": "Barbarian", + "classSource": "SCAG", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 6, + "entries": [ + "Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not {@condition incapacitated}. The elk spirit helps you roam far and fast." + ] + }, + { + "name": "Tiger", + "source": "SCAG", + "page": 122, + "className": "Barbarian", + "classSource": "SCAG", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 6, + "entries": [ + "You gain proficiency in two skills from the following list: {@skill Athletics}, {@skill Acrobatics}, {@skill Stealth}, and {@skill Survival}. The cat spirit hones your survival instincts." + ] + }, + { + "name": "Elk", + "source": "SCAG", + "page": 122, + "className": "Barbarian", + "classSource": "SCAG", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 14, + "entries": [ + "While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked {@condition prone} and take bludgeoning damage equal to {@dice 1d12} + your Strength modifier." + ] + }, + { + "name": "Tiger", + "source": "SCAG", + "page": 122, + "className": "Barbarian", + "classSource": "SCAG", + "subclassShortName": "Totem Warrior", + "subclassSource": "PHB", + "level": 14, + "entries": [ + "While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it." + ] + }, + { + "name": "Desert", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "XGE", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level." + ] + }, + { + "name": "Sea", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "XGE", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes {@damage 1d6} lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to {@dice 2d6} at 10th level, {@dice 3d6} at 15th level, and {@dice 4d6} at 20th level." + ] + }, + { + "name": "Tundra", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "XGE", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level." + ] + }, + { + "name": "Desert", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "XGE", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 6, + "entries": [ + "You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire." + ] + }, + { + "name": "Sea", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "XGE", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 6, + "entries": [ + "You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet." + ] + }, + { + "name": "Tundra", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "XGE", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 6, + "entries": [ + "You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube." + ] + }, + { + "name": "Desert", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "XGE", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 14, + "entries": [ + "Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level." + ] + }, + { + "name": "Sea", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "XGE", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 14, + "entries": [ + "When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked {@condition prone}, as if struck by a wave." + ] + }, + { + "name": "Tundra", + "source": "XGE", + "page": 10, + "className": "Barbarian", + "classSource": "XGE", + "subclassShortName": "Storm Herald", + "subclassSource": "XGE", + "level": 14, + "entries": [ + "Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it." + ] + }, + { + "name": "Path of the Berserker", + "source": "XPHB", + "page": 54, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Berserker", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "{@i Channel Rage into Violent Fury}", + "Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Frenzy|Barbarian|XPHB|Berserker|XPHB|3" + } + ] + }, + { + "name": "Frenzy", + "source": "XPHB", + "page": 54, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Berserker", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or {@variantrule Unarmed Strike|XPHB} used for the attack." + ] + }, + { + "name": "Mindless Rage", + "source": "XPHB", + "page": 54, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Berserker", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions while your Rage is active. If you're {@condition Charmed|XPHB} or {@condition Frightened|XPHB} when you enter your Rage, the condition ends on you." + ] + }, + { + "name": "Retaliation", + "source": "XPHB", + "page": 54, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Berserker", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "When you take damage from a creature that is within 5 feet of you, you can take a {@variantrule Reaction|XPHB} to make one melee attack against that creature, using a weapon or an {@variantrule Unarmed Strike|XPHB}." + ] + }, + { + "name": "Intimidating Presence", + "source": "XPHB", + "page": 54, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Berserker", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you must make a Wisdom saving throw ({@dc 8} plus your Strength modifier and {@variantrule Proficiency|XPHB} Bonus). On a failed save, a creature has the {@condition Frightened|XPHB} condition for 1 minute. At the end of each of the {@condition Frightened|XPHB} creature's turns, the creature repeats the save, ending the effect on itself on a success.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a use of your Rage (no action required) to restore your use of it." + ] + }, + { + "name": "Path of the Wild Heart", + "source": "XPHB", + "page": 55, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Wild Heart", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Walk in Community with the Animal World}", + "Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.", + { + "type": "refSubclassFeature", + "subclassFeature": "Animal Speaker|Barbarian|XPHB|Wild Heart|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rage of the Wilds|Barbarian|XPHB|Wild Heart|XPHB|3" + } + ] + }, + { + "name": "Animal Speaker", + "source": "XPHB", + "page": 55, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Wild Heart", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "You can cast the {@spell Beast Sense|XPHB} and {@spell Speak with Animals|XPHB} spells but only as Rituals. Wisdom is your spellcasting ability for them." + ] + }, + { + "name": "Rage of the Wilds", + "source": "XPHB", + "page": 55, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Wild Heart", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.", + { + "type": "entries", + "name": "Bear", + "entries": [ + "While your Rage is active, you have {@variantrule Resistance|XPHB} to every damage type except Force, Necrotic, Psychic, and Radiant." + ] + }, + { + "type": "entries", + "name": "Eagle", + "entries": [ + "When you activate your Rage, you can take the {@action Disengage|XPHB} and {@action Dash|XPHB} actions as part of that {@variantrule Bonus Action|XPHB}. While your Rage is active, you can take a {@variantrule Bonus Action|XPHB} to take both of those actions." + ] + }, + { + "type": "entries", + "name": "Wolf", + "entries": [ + "While your Rage is active, your allies have {@variantrule Advantage|XPHB} on attack rolls against any enemy of yours within 5 feet of you." + ] + } + ] + }, + { + "name": "Aspect of the Wilds", + "source": "XPHB", + "page": 55, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Wild Heart", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You gain one of the following options of your choice. Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your choice.", + { + "type": "entries", + "name": "Owl", + "entries": [ + "You have {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet." + ] + }, + { + "type": "entries", + "name": "Panther", + "entries": [ + "You have a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}." + ] + }, + { + "type": "entries", + "name": "Salmon", + "entries": [ + "You have a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}." + ] + } + ] + }, + { + "name": "Nature Speaker", + "source": "XPHB", + "page": 55, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Wild Heart", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "You can cast the {@spell Commune with Nature|XPHB} spell but only as a {@variantrule Ritual|XPHB}. Wisdom is your spellcasting ability for it." + ] + }, + { + "name": "Power of the Wilds", + "source": "XPHB", + "page": 55, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Wild Heart", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "Whenever you activate your Rage, you gain one of the following options of your choice.", + { + "type": "entries", + "name": "Falcon", + "entries": [ + "While your Rage is active, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} if you aren't wearing any armor." + ] + }, + { + "type": "entries", + "name": "Lion", + "entries": [ + "While your Rage is active, any of your enemies within 5 feet of you have {@variantrule Disadvantage|XPHB} on attack rolls against targets other than you or another Barbarian who has this option active." + ] + }, + { + "type": "entries", + "name": "Ram", + "entries": [ + "While your Rage is active, you can cause a Large or smaller creature to have the {@condition Prone|XPHB} condition when you hit it with a melee attack." + ] + } + ] + }, + { + "name": "Path of the World Tree", + "source": "XPHB", + "page": 56, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "World Tree", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Trace the Roots and Branches of the Multiverse}", + "Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.", + { + "type": "refSubclassFeature", + "subclassFeature": "Vitality of the Tree|Barbarian|XPHB|World Tree|XPHB|3" + } + ] + }, + { + "name": "Vitality of the Tree", + "source": "XPHB", + "page": 56, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "World Tree", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "Your Rage taps into the life force of the World Tree. You gain the following benefits.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Vitality Surge", + "entries": [ + "When you activate your Rage, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your Barbarian level." + ] + }, + { + "type": "entries", + "name": "Life-Giving Force", + "entries": [ + "At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain {@variantrule Temporary Hit Points|XPHB}. To determine the number of {@variantrule Temporary Hit Points|XPHB}, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these {@variantrule Temporary Hit Points|XPHB} remain when your Rage ends, they vanish." + ] + } + ] + } + ] + }, + { + "name": "Branches of the Tree", + "source": "XPHB", + "page": 56, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "World Tree", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a {@variantrule Reaction|XPHB} to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw ({@dc 8} plus your Strength modifier and {@variantrule Proficiency|XPHB} Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its {@variantrule Speed|XPHB} to 0 until the end of the current turn." + ] + }, + { + "name": "Battering Roots", + "source": "XPHB", + "page": 56, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "World Tree", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "During your turn, your reach is 10 feet greater with any {@filter Melee weapon that has the Heavy or Versatile property|items|type=melee weapon|property=heavy;versatile}, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the {@itemMastery Push|XPHB} or {@itemMastery Topple|XPHB} mastery property in addition to a different mastery property you're using with that weapon." + ] + }, + { + "name": "Travel Along the Tree", + "source": "XPHB", + "page": 56, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "World Tree", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "When you activate your Rage and as a {@variantrule Bonus Action|XPHB} while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.", + "In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space." + ] + }, + { + "name": "Path of the Zealot", + "source": "XPHB", + "page": 57, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Zealot", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Rage in Ecstatic Union with a God}", + "Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.", + { + "type": "refSubclassFeature", + "subclassFeature": "Divine Fury|Barbarian|XPHB|Zealot|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Warrior of the Gods|Barbarian|XPHB|Zealot|XPHB|3" + } + ] + }, + { + "name": "Divine Fury", + "source": "XPHB", + "page": 57, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Zealot", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an {@variantrule Unarmed Strike|XPHB} takes extra damage equal to {@dice 1d6} plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage." + ] + }, + { + "name": "Warrior of the Gods", + "source": "XPHB", + "page": 57, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Zealot", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a {@variantrule Bonus Action|XPHB}, you can expend dice from the pool, roll them, and regain a number of {@variantrule Hit Points|XPHB} equal to the roll's total.", + "Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}.", + "The pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice)." + ] + }, + { + "name": "Fanatical Focus", + "source": "XPHB", + "page": 57, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Zealot", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll." + ] + }, + { + "name": "Zealous Presence", + "source": "XPHB", + "page": 57, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Zealot", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain {@variantrule Advantage|XPHB} on attack rolls and saving throws until the start of your next turn.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a use of your Rage (no action required) to restore your use of it." + ] + }, + { + "name": "Rage of the Gods", + "source": "XPHB", + "page": 57, + "className": "Barbarian", + "classSource": "XPHB", + "subclassShortName": "Zealot", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 {@variantrule Hit Points|XPHB}. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.", + "While in this form, you gain the benefits below.", + { + "type": "entries", + "name": "Flight", + "entries": [ + "You have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} and can hover." + ] + }, + { + "type": "entries", + "name": "Resistance", + "entries": [ + "You have {@variantrule Resistance|XPHB} to Necrotic, Psychic, and Radiant damage." + ] + }, + { + "type": "entries", + "name": "Revivification", + "entries": [ + "When a creature within 30 feet of you would drop to 0 {@variantrule Hit Points|XPHB}, you can take a {@variantrule Reaction|XPHB} to expend a use of your Rage to instead change the target's {@variantrule Hit Points|XPHB} to a number equal to your Barbarian level." + ] + } + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-bard.json b/src/ttfrog/five_e_tools/sources/class/class-bard.json new file mode 100644 index 0000000..d74a8a7 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-bard.json @@ -0,0 +1,4205 @@ +{ + "_meta": { + "internalCopies": [ + "subclass" + ] + }, + "class": [ + { + "name": "Bard", + "source": "PHB", + "page": 51, + "srd": true, + "reprintedAs": [ + "Bard|XPHB" + ], + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "dex", + "cha" + ], + "spellcastingAbility": "cha", + "casterProgression": "full", + "cantripProgression": [ + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4 + ], + "spellsKnownProgression": [ + 4, + 5, + 6, + 7, + 8, + 9, + 10, + 11, + 12, + 14, + 15, + 15, + 16, + 18, + 19, + 19, + 20, + 22, + 22, + 22 + ], + "additionalSpells": [ + { + "name": "Magical Secrets", + "known": { + "10": [ + { + "choose": "level=0;1;2;3;4;5" + }, + { + "choose": "level=0;1;2;3;4;5" + } + ], + "14": [ + { + "choose": "level=0;1;2;3;4;5;6;7" + }, + { + "choose": "level=0;1;2;3;4;5;6;7" + } + ], + "18": [ + { + "choose": "" + }, + { + "choose": "" + } + ] + } + } + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "{@item hand crossbow|phb|hand crossbows}", + "{@item longsword|phb|longswords}", + "{@item rapier|phb|rapiers}", + "{@item shortsword|phb|shortswords}" + ], + "tools": [ + "three {@item musical instrument|PHB|musical instruments} of your choice" + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 3 + } + ], + "skills": [ + { + "any": 3 + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item rapier|phb}, (b) a {@item longsword|phb}, or (c) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "(a) a {@item diplomat's pack|phb} or (b) an {@item entertainer's pack|phb}", + "(a) a {@item lute|phb} or (b) any other {@filter musical instrument|items|miscellaneous=mundane|type=instrument}", + "{@item Leather armor|phb}, and a {@item dagger|phb}" + ], + "goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + "rapier|phb" + ], + "b": [ + "longsword|phb" + ], + "c": [ + { + "equipmentType": "weaponSimple" + } + ] + }, + { + "a": [ + "diplomat's pack|phb" + ], + "b": [ + "entertainer's pack|phb" + ] + }, + { + "a": [ + "lute|phb" + ], + "b": [ + { + "equipmentType": "instrumentMusical" + } + ] + }, + { + "_": [ + "Leather armor|phb", + "dagger|phb" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "cha": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "skills": [ + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ], + "count": 1 + } + } + ], + "tools": [ + "one {@item musical instrument|PHB} of your choice" + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 1 + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|class=bard}", + "{@filter Spells Known|spells|class=bard}" + ], + "rows": [ + [ + 2, + 4 + ], + [ + 2, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 3, + 8 + ], + [ + 3, + 9 + ], + [ + 3, + 10 + ], + [ + 3, + 11 + ], + [ + 3, + 12 + ], + [ + 4, + 14 + ], + [ + 4, + 15 + ], + [ + 4, + 15 + ], + [ + 4, + 16 + ], + [ + 4, + 18 + ], + [ + 4, + 19 + ], + [ + 4, + 19 + ], + [ + 4, + 20 + ], + [ + 4, + 22 + ], + [ + 4, + 22 + ], + [ + 4, + 22 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "{@filter 1st|spells|level=1|class=bard}", + "{@filter 2nd|spells|level=2|class=bard}", + "{@filter 3rd|spells|level=3|class=bard}", + "{@filter 4th|spells|level=4|class=bard}", + "{@filter 5th|spells|level=5|class=bard}", + "{@filter 6th|spells|level=6|class=bard}", + "{@filter 7th|spells|level=7|class=bard}", + "{@filter 8th|spells|level=8|class=bard}", + "{@filter 9th|spells|level=9|class=bard}" + ], + "rowsSpellProgression": [ + [ + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + 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(d10)|Bard||13", + "Magical Secrets|Bard||14", + { + "classFeature": "Bard College feature|Bard||14", + "gainSubclassFeature": true + }, + "Bardic Inspiration (d12)|Bard||15", + "Ability Score Improvement|Bard||16", + "Song of Rest (d12)|Bard||17", + "Magical Secrets|Bard||18", + "Ability Score Improvement|Bard||19", + "Superior Inspiration|Bard||20" + ], + "subclassTitle": "Bard College", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bard", + "source": "XPHB", + "page": 58, + "edition": "one", + "primaryAbility": [ + { + "cha": true + } + ], + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "dex", + "cha" + ], + "spellcastingAbility": "cha", + "casterProgression": "full", + "preparedSpellsProgression": [ + 4, + 5, + 6, + 7, + 9, + 10, + 11, + 12, + 14, + 15, + 16, + 16, + 17, + 17, + 18, + 18, + 19, + 20, + 21, + 22 + ], + "cantripProgression": [ + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4 + ], + "additionalSpells": [ + { + "name": "Magical Secrets", + "expanded": { + "s5": [ + { + "all": "level=1;2;3;4;5|class=Cleric;Druid;Wizard" + } + ], + "s6": [ + { + "all": "level=6|class=Cleric;Druid;Wizard" + } + ], + "s7": [ + { + "all": "level=7|class=Cleric;Druid;Wizard" + } + ], + "s8": [ + { + "all": "level=8|class=Cleric;Druid;Wizard" + } + ], + "s9": [ + { + "all": "level=9|class=Cleric;Druid;Wizard" + } + ] + } + } + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "tools": [ + "Choose three {@item Musical Instrument|XPHB|Musical Instruments}" + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 3 + } + ], + "skills": [ + { + "any": 3 + } + ] + }, + "startingEquipment": { + "entries": [ + "{@i Choose A or B:} (A) {@item Leather Armor|XPHB}, 2 {@item Dagger|XPHB}, {@item Musical Instrument|XPHB} of your choice, {@item Entertainer's Pack|XPHB}, 19 GP; or (B) 90 GP" + ], + "defaultData": [ + { + "A": [ + { + "item": "leather armor|xphb" + }, + { + "item": "dagger|xphb", + "quantity": 2 + }, + { + "equipmentType": "instrumentMusical" + }, + { + "item": "entertainer's pack|xphb" + }, + { + "value": 1900 + } + ], + "B": [ + { + "value": 9000 + } + ] + } + ] + }, + "multiclassing": { + "proficienciesGained": { + "armor": [ + "light" + ], + "tools": [ + "Choose one {@item Musical Instrument|XPHB}" + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 1 + } + ], + "skills": [ + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ], + "count": 1 + } + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Bardic Die", + "{@filter Cantrips|spells|level=0|class=bard}", + "{@filter Prepared Spells|spells|level=!0|class=bard}" + ], + "rows": [ + [ + { 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"classFeatures": [ + "Bardic Inspiration|Bard|XPHB|1", + "Spellcasting|Bard|XPHB|1", + "Expertise|Bard|XPHB|2", + "Jack of All Trades|Bard|XPHB|2", + { + "classFeature": "Bard Subclass|Bard|XPHB|3", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Bard|XPHB|4", + "Font of Inspiration|Bard|XPHB|5", + { + "classFeature": "Subclass Feature|Bard|XPHB|6", + "gainSubclassFeature": true + }, + "Countercharm|Bard|XPHB|7", + "Ability Score Improvement|Bard|XPHB|8", + "Expertise|Bard|XPHB|9", + "Magical Secrets|Bard|XPHB|10", + "Ability Score Improvement|Bard|XPHB|12", + { + "classFeature": "Subclass Feature|Bard|XPHB|14", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Bard|XPHB|16", + "Superior Inspiration|Bard|XPHB|18", + "Epic Boon|Bard|XPHB|19", + "Words of Creation|Bard|XPHB|20" + ], + "subclassTitle": "Bard Subclass", + "hasFluff": true, + "hasFluffImages": true + } + ], + "subclass": [ + { + "name": "College of Lore", + "shortName": "Lore", + "source": "PHB", + "className": "Bard", + "classSource": "PHB", + "page": 54, + "srd": true, + "reprintedAs": [ + "Lore|Bard|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "name": "Additional Magical Secrets", + "known": { + "6": [ + { + "choose": "level=0;1;2;3" + }, + { + "choose": "level=0;1;2;3" + } + ] + } + } + ], + "subclassFeatures": [ + "College of Lore|Bard||Lore||3", + "Additional Magical Secrets|Bard||Lore||6", + "Peerless Skill|Bard||Lore||14" + ] + }, + { + "name": "College of Lore", + "shortName": "Lore", + "source": "PHB", + "className": "Bard", + "classSource": "XPHB", + "_copy": { + "name": "College of Lore", + "source": "PHB", + "shortName": "Lore", + "className": "Bard", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "College of Valor", + "shortName": "Valor", + "source": "PHB", + "className": "Bard", + "classSource": "PHB", + "page": 55, + "reprintedAs": [ + "Valor|Bard|XPHB|XPHB" + ], + "edition": "classic", + "subclassFeatures": [ + "College of Valor|Bard||Valor||3", + "Extra Attack|Bard||Valor||6", + "Battle Magic|Bard||Valor||14" + ] + }, + { + "name": "College of Valor", + "shortName": "Valor", + "source": "PHB", + "className": "Bard", + "classSource": "XPHB", + "_copy": { + "name": "College of Valor", + "source": "PHB", + "shortName": "Valor", + "className": "Bard", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "College of Glamour", + "shortName": "Glamour", + "source": "XGE", + "className": "Bard", + "classSource": "PHB", + "page": 14, + "reprintedAs": [ + "Glamour|Bard|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "innate": { + "6": [ + "command" + ] + } + } + ], + "subclassFeatures": [ + "College of Glamour|Bard||Glamour|XGE|3", + "Mantle of Majesty|Bard||Glamour|XGE|6", + "Unbreakable Majesty|Bard||Glamour|XGE|14" + ] + }, + { + "name": "College of Glamour", + "shortName": "Glamour", + "source": "XGE", + "className": "Bard", + "classSource": "XPHB", + "_copy": { + "name": "College of Glamour", + "source": "XGE", + "shortName": "Glamour", + "className": "Bard", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "College of Swords", + "shortName": "Swords", + "source": "XGE", + "className": "Bard", + "classSource": "PHB", + "page": 15, + "edition": "classic", + "optionalfeatureProgression": [ + { + "name": "Fighting Style", + "featureType": [ + "FS:B" + ], + "progression": { + "3": 1 + } + } + ], + "subclassFeatures": [ + "College of Swords|Bard||Swords|XGE|3", + "Extra Attack|Bard||Swords|XGE|6", + "Master's Flourish|Bard||Swords|XGE|14" + ], + "hasFluffImages": true + }, + { + "name": "College of Swords", + "shortName": "Swords", + "source": "XGE", + "className": "Bard", + "classSource": "XPHB", + "_copy": { + "name": "College of Swords", + "source": "XGE", + "shortName": "Swords", + "className": "Bard", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "College of Swords", + "source": "XGE", + "shortName": "Swords", + "className": "Bard", + "classSource": "PHB" + } + } + }, + { + "name": "College of Whispers", + "shortName": "Whispers", + "source": "XGE", + "className": "Bard", + "classSource": "PHB", + "page": 16, + "edition": "classic", + "subclassFeatures": [ + "College of Whispers|Bard||Whispers|XGE|3", + "Mantle of Whispers|Bard||Whispers|XGE|6", + "Shadow Lore|Bard||Whispers|XGE|14" + ], + "hasFluffImages": true + }, + { + "name": "College of Whispers", + "shortName": "Whispers", + "source": "XGE", + "className": "Bard", + "classSource": "XPHB", + "_copy": { + "name": "College of Whispers", + "source": "XGE", + "shortName": "Whispers", + "className": "Bard", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "College of Whispers", + "source": "XGE", + "shortName": "Whispers", + "className": "Bard", + "classSource": "PHB" + } + } + }, + { + "name": "College of the Road", + "shortName": "Road", + "source": "HWCS", + "className": "Bard", + "classSource": "PHB", + "page": 36, + "edition": "classic", + "optionalfeatureProgression": [ + { + "name": "Traveler's Tricks", + "featureType": [ + "TT" + ], + "progression": { + "3": 2, + "6": 1, + "14": 1 + } + } + ], + "subclassFeatures": [ + "College of the Road|Bard||Road|HWCS|3", + "Favorite Trick|Bard||Road|HWCS|6", + "Improved Tricks|Bard||Road|HWCS|6", + "Traveler's Tricks|Bard||Road|HWCS|6", + "Favorite Trick|Bard||Road|HWCS|14", + "Improved Tricks|Bard||Road|HWCS|14", + "Traveler's Tricks|Bard||Road|HWCS|14" + ], + "hasFluffImages": true + }, + { + "name": "College of the Road", + "shortName": "Road", + "source": "HWCS", + "className": "Bard", + "classSource": "XPHB", + "_copy": { + "name": "College of the Road", + "source": "HWCS", + "shortName": "Road", + "className": "Bard", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "College of the Road", + "source": "HWCS", + "shortName": "Road", + "className": "Bard", + "classSource": "PHB" + } + } + }, + { + "name": "College of Creation", + "shortName": "Creation", + "source": "TCE", + "className": "Bard", + "classSource": "PHB", + "page": 28, + "edition": "classic", + "subclassFeatures": [ + "College of Creation|Bard||Creation|TCE|3", + "Animating Performance|Bard||Creation|TCE|6", + "Creative Crescendo|Bard||Creation|TCE|14" + ], + "hasFluffImages": true + }, + { + "name": "College of Creation", + "shortName": "Creation", + "source": "TCE", + "className": "Bard", + "classSource": "XPHB", + "_copy": { + "name": "College of Creation", + "source": "TCE", + "shortName": "Creation", + "className": "Bard", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "College of Creation", + "source": "TCE", + "shortName": "Creation", + "className": "Bard", + "classSource": "PHB" + } + } + }, + { + "name": "College of Eloquence", + "shortName": "Eloquence", + "source": "TCE", + "className": "Bard", + "classSource": "PHB", + "page": 29, + "otherSources": [ + { + "source": "MOT", + "page": 28 + } + ], + "edition": "classic", + "subclassFeatures": [ + "College of Eloquence|Bard||Eloquence|TCE|3", + "Unfailing Inspiration|Bard||Eloquence|TCE|6", + "Universal Speech|Bard||Eloquence|TCE|6", + "Infectious Inspiration|Bard||Eloquence|TCE|14" + ], + "hasFluffImages": true + }, + { + "name": "College of Eloquence", + "shortName": "Eloquence", + "source": "TCE", + "className": "Bard", + "classSource": "XPHB", + "_copy": { + "name": "College of Eloquence", + "source": "TCE", + "shortName": "Eloquence", + "className": "Bard", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "College of Eloquence", + "source": "TCE", + "shortName": "Eloquence", + "className": "Bard", + "classSource": "PHB" + } + } + }, + { + "name": "College of Spirits", + "shortName": "Spirits", + "source": "VRGR", + "className": "Bard", + "classSource": "PHB", + "page": 28, + "edition": "classic", + "additionalSpells": [ + { + "known": { + "3": [ + "guidance#c" + ] + } + } + ], + "subclassFeatures": [ + "College of Spirits|Bard||Spirits|VRGR|3", + "Spirit Session|Bard||Spirits|VRGR|6", + "Mystical Connection|Bard||Spirits|VRGR|14" + ], + "hasFluffImages": true + }, + { + "name": "College of Spirits", + "shortName": "Spirits", + "source": "VRGR", + "className": "Bard", + "classSource": "XPHB", + "_copy": { + "name": "College of Spirits", + "source": "VRGR", + "shortName": "Spirits", + "className": "Bard", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "College of Spirits", + "source": "VRGR", + "shortName": "Spirits", + "className": "Bard", + "classSource": "PHB" + } + } + }, + { + "name": "College of Tragedy", + "shortName": "Tragedy", + "source": "TDCSR", + "className": "Bard", + "classSource": "PHB", + "page": 167, + "edition": "classic", + "subclassFeatures": [ + "College of Tragedy|Bard|PHB|Tragedy|TDCSR|3", + "Tale of Hubris|Bard|PHB|Tragedy|TDCSR|6", + "Impending Misfortune|Bard|PHB|Tragedy|TDCSR|6", + "Tale of Hubris (14th Level)|Bard|PHB|Tragedy|TDCSR|14", + "Nimbus of Pathos|Bard|PHB|Tragedy|TDCSR|14" + ], + "hasFluffImages": true + }, + { + "name": "College of Tragedy", + "shortName": "Tragedy", + "source": "TDCSR", + "className": "Bard", + "classSource": "XPHB", + "_copy": { + "name": "College of Tragedy", + "source": "TDCSR", + "shortName": "Tragedy", + "className": "Bard", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "College of Tragedy", + "source": "TDCSR", + "shortName": "Tragedy", + "className": "Bard", + "classSource": "PHB" + } + } + }, + { + "name": "College of Dance", + "shortName": "Dance", + "source": "XPHB", + "className": "Bard", + "classSource": "XPHB", + "page": 64, + "edition": "one", + "subclassFeatures": [ + "College of Dance|Bard|XPHB|Dance|XPHB|3", + "Inspiring Movement|Bard|XPHB|Dance|XPHB|6", + "Tandem Footwork|Bard|XPHB|Dance|XPHB|6", + "Leading Evasion|Bard|XPHB|Dance|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "College of Glamour", + "shortName": "Glamour", + "source": "XPHB", + "className": "Bard", + "classSource": "XPHB", + "page": 65, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "charm person|xphb", + "mirror image|xphb" + ], + "6": [ + "command|xphb" + ] + }, + "innate": { + "6": [ + "command|xphb" + ] + } + } + ], + "subclassFeatures": [ + "College of Glamour|Bard|XPHB|Glamour|XPHB|3", + "Mantle of Majesty|Bard|XPHB|Glamour|XPHB|6", + "Unbreakable Majesty|Bard|XPHB|Glamour|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "College of Lore", + "shortName": "Lore", + "source": "XPHB", + "className": "Bard", + "classSource": "XPHB", + "page": 66, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "6": [ + { + "choose": "level=0;1;2;3|class=Cleric;Druid;Wizard" + }, + { + "choose": "level=0;1;2;3|class=Cleric;Druid;Wizard" + } + ] + } + } + ], + "subclassFeatures": [ + "College of Lore|Bard|XPHB|Lore|XPHB|3", + "Magical Discoveries|Bard|XPHB|Lore|XPHB|6", + "Peerless Skill|Bard|XPHB|Lore|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "College of Valor", + "shortName": "Valor", + "source": "XPHB", + "className": "Bard", + "classSource": "XPHB", + "page": 67, + "edition": "one", + "subclassFeatures": [ + "College of Valor|Bard|XPHB|Valor|XPHB|3", + "Extra Attack|Bard|XPHB|Valor|XPHB|6", + "Battle Magic|Bard|XPHB|Valor|XPHB|14" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Bardic Inspiration", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 1, + "entries": [ + "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a {@dice d6}.", + "Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the {@dice d20} before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.", + "You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.", + "Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a {@dice d8} at 5th level, a {@dice d10} at 10th level, and a {@dice d12} at 15th level." + ] + }, + { + "name": "Spellcasting", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 1, + "entries": [ + "You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter bard spell list|spells|class=bard}.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Bard table shows how many spell slots you have to cast your {@filter bard spells|spells|class=bard} 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.", + "For example, if you know the 1st-level spell {@spell cure wounds} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell cure wounds} using either slot." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st Level and Higher", + "entries": [ + "You know four 1st-level spells of your choice from the bard spell list.", + "You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.", + "Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "cha" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "cha" + ] + } + ] + }, + { + "type": "entries", + "name": "Ritual Casting", + "entries": [ + "You can cast any bard spell you know as a ritual if that spell has the ritual tag." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item musical instrument|PHB} as a spellcasting focus for your bard spells." + ] + } + ] + }, + { + "name": "Jack of All Trades", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 2, + "entries": [ + "Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus." + ] + }, + { + "name": "Magical Inspiration", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "level": 2, + "isClassFeatureVariant": true, + "entries": [ + "{@i 2nd-level bard {@variantrule optional class features|tce|optional feature}}", + "If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost." + ] + }, + { + "name": "Song of Rest (d6)", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 2, + "entries": [ + "Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra {@dice 1d6} hit points.", + "The extra hit points increase when you reach certain levels in this class: to {@dice 1d8} at 9th level, to {@dice 1d10} at 13th level, and to {@dice 1d12} at 17th level." + ] + }, + { + "name": "Bard College", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 3, + "entries": [ + "At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level." + ] + }, + { + "name": "Expertise", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 3, + "entries": [ + "At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.", + "At 10th level, you can choose another two skill proficiencies to gain this benefit." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Bardic Versatility", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "{@i 4th-level bard {@variantrule optional class features|tce|optional feature}}", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:", + { + "type": "list", + "items": [ + "Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.", + "Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter bard spell list|spells|level=0|class=bard}." + ] + } + ] + }, + { + "name": "Bardic Inspiration (d8)", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 5, + "entries": [ + "At 5th level, your Bardic Inspiration die changes to a {@dice d8}." + ] + }, + { + "name": "Font of Inspiration", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 5, + "entries": [ + "Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest." + ] + }, + { + "name": "Bard College feature", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you gain a feature from your Bard College." + ] + }, + { + "name": "Countercharm", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being {@condition frightened} or {@condition charmed}. A creature must be able to hear you to gain this benefit. The performance ends early if you are {@condition incapacitated} or silenced or if you voluntarily end it (no action required)." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Song of Rest (d8)", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 9, + "entries": [ + "At 9th level, the extra hit points gained from Song of Rest increases to {@dice 1d8}." + ] + }, + { + "name": "Bardic Inspiration (d10)", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 10, + "entries": [ + "At 10th level, your Bardic Inspiration die changes to a {@dice d10}." + ] + }, + { + "name": "Expertise", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 10, + "entries": [ + "At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies." + ] + }, + { + "name": "Magical Secrets", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 10, + "entries": [ + "By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.", + "The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.", + "You learn two additional spells from any classes at 14th level and again at 18th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Song of Rest (d10)", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 13, + "entries": [ + "At 13th level, the extra hit points gained from Song of Rest increases to {@dice 1d10}." + ] + }, + { + "name": "Bard College feature", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 14, + "entries": [ + "At 14th level, you gain a feature from your Bard College." + ] + }, + { + "name": "Magical Secrets", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 14, + "entries": [ + "At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.", + "The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table." + ] + }, + { + "name": "Bardic Inspiration (d12)", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 15, + "entries": [ + "At 15th level, your Bardic Inspiration die changes to a {@dice d12}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Song of Rest (d12)", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 17, + "entries": [ + "At 17th level, the extra hit points gained from Song of Rest increases to {@dice 1d12}." + ] + }, + { + "name": "Magical Secrets", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 18, + "entries": [ + "At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.", + "The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Superior Inspiration", + "source": "PHB", + "page": 51, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use." + ] + }, + { + "name": "Bardic Inspiration", + "source": "XPHB", + "page": 59, + "className": "Bard", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a {@dice d6}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Using Bardic Inspiration", + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.", + "Once within the next hour when the creature fails a {@variantrule D20 Test|XPHB}, the creature can roll the Bardic Inspiration die and add the number rolled to the {@dice d20}, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled." + ] + }, + { + "type": "entries", + "name": "Number of Uses", + "entries": [ + "You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a {@dice d8} at level 5, a {@dice d10} at level 10, and a {@dice d12} at level 15." + ] + } + ] + } + ] + }, + { + "name": "Spellcasting", + "source": "XPHB", + "page": 59, + "className": "Bard", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You have learned to cast spells through your bardic arts. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the {@filter Bard spell list|spells|class=Bard} later in the class's description.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know two cantrips of your choice from the {@filter Bard spell list|spells|class=Bard}. {@spell Dancing Lights|XPHB} and {@spell Vicious Mockery|XPHB} are recommended.", + "Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Bard spell list|spells|class=Bard}.", + "When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the {@filter Bard spell list|spells|class=Bard}, as shown in the Cantrips column of the Bard Features table." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Prepared Spells of Level 1+", + "entries": [ + "You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Bard spell list|spells|class=Bard}. {@spell Charm Person|XPHB}, {@spell Color Spray|XPHB}, {@spell Dissonant Whispers|XPHB}, and {@spell Healing Word|XPHB} are recommended.", + "The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the {@filter Bard spell list|spells|class=Bard} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.", + "If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you." + ] + }, + { + "type": "entries", + "name": "Changing Your Prepared Spells", + "entries": [ + "Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your Bard spells." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item Musical Instrument|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Bard spells." + ] + } + ] + } + ] + }, + { + "name": "Expertise", + "source": "XPHB", + "page": 60, + "className": "Bard", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You gain {@variantrule Expertise|XPHB} in two of your skill proficiencies of your choice. {@skill Performance|XPHB} and {@skill Persuasion|XPHB} are recommended if you have proficiency in them.", + "At Bard level 9, you gain {@variantrule Expertise|XPHB} in two more of your skill proficiencies of your choice." + ] + }, + { + "name": "Jack of All Trades", + "source": "XPHB", + "page": 60, + "className": "Bard", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You can add half your {@variantrule Proficiency|XPHB} Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your {@variantrule Proficiency|XPHB} Bonus.", + "For example, if you make a Strength ({@skill Athletics|XPHB}) check and lack {@skill Athletics|XPHB} proficiency, you can add half your {@variantrule Proficiency|XPHB} Bonus to the check.", + { + "type": "inset", + "name": "A Bard's Repertoire", + "entries": [ + "Does your Bard beat a {@item drum|XPHB} while chanting the deeds of ancient heroes? Strum a {@item lute|XPHB} while crooning romantic tunes? Perform arias of stirring power? Recite dramatic monologues from classic tragedies? Use the rhythm of a folk dance to coordinate the movement of allies in battle? Compose naughty limericks?", + "When you play a Bard, consider the style of artistic performance you favor, the moods you might invoke, and the themes that inspire your own creations. Are your poems inspired by moments of natural beauty, or are they brooding reflections on loss? Do you prefer lofty hymns or rowdy tavern songs? Are you drawn to laments for the fallen or celebrations of joy? Do you dance merry jigs or perform elaborate interpretive choreography? Do you focus on one style of performance or strive to master them all?" + ] + } + ] + }, + { + "name": "Bard Subclass", + "source": "XPHB", + "page": 60, + "className": "Bard", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Bard subclass of your choice. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16." + ] + }, + { + "name": "Font of Inspiration", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 5, + "entries": [ + "You now regain all your expended uses of Bardic Inspiration when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.", + "In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You gain a feature from your Bard Subclass." + ] + }, + { + "name": "Countercharm", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 7, + "entries": [ + "You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can take a {@variantrule Reaction|XPHB} to cause the save to be rerolled, and the new roll has {@variantrule Advantage|XPHB}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Expertise", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 9, + "entries": [ + "You gain {@variantrule Expertise|XPHB} in two of your Skill Proficiencies of your choice." + ] + }, + { + "name": "Magical Secrets", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 10, + "entries": [ + "You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the {@filter Bard|spells|class=Bard}, {@filter Cleric|spells|class=Cleric}, {@filter Druid|spells|class=Druid}, and {@filter Wizard spell list|spells|class=Wizard}s, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 14, + "entries": [ + "You gain a feature from your Bard Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Superior Inspiration", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 18, + "entries": [ + "When you roll {@variantrule Initiative|XPHB}, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Spell Recall|XPHB} is recommended." + ] + }, + { + "name": "Words of Creation", + "source": "XPHB", + "page": 61, + "className": "Bard", + "classSource": "XPHB", + "level": 20, + "entries": [ + "You have mastered two of the Words of Creation: the words of life and death. You therefore always have the {@spell Power Word Heal|XPHB} and {@spell Power Word Kill|XPHB} spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target." + ] + } + ], + "subclassFeature": [ + { + "name": "College of the Road", + "source": "HWCS", + "page": 36, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Road", + "subclassSource": "HWCS", + "level": 3, + "entries": [ + "Not an officially recognized college, the College of the Road represents the personal and eclectic sets of skills, knowledge, and techniques a wandering bard picks up along their journey. As inveterate jacks-of-all-trades, bards possess a variety of aptitudes in combat, magecraft, and general know-how, making them particularly well suited to learning a variety of different skills. It often happens that while traveling, a bard winds up sharing their campfire with a motley assortment of wandering adventurers who may impart valuable lessons in exchange for a lively song or a well-told tale. Compared to students of other Bard Colleges, a special kind of sensibility is important for the College of the Road. How effectively a bard of this College can apply what they have learned depends on their understanding and insight. The College of the Road is sometimes a harsh teacher, but bards who follow this path often find themselves rewarded with a diverse array of useful tricks and tactics. Those who underestimate a bard from the College of the Road soon find that these \"graduates\" are full of surprises.", + { + "type": "entries", + "name": "Bonus Proficiencies", + "entries": [ + "When you join the College of the Road at 3rd level, you gain a few useful proficiencies picked up from your time on the road. Choose three of the following options (each option can only be selected once):", + { + "type": "list", + "items": [ + "You gain proficiency with a {@filter Gaming Set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice.", + "You gain proficiency with a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon;melee weapon=sand} of your choice", + "You gain proficiency with {@item Herbalism Kit|phb|Herbalism Kits}", + "You gain proficiency with {@item Thieves' Tools|PHB}", + "You gain proficiency with a skill of your choice", + "You learn two languages of your choice" + ] + } + ] + }, + { + "type": "entries", + "name": "Wanderer's Lore", + "entries": [ + "At 3rd level, you can share any useful tidbits of information you have come across in your travels to help others to see problems from a new angle. When a creature has a Bardic Inspiration die granted by you, they may make a single {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion} check with advantage. The creature may choose whether or not to add the Bardic Inspiration die to this roll." + ] + }, + { + "type": "entries", + "name": "Traveler's Tricks", + "entries": [ + "At 3rd level you already have several memorable experiences from your life on the road. You learn two Traveler's Tricks of your choice (see Traveler's Trick Options).", + "These Traveler's Tricks represent skills, techniques, and useful pieces of knowledge picked up along the way. Each one requires you to expend a use of your Bardic Inspiration, and takes a bonus action to use unless otherwise specified.", + "At 6th level and at 14th level you learn an additional Traveler's Trick." + ] + }, + { + "type": "entries", + "name": "Traveler's Trick Options", + "entries": [ + "The Traveler's Trick feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. Each one is associated with a different class.", + "Unlike traditional bard abilities which rely on skill or panache to be properly executed, the greatest asset for picking up tricks along the road is common sense and an openness to learning new ideas. Wisdom affects how powerful your traveler's tricks are, as well as how hard they are to counter. If an option requires a saving throw, your Traveler's Trick save DC equals 8 + your proficiency bonus + your Wisdom modifier.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Acrobatics Lessons|HWCS" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Armed Combat Lessons|HWCS" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Bind the Wound|HWCS" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Boxing Lessons|HWCS" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Conjure Woodland Spirit|HWCS|Conjure Woodland Spirit*" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dark Bargain|HWCS|Dark Bargain*" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Evocation Lessons|HWCS|Evocation Lessons*" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Hunting Lessons|HWCS|Hunting Lessons*" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Reckless Tactics|HWCS" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Warding Trick|HWCS|Warding Trick*" + } + ] + } + ] + } + ] + }, + { + "name": "Favorite Trick", + "source": "HWCS", + "page": 36, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Road", + "subclassSource": "HWCS", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you have gained enough mastery over one of your Traveler's Tricks that you can use it whenever it's needed. You may choose one Traveler's Trick that you know and designate it as your favorite trick. If you roll initiative and have no uses of Bardic Inspiration remaining, you regain one use of it. Any Bardic Inspiration gained in this way can only be used to perform your favorite trick." + ] + }, + { + "name": "Improved Tricks", + "source": "HWCS", + "page": 36, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Road", + "subclassSource": "HWCS", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, your Traveler's Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases." + ] + }, + { + "name": "Traveler's Tricks", + "source": "HWCS", + "page": 36, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Road", + "subclassSource": "HWCS", + "level": 6, + "header": 2, + "entries": [ + "At 6th level you learn an additional Traveler's Trick." + ] + }, + { + "name": "Favorite Trick", + "source": "HWCS", + "page": 36, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Road", + "subclassSource": "HWCS", + "level": 14, + "header": 2, + "entries": [ + "At 14th level you can select a second favorite trick from among Traveler's Tricks you know." + ] + }, + { + "name": "Improved Tricks", + "source": "HWCS", + "page": 36, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Road", + "subclassSource": "HWCS", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your Traveler's Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases." + ] + }, + { + "name": "Traveler's Tricks", + "source": "HWCS", + "page": 36, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Road", + "subclassSource": "HWCS", + "level": 14, + "header": 2, + "entries": [ + "At 14th level you learn an additional Traveler's Trick." + ] + }, + { + "name": "College of Lore", + "source": "PHB", + "page": 54, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Lore", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.", + "The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.", + "The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Bard||Lore||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cutting Words|Bard||Lore||3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "PHB", + "page": 54, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Lore", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice." + ] + }, + { + "name": "Cutting Words", + "source": "PHB", + "page": 54, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Lore", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being {@condition charmed}." + ] + }, + { + "name": "Additional Magical Secrets", + "source": "PHB", + "page": 54, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Lore", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know." + ] + }, + { + "name": "Peerless Skill", + "source": "PHB", + "page": 54, + "srd": true, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Lore", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail." + ] + }, + { + "name": "College of Valor", + "source": "PHB", + "page": 55, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Valor", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Bard||Valor||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Combat Inspiration|Bard||Valor||3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "PHB", + "page": 55, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Valor", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons." + ] + }, + { + "name": "Combat Inspiration", + "source": "PHB", + "page": 55, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Valor", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses." + ] + }, + { + "name": "Extra Attack", + "source": "PHB", + "page": 55, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Valor", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Battle Magic", + "source": "PHB", + "page": 55, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Valor", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action." + ] + }, + { + "name": "College of Creation", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Creation", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Bards believe the cosmos is a work of art-the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson:", + "\"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.\"", + "Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons-as two of the song's first singers.", + { + "type": "refSubclassFeature", + "subclassFeature": "Mote of Potential|Bard||Creation|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Performance of Creation|Bard||Creation|TCE|3" + } + ] + }, + { + "name": "Mote of Potential", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Creation", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level College of Creation feature}", + "Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.", + "When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ability Check", + "entry": "When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment." + }, + { + "type": "item", + "name": "Attack Roll", + "entry": "Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die." + }, + { + "type": "item", + "name": "Saving Throw", + "entry": "Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point)." + } + ] + } + ] + }, + { + "name": "Performance of Creation", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Creation", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level College of Creation feature}", + "As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the {@book Player's Handbook|PHB|5}.", + "Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.", + "The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge)." + ] + }, + { + "name": "Animating Performance", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Creation", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level College of Creation feature}", + "As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animate item uses the {@creature Dancing Item|TCE} stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.", + "In combat, the item 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 {@action 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 {@condition incapacitated}, the item can take any action of its choice, not just {@action Dodge}.", + "When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.", + "Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a {@creature dancing item|TCE} from this feature, the first one immediately becomes inanimate." + ] + }, + { + "name": "Creative Crescendo", + "source": "TCE", + "page": 27, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Creation", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level College of Creation feature}", + "When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.", + "You are no longer limited by gp value when creating items with Performance of Creation." + ] + }, + { + "name": "College of Eloquence", + "source": "TCE", + "page": 29, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Eloquence", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.", + { + "type": "refSubclassFeature", + "subclassFeature": "Silver Tongue|Bard||Eloquence|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Unsettling Words|Bard||Eloquence|TCE|3" + } + ] + }, + { + "name": "Silver Tongue", + "source": "TCE", + "page": 29, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Eloquence", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level College of Eloquence feature}", + "You are a master at saying the right thing at the right time. When you make a Charisma ({@skill Persuasion}) or Charisma ({@skill Deception}) check, you can treat a {@dice d20} roll of 9 or lower as a 10." + ] + }, + { + "name": "Unsettling Words", + "source": "TCE", + "page": 29, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Eloquence", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level College of Eloquence feature}", + "You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn." + ] + }, + { + "name": "Unfailing Inspiration", + "source": "TCE", + "page": 29, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Eloquence", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level College of Eloquence feature}", + "Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die." + ] + }, + { + "name": "Universal Speech", + "source": "TCE", + "page": 29, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Eloquence", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level College of Eloquence feature}", + "You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.", + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again." + ] + }, + { + "name": "Infectious Inspiration", + "source": "TCE", + "page": 29, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Eloquence", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level College of Eloquence feature}", + "When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.", + "You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "College of Tragedy", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 3, + "entries": [ + "Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.", + { + "type": "refSubclassFeature", + "subclassFeature": "Poetry in Misery|Bard|PHB|Tragedy|TDCSR|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sorrowful Fate|Bard|PHB|Tragedy|TDCSR|3" + } + ] + }, + { + "name": "Poetry in Misery", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 3, + "header": 1, + "entries": [ + "When you join the College of Tragedy at 3rd level, you learn to harness the beauty in failure, finding inspiration in even the direst twists of fate. Whenever you or an ally within 30 feet of you rolls a 1 on the {@dice d20} for an attack roll, an ability check, or a {@quickref saving throws|PHB|2|1|saving throw}, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration feature." + ] + }, + { + "name": "Sorrowful Fate", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you exploit a foe's peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a {@quickref saving throws|PHB|2|1|saving throw}, you can expend one use of your Bardic Inspiration to change the type of {@quickref saving throws|PHB|2|1|saving throw} to a Charisma save instead.", + "If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|short or long rest}." + ] + }, + { + "name": "Impending Misfortune", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "Also at 6th level, your words can twist the power of fate to create triumph from the promise of future despair. When you make an attack roll or a {@quickref saving throws|PHB|2|1|saving throw}, you can gain a +10 bonus to the roll, but the next attack roll or {@quickref saving throws|PHB|2|1|saving throw} you make takes a \u221210 penalty. If not used, this penalty disappears when you finish a {@quickref resting|PHB|2|0|short or long rest}.", + "You can't use this feature again until you finish a {@quickref resting|PHB|2|0|short or long rest}, or until you are reduced to 0 hit points." + ] + }, + { + "name": "Tale of Hubris", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a critical hit against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 18\u201320." + ] + }, + { + "name": "Nimbus of Pathos", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "Upon reaching 14th level, you can touch a willing creature as an action and empower it with tragic heroism. For 1 minute, the creature is surrounded by mournful music and ghostly singing, granting it the following benefits and drawbacks:", + { + "type": "list", + "items": [ + "The creature has a +4 bonus to AC.", + "It has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls and {@quickref saving throws|PHB|2|1}.", + "When the creature hits a target with a weapon attack or spell attack, that target takes an extra {@damage 1d10} radiant damage.", + "Any weapon attack against the creature scores a critical hit on a roll of 18\u201320." + ] + }, + "When this effect ends, the creature immediately drops to 0 hit points and is dying. Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|long rest}." + ] + }, + { + "name": "Tale of Hubris (14th Level)", + "source": "TDCSR", + "page": 167, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Tragedy", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, the critical hit range of this feature increases to 17\u201320." + ] + }, + { + "name": "College of Spirits", + "source": "VRGR", + "page": 28, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "VRGR", + "level": 3, + "entries": [ + "Bards of the College of Spirits seek tales with inherent power\u2014be they legends, histories, or fictions\u2014and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.", + { + "type": "refSubclassFeature", + "subclassFeature": "Guiding Whispers|Bard||Spirits|VRGR|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Spiritual Focus|Bard||Spirits|VRGR|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tales from Beyond|Bard||Spirits|VRGR|3" + } + ] + }, + { + "name": "Guiding Whispers", + "source": "VRGR", + "page": 28, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "VRGR", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level College of Spirits feature}", + "You can reach out to spirits to guide you and others. You learn the {@spell guidance} cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it." + ] + }, + { + "name": "Spiritual Focus", + "source": "VRGR", + "page": 28, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "VRGR", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level College of Spirits feature}", + "You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or {@deck tarokka deck|CoS}.", + "Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a {@dice d6}, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled." + ] + }, + { + "name": "Tales from Beyond", + "source": "VRGR", + "page": 28, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "VRGR", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level College of Spirits feature}", + "You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.", + "You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.", + "You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.", + "If the tale requires a saving throw, the DC equals your spell save DC.", + { + "type": "table", + "caption": "Spirit Tales", + "colLabels": [ + "Bardic Insp. Die", + "Tale Told Through You" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the {@dice d20} and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die." + ], + [ + "2", + "Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier." + ], + [ + "3", + "Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier." + ], + [ + "4", + "Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction." + ], + [ + "5", + "Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die." + ], + [ + "6", + "Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC." + ], + [ + "7", + "Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is {@condition incapacitated} until the end of its next turn." + ], + [ + "8", + "Tale of the Phantom. The target becomes {@condition invisible} until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is {@condition frightened} of the target until the end of the {@condition frightened} creature's next turn." + ], + [ + "9", + "Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked {@condition prone}. A creature that succeeds on its saving throw takes half as much damage and isn't knocked {@condition prone}." + ], + [ + "10", + "Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one." + ], + [ + "11", + "Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition petrified}, or {@condition poisoned}." + ], + [ + "12", + "Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be {@condition stunned} until the end of its next turn." + ] + ], + "data": { + "tableInclude": true + } + } + ] + }, + { + "name": "Spirit Session", + "source": "VRGR", + "page": 28, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "VRGR", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level College of Spirits feature}", + "Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn {@filter one spell of your choice from any class|spells|school=d;n|level=0;1;2;3;4;5;6}.", + "The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.", + "Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest." + ] + }, + { + "name": "Mystical Connection", + "source": "VRGR", + "page": 28, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "VRGR", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level College of Spirits feature}", + "You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.", + { + "type": "inset", + "name": "Spirit Tales", + "entries": [ + "Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the {@deck tarokka deck|CoS}, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer." + ] + } + ] + }, + { + "name": "College of Glamour", + "source": "XGE", + "page": 14, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Glamour", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.", + "The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.", + { + "type": "refSubclassFeature", + "subclassFeature": "Mantle of Inspiration|Bard||Glamour|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Enthralling Performance|Bard||Glamour|XGE|3" + } + ] + }, + { + "name": "Enthralling Performance", + "source": "XGE", + "page": 14, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Glamour", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you can charge your performance with seductive, fey magic.", + "If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be {@condition charmed} by you. While {@condition charmed} in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.", + "If a target succeeds on its saving throw, the target has no hint that you tried to charm it.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Mantle of Inspiration", + "source": "XGE", + "page": 14, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Glamour", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.", + "As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.", + "The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level." + ] + }, + { + "name": "Mantle of Majesty", + "source": "XGE", + "page": 14, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Glamour", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast {@spell command}, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell). During this time, you can cast {@spell command} as a bonus action on each of your turns, without expending a spell slot.", + "Any creature {@condition charmed} by you automatically fails its saving throw against the {@spell command} you cast with this feature.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Unbreakable Majesty", + "source": "XGE", + "page": 14, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Glamour", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.", + "In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are {@condition incapacitated}. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.", + "Once you assume this majestic presence, you can't do so again until you finish a short or long rest." + ] + }, + { + "name": "College of Swords", + "source": "XGE", + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Swords", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.", + "Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.", + "Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Bard||Swords|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fighting Style|Bard||Swords|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blade Flourish|Bard||Swords|XGE|3" + } + ] + }, + { + "name": "Blade Flourish", + "source": "XGE", + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Swords", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you learn to perform impressive displays of martial prowess and speed.", + "Whenever you take the {@action Attack} action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.", + { + "type": "options", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Defensive Flourish|Bard|XGE|Swords|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Slashing Flourish|Bard|XGE|Swords|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mobile Flourish|Bard|XGE|Swords|XGE|3" + } + ] + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "XGE", + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Swords", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the {@item scimitar|phb}.", + "If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells." + ] + }, + { + "name": "Fighting Style", + "source": "XGE", + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Swords", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting" + } + ] + } + ] + }, + { + "name": "Extra Attack", + "source": "XGE", + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Swords", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Master's Flourish", + "source": "XGE", + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Swords", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, whenever you use a Blade Flourish option, you can roll a {@dice d6} and use it instead of expending a Bardic Inspiration die." + ] + }, + { + "name": "College of Whispers", + "source": "XGE", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Whispers", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.", + "Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.", + { + "type": "refSubclassFeature", + "subclassFeature": "Psychic Blades|Bard||Whispers|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Words of Terror|Bard||Whispers|XGE|3" + } + ] + }, + { + "name": "Psychic Blades", + "source": "XGE", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Whispers", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.", + "When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra {@damage 2d6} psychic damage to that target. You can do so only once per round on your turn.", + "The psychic damage increases when you reach certain levels in this class, increasing to {@dice 3d6} at 5th level, {@dice 5d6} at 10th level, and {@dice 8d6} at 15th level." + ] + }, + { + "name": "Words of Terror", + "source": "XGE", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Whispers", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.", + "If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} of you or another creature of your choice. The target is {@condition frightened} in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.", + "If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Mantle of Whispers", + "source": "XGE", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Whispers", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.", + "You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.", + "While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.", + "Another creature can see through this disguise by succeeding on a Wisdom ({@skill Insight}) check contested by your Charisma ({@skill Deception}) check. You gain a +5 bonus to your check.", + "Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest." + ] + }, + { + "name": "Shadow Lore", + "source": "XGE", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Whispers", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.", + "As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.", + "On a failed saving throw, the target is {@condition charmed} by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.", + "The {@condition charmed} creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.", + "When the effect ends, the creature has no understanding of why it held you in such fear.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Defensive Flourish", + "source": "XGE", + "page": 15, + "className": "Bard", + "classSource": "XGE", + "subclassShortName": "Swords", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn." + ] + }, + { + "name": "Mobile Flourish", + "source": "XGE", + "page": 15, + "className": "Bard", + "classSource": "XGE", + "subclassShortName": "Swords", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target." + ] + }, + { + "name": "Slashing Flourish", + "source": "XGE", + "page": 15, + "className": "Bard", + "classSource": "XGE", + "subclassShortName": "Swords", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die." + ] + }, + { + "name": "College of Dance", + "source": "XPHB", + "page": 64, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Dance", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Move in Harmony with the Cosmos}", + "Bards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.", + { + "type": "refSubclassFeature", + "subclassFeature": "Dazzling Footwork|Bard|XPHB|Dance|XPHB|3" + } + ] + }, + { + "name": "Dazzling Footwork", + "source": "XPHB", + "page": 64, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Dance", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "While you aren't wearing armor or wielding a {@item Shield|XPHB}, you gain the following benefits.", + { + "type": "entries", + "name": "Dance Virtuoso", + "entries": [ + "You have {@variantrule Advantage|XPHB} on any Charisma ({@skill Performance|XPHB}) check you make that involves you dancing." + ] + }, + { + "type": "entries", + "name": "Unarmored Defense", + "entries": [ + "Your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers." + ] + }, + { + "type": "entries", + "name": "Agile Strikes", + "entries": [ + "When you expend a use of your Bardic Inspiration as part of an action, a {@variantrule Bonus Action|XPHB}, or a {@variantrule Reaction|XPHB}, you can make one {@variantrule Unarmed Strike|XPHB} as part of that action, {@variantrule Bonus Action|XPHB}, or {@variantrule Reaction|XPHB}." + ] + }, + { + "type": "entries", + "name": "Bardic Damage", + "entries": [ + "You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an {@variantrule Unarmed Strike|XPHB}, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die." + ] + } + ] + }, + { + "name": "Inspiring Movement", + "source": "XPHB", + "page": 64, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Dance", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "When an enemy you can see ends its turn within 5 feet of you, you can take a {@variantrule Reaction|XPHB} and expend one use of your Bardic Inspiration to move up to half your {@variantrule Speed|XPHB}. Then one ally of your choice within 30 feet of you can also move up to half their {@variantrule Speed|XPHB} using their {@variantrule Reaction|XPHB}.", + "None of this feature's movement provokes {@action Opportunity Attack|XPHB|Opportunity Attacks}." + ] + }, + { + "name": "Tandem Footwork", + "source": "XPHB", + "page": 64, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Dance", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "When you roll {@variantrule Initiative|XPHB}, you can expend one use of your Bardic Inspiration if you don't have the {@condition Incapacitated|XPHB} condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to {@variantrule Initiative|XPHB} equal to the number rolled." + ] + }, + { + "name": "Leading Evasion", + "source": "XPHB", + "page": 65, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Dance", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.", + "You can't use this feature if you have the {@condition Incapacitated|XPHB} condition." + ] + }, + { + "name": "College of Glamour", + "source": "XPHB", + "page": 65, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Glamour", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Weave Beguiling Fey Magic}", + "The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.", + { + "type": "refSubclassFeature", + "subclassFeature": "Beguiling Magic|Bard|XPHB|Glamour|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mantle of Inspiration|Bard|XPHB|Glamour|XPHB|3" + } + ] + }, + { + "name": "Beguiling Magic", + "source": "XPHB", + "page": 65, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Glamour", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "You always have the {@spell Charm Person|XPHB} and {@spell Mirror Image|XPHB} spells prepared.", + "In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.", + "Once you use this benefit, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required)." + ] + }, + { + "name": "Mantle of Inspiration", + "source": "XPHB", + "page": 65, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Glamour", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "You can weave fey magic into a song or dance to fill others with vigor. As a {@variantrule Bonus Action|XPHB}, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of {@variantrule Temporary Hit Points|XPHB} equal to two times the number rolled on the Bardic Inspiration die, and then each can use its {@variantrule Reaction|XPHB} to move up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}." + ] + }, + { + "name": "Mantle of Majesty", + "source": "XPHB", + "page": 65, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Glamour", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You always have the {@spell Command|XPHB} spell prepared.", + "As a {@variantrule Bonus Action|XPHB}, you cast {@spell Command|XPHB} without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your {@status Concentration|XPHB} ends. During this time, you can cast {@spell Command|XPHB} as a {@variantrule Bonus Action|XPHB} without expending a spell slot.", + "Any creature {@condition Charmed|XPHB} by you automatically fails its saving throw against the {@spell Command|XPHB} you cast with this feature.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 3+ spell slot (no action required)." + ] + }, + { + "name": "Unbreakable Majesty", + "source": "XPHB", + "page": 66, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Glamour", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can assume a magically majestic presence for 1 minute or until you have the {@condition Incapacitated|XPHB} condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.", + "Once you assume this majestic presence, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "College of Lore", + "source": "XPHB", + "page": 66, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Lore", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Plumb the Depths of Magical Knowledge}", + "Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Bard|XPHB|Lore|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cutting Words|Bard|XPHB|Lore|XPHB|3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "XPHB", + "page": 66, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Lore", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "You gain proficiency with three skills of your choice." + ] + }, + { + "name": "Cutting Words", + "source": "XPHB", + "page": 66, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Lore", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a {@variantrule Reaction|XPHB} to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure." + ] + }, + { + "name": "Magical Discoveries", + "source": "XPHB", + "page": 66, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Lore", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You learn two spells of your choice. These spells can come from the {@filter Cleric|spells|class=Cleric}, {@filter Druid|spells|class=Druid}, or {@filter Wizard spell list|spells|class=Wizard} or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.", + "You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements." + ] + }, + { + "name": "Peerless Skill", + "source": "XPHB", + "page": 67, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Lore", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the {@dice d20}, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended." + ] + }, + { + "name": "College of Valor", + "source": "XPHB", + "page": 67, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Valor", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Sing the Deeds of Ancient Heroes}", + "Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.", + { + "type": "refSubclassFeature", + "subclassFeature": "Combat Inspiration|Bard|XPHB|Valor|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Martial Training|Bard|XPHB|Valor|XPHB|3" + } + ] + }, + { + "name": "Combat Inspiration", + "source": "XPHB", + "page": 67, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Valor", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "You can use your wit to turn the tide of battle. 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you can use a Simple or Martial weapon as a {@variantrule Spellcasting Focus|XPHB} to cast spells from your {@filter Bard spell list|spells|class=Bard}." + ] + }, + { + "name": "Extra Attack", + "source": "XPHB", + "page": 67, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Valor", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.", + "In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks." + ] + }, + { + "name": "Battle Magic", + "source": "XPHB", + "page": 67, + "className": "Bard", + "classSource": "XPHB", + "subclassShortName": "Valor", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}." + ] + } + ] +} diff 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Level)|Cleric|PHB|Blood|TDCSR|14", + "Channel Divinity: Blood Puppet (17th Level)|Cleric|PHB|Blood|TDCSR|17", + "Vascular Corruption Aura|Cleric|PHB|Blood|TDCSR|17" + ], + "fluff": { + "_subclassFluff": { + "name": "Blood Domain", + "source": "TDCSR", + "shortName": "Blood", + "className": "Cleric", + "classSource": "PHB" + } + } + }, + { + "name": "Moon Domain", + "shortName": "Moon", + "source": "TDCSR", + "className": "Cleric", + "classSource": "PHB", + "page": 169, + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "1": [ + "faerie fire", + "silent image" + ], + "3": [ + "invisibility", + "moonbeam" + ], + "5": [ + "hypnotic pattern", + "major image" + ], + "7": [ + "greater invisibility", + "hallucinatory terrain" + ], + "9": [ + "dream", + "passwall" + ] + } + } + ], + "subclassFeatures": [ + "Moon Domain|Cleric|PHB|Moon|TDCSR|1", + "Channel Divinity: Blessing of the Full Moon|Cleric|PHB|Moon|TDCSR|2", + "Channel Divinity: Mind of Two 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"PHB" + } + } + }, + { + "name": "Life Domain", + "shortName": "Life", + "source": "XPHB", + "className": "Cleric", + "classSource": "XPHB", + "page": 73, + "freeRules2024": true, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "aid|xphb", + "bless|xphb", + "cure wounds|xphb", + "lesser restoration|xphb" + ], + "5": [ + "mass healing word|xphb", + "revivify|xphb" + ], + "7": [ + "aura of life|xphb", + "death ward|xphb" + ], + "9": [ + "greater restoration|xphb", + "mass cure wounds|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Life Domain|Cleric|XPHB|Life|XPHB|3", + "Blessed Healer|Cleric|XPHB|Life|XPHB|6", + "Supreme Healing|Cleric|XPHB|Life|XPHB|17" + ], + "hasFluffImages": true + }, + { + "name": "Light Domain", + "shortName": "Light", + "source": "XPHB", + "className": "Cleric", + "classSource": "XPHB", + "page": 74, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "burning hands|xphb", + "faerie fire|xphb", + "moonbeam|xphb", + "see invisibility|xphb" + ], + "5": [ + "daylight|xphb", + "fireball|xphb" + ], + "7": [ + "arcane eye|xphb", + "wall of fire|xphb" + ], + "9": [ + "flame strike|xphb", + "scrying|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Light Domain|Cleric|XPHB|Light|XPHB|3", + "Improved Warding Flare|Cleric|XPHB|Light|XPHB|6", + "Corona of Light|Cleric|XPHB|Light|XPHB|17" + ], + "hasFluffImages": true + }, + { + "name": "Trickery Domain", + "shortName": "Trickery", + "source": "XPHB", + "className": "Cleric", + "classSource": "XPHB", + "page": 75, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "charm person|xphb", + "disguise self|xphb", + "invisibility|xphb", + "pass without trace|xphb" + ], + "5": [ + "hypnotic pattern|xphb", + "nondetection|xphb" + ], + "7": [ + "confusion|xphb", + "dimension door|xphb" + ], + "9": [ + "hold monster|xphb", + "mislead|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Trickery Domain|Cleric|XPHB|Trickery|XPHB|3", + "Trickster's Transposition|Cleric|XPHB|Trickery|XPHB|6", + "Improved Duplicity|Cleric|XPHB|Trickery|XPHB|17" + ], + "hasFluffImages": true + }, + { + "name": "War Domain", + "shortName": "War", + "source": "XPHB", + "className": "Cleric", + "classSource": "XPHB", + "page": 76, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "divine favor|xphb", + "magic weapon|xphb", + "shield of faith|xphb", + "spiritual weapon|xphb" + ], + "5": [ + "crusader's mantle|xphb", + "spirit guardians|xphb" + ], + "7": [ + "freedom of movement|xphb", + "stoneskin|xphb" + ], + "9": [ + "destructive wave|xphb", + "hold monster|xphb" + ] + } + } + ], + "subclassFeatures": [ + "War Domain|Cleric|XPHB|War|XPHB|3", + "War God's Blessing|Cleric|XPHB|War|XPHB|6", + "Avatar of Battle|Cleric|XPHB|War|XPHB|17" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Divine Domain", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 1, + "entries": [ + "Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.", + { + "type": "entries", + "name": "Domain Spells", + "entries": [ + "Each domain has a list of spells\u2014its domain spells\u2014that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.", + "If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you." + ] + } + ] + }, + { + "name": "Spellcasting", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 1, + "entries": [ + "As a conduit for divine power, you can cast cleric spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for a selection of {@filter cleric spells|spells|class=cleric}.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table." + ] + }, + { + "type": "entries", + "name": "Preparing and Casting Spells", + "entries": [ + "The Cleric table shows how many spell slots you have to cast your {@filter cleric spells|spells|class=cleric} 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.", + "You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" + ] + } + ] + }, + { + "type": "entries", + "name": "Ritual Casting", + "entries": [ + "You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item holy symbol|phb} as a spellcasting focus for your cleric spells." + ] + } + ] + }, + { + "name": "Channel Divinity", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 2, + "entries": [ + "At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.", + "When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.", + "Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.", + "Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.", + { + "type": "refClassFeature", + "classFeature": "Channel Divinity: Turn Undead|Cleric||2" + } + ] + }, + { + "name": "Channel Divinity: Harness Divine Power", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "level": 2, + "isClassFeatureVariant": true, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 2nd-level cleric {@variantrule optional class features|tce|optional feature}}", + "You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Turn Undead", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.", + "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the {@action Dodge} action." + ] + }, + { + "name": "Divine Domain feature", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 2, + "entries": [ + "At 2nd level, you gain a feature from your Divine Domain." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Cantrip Versatility", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "{@i 4th-level cleric {@variantrule optional class features|tce|optional feature}}", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter cleric spell list|spells|level=0|class=Cleric}." + ] + }, + { + "name": "Destroy Undead (CR 1/2)", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 5, + "entries": [ + "Starting at 5th level, when an {@filter undead of CR 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + }, + { + "name": "Channel Divinity", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 6, + "entries": [ + "Beginning at 6th level, you can use your Channel Divinity twice between rests." + ] + }, + { + "name": "Divine Domain feature", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you gain a feature from your Divine Domain." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Destroy Undead (CR 1)", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 8, + "entries": [ + "Starting at 8th level, when an {@filter undead of CR 1 or lower|bestiary|challenge rating=[&0;&1]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + }, + { + "name": "Divine Domain feature", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 8, + "entries": [ + "At 8th level, you gain a feature from your Divine Domain." + ] + }, + { + "name": "Divine Intervention", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 10, + "entries": [ + "Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.", + "Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.", + "At 20th level, your call for intervention succeeds automatically, no roll required." + ] + }, + { + "name": "Destroy Undead (CR 2)", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 11, + "entries": [ + "Starting at 11th level, when an {@filter undead of CR 2 or lower|bestiary|challenge rating=[&0;&2]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Destroy Undead (CR 3)", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 14, + "entries": [ + "Starting at 14th level, when an {@filter undead of CR 3 or lower|bestiary|challenge rating=[&0;&3]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Destroy Undead (CR 4)", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 17, + "entries": [ + "Starting at 17th level, when an {@filter undead of CR 4 or lower|bestiary|challenge rating=[&0;&4]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + }, + { + "name": "Divine Domain feature", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 17, + "entries": [ + "At 17th level, you gain a feature from your Divine Domain." + ] + }, + { + "name": "Channel Divinity", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 18, + "entries": [ + "Beginning at 18th level, you can use your Channel Divinity three times between rests." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Divine Intervention Improvement", + "source": "PHB", + "page": 56, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, your call for intervention succeeds automatically, no roll required." + ] + }, + { + "name": "Divine Order", + "source": "XPHB", + "page": 70, + "className": "Cleric", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You have dedicated yourself to one of the following sacred roles of your choice.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Protector", + "entries": [ + "Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor." + ] + }, + { + "type": "entries", + "name": "Thaumaturge", + "entries": [ + "You know one extra cantrip from the {@filter Cleric spell list|spells|class=Cleric}. In addition, your mystical connection to the divine gives you a bonus to your Intelligence ({@skill Arcana|XPHB} or {@skill Religion|XPHB}) checks. The bonus equals your Wisdom modifier (minimum of +1)." + ] + } + ] + } + ] + }, + { + "name": "Spellcasting", + "source": "XPHB", + "page": 70, + "className": "Cleric", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You have learned to cast spells through prayer and meditation. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the {@filter Cleric spell list|spells|class=Cleric} later in the class's description.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know three cantrips of your choice from the {@filter Cleric spell list|spells|class=Cleric}. {@spell Guidance|XPHB}, {@spell Sacred Flame|XPHB}, and {@spell Thaumaturgy|XPHB} are recommended.", + "Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Cleric spell list|spells|class=Cleric}.", + "When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the {@filter Cleric spell list|spells|class=Cleric}, as shown in the Cantrips column of the Cleric Features table." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Prepared Spells of Level 1+", + "entries": [ + "You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Cleric spell list|spells|class=Cleric}. {@spell Bless|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, and {@spell Shield of Faith|XPHB} are recommended.", + "The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the {@filter Cleric spell list|spells|class=Cleric} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.", + "If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you." + ] + }, + { + "type": "entries", + "name": "Changing Your Prepared Spells", + "entries": [ + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Wisdom is your spellcasting ability for your Cleric spells." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item Holy Symbol|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Cleric spells." + ] + } + ] + } + ] + }, + { + "name": "Channel Divinity", + "source": "XPHB", + "page": 70, + "className": "Cleric", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.", + "You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.", + "If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.", + { + "type": "entries", + "entries": [ + { + "type": "refClassFeature", + "classFeature": "Divine Spark|Cleric|XPHB|2|XPHB" + }, + { + "type": "refClassFeature", + "classFeature": "Turn Undead|Cleric|XPHB|2|XPHB" + } + ] + } + ] + }, + { + "name": "Divine Spark", + "source": "XPHB", + "page": 70, + "className": "Cleric", + "classSource": "XPHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a {@action Magic|XPHB} action, you point your {@item Holy Symbol|XPHB} at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll {@dice 1d8} and add your Wisdom modifier. You either restore {@variantrule Hit Points|XPHB} to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).", + "You roll an additional {@dice d8} when you reach Cleric levels 7 ({@dice 2d8}), 13 ({@dice 3d8}), and 18 ({@dice 4d8})." + ] + }, + { + "name": "Turn Undead", + "source": "XPHB", + "page": 70, + "className": "Cleric", + "classSource": "XPHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the {@condition Frightened|XPHB} and {@condition Incapacitated|XPHB} conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the {@condition Incapacitated|XPHB} condition, or if you die." + ] + }, + { + "name": "Cleric Subclass", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16." + ] + }, + { + "name": "Sear Undead", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 5, + "entries": [ + "Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of {@dice 1d8}) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You gain a feature from your Cleric Subclass." + ] + }, + { + "name": "Blessed Strikes", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 7, + "entries": [ + "Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra {@damage 1d8} Necrotic or Radiant damage (your choice)." + ] + }, + { + "type": "entries", + "name": "Potent Spellcasting", + "entries": [ + "Add your Wisdom modifier to the damage you deal with any Cleric cantrip." + ] + } + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Divine Intervention", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 10, + "entries": [ + "You can call on your deity or pantheon to intervene on your behalf. As a {@action Magic|XPHB} action, choose any Cleric spell of level 5 or lower that doesn't require a {@variantrule Reaction|XPHB} to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Improved Blessed Strikes", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 14, + "entries": [ + "The option you chose for Blessed Strikes grows more powerful.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Divine Strike", + "entries": [ + "The extra damage of your Divine Strike increases to {@dice 2d8}." + ] + }, + { + "type": "entries", + "name": "Potent Spellcasting", + "entries": [ + "When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of {@variantrule Temporary Hit Points|XPHB} equal to twice your Wisdom modifier." + ] + } + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 17, + "entries": [ + "You gain a feature from your Cleric Subclass." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Fate|XPHB} is recommended." + ] + }, + { + "name": "Greater Divine Intervention", + "source": "XPHB", + "page": 71, + "className": "Cleric", + "classSource": "XPHB", + "level": 20, + "entries": [ + "You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose {@spell Wish|XPHB} when you select a spell. If you do so, you can't use Divine Intervention again until you finish {@dice 2d4} Long Rests." + ] + } + ], + "subclassFeature": [ + { + "name": "Death Domain", + "source": "DMG", + "page": 96, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 1, + "entries": [ + "The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as {@deity Chemosh|Dragonlance}, {@deity Myrkul}, and {@deity Wee Jas|Greyhawk} are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder ({@deity Anubis|Egyptian}, {@deity Bhaal}, and Pyremius), pain ({@deity Iuz|Greyhawk} or {@deity Loviatar}), disease or poison ({@deity Incabulos|Greyhawk}, {@deity Talona}, or {@deity Morgion|Dragonlance}), and the underworld ({@deity Hades|Greek} and {@deity Hel|Norse}).", + "At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.", + { + "type": "table", + "caption": "Death Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell false life}, {@spell ray of sickness}" + ], + [ + "3rd", + "{@spell blindness/deafness}, {@spell ray of enfeeblement}" + ], + [ + "5th", + "{@spell animate dead}, {@spell vampiric touch}" + ], + [ + "7th", + "{@spell blight}, {@spell death ward}" + ], + [ + "9th", + "{@spell antilife shell}, {@spell cloudkill}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Death|DMG|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Reaper|Cleric||Death|DMG|1" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "DMG", + "page": 96, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 1, + "header": 1, + "entries": [ + "When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons." + ] + }, + { + "name": "Reaper", + "source": "DMG", + "page": 96, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, the cleric learns one {@filter necromancy cantrip|spells|level=0|school=N} of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other." + ] + }, + { + "name": "Channel Divinity: Touch of Death", + "source": "DMG", + "page": 96, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.", + "When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level." + ] + }, + { + "name": "Inescapable Destruction", + "source": "DMG", + "page": 96, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "DMG", + "page": 96, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra {@damage 1d8} necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Improved Reaper", + "source": "DMG", + "page": 96, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target." + ] + }, + { + "name": "Community Domain", + "source": "HWCS", + "page": 39, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Community", + "subclassSource": "HWCS", + "level": 1, + "entries": [ + "The community domain focuses on the ties that bind all people together. These are the ties of family and friendship, the ties to ancestors, as well as the ties between elders and the next generation with whom they share their wisdom. The power of the Gods of community is in the security of home and hearth, and the joy of good company. Many such gods teach the value of tradition and simple ways of living in harmony with the natural world. They also tend towards the rule of law, not as a kind of great bureaucracy, but as sacred traditions passed from generation to generation. Some gods advocate the removal of harsh or disruptive forces to this order, and proper sanctions for the violation of the goodwill that any community ought to provide.", + "Clerics of such gods value unity, and praise the strength that can be gained when people support each other.", + { + "type": "table", + "caption": "Community Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell Bless}, {@spell Goodberry}" + ], + [ + "3rd", + "{@spell Aid}, {@spell Heroism}" + ], + [ + "5th", + "{@spell Beacon of Hope}, {@spell Spirit Guardians}" + ], + [ + "7th", + "{@spell Banishment}, {@spell Mordenkainen's Faithful Hound}" + ], + [ + "9th", + "{@spell Mass Cure Wounds}, {@spell Rary's Telepathic Bond}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blessing of the Hearth|Cleric||Community|HWCS|1" + } + ] + }, + { + "name": "Blessing of the Hearth", + "source": "HWCS", + "page": 39, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Community", + "subclassSource": "HWCS", + "level": 1, + "header": 1, + "entries": [ + "From 1st level, you gain the ability to conjure a small flagstone hearth with a simple iron cooking pot whenever you rest. This hearth helps warm you and your companions, and can be used to prepare hearty and nutritious meals on the road. If you or any friendly creatures you make camp with would regain hit points at the end of a short rest by spending one or more hit dice, each of those creatures may choose to re-roll one of their resting dice, taking the higher roll between the two.", + "Additionally, you gain proficiency with {@item Cook's Utensils|PHB}." + ] + }, + { + "name": "Channel Divinity: Magnificent Feast", + "source": "HWCS", + "page": 39, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Community", + "subclassSource": "HWCS", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you may use your Channel Divinity to conjure a magical feast for the rough road ahead. By spending 10 minutes, you may create a number of delicious, well-prepared, yet simple food items equal to your Wisdom modifier (minimum of 1). These food items will last up to 8 hours or until the end of a rest, and will never spoil. Eating food created in this way takes an action, providing whomever eats it with healing equal to {@dice 2d4} + your cleric level, and can remove either the {@condition frightened} or {@condition poisoned} condition from that creature (chosen by the creature when consumed)." + ] + }, + { + "name": "Channel Divinity: Community Watch", + "source": "HWCS", + "page": 39, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Community", + "subclassSource": "HWCS", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can use your Channel Divinity to instill a feeling of vigilant protection in you and your allies. You grant yourself and a number of allies, up to your Wisdom modifier (minimum of 1), a boon from your deity. Allies must be able to see you and be within 30 feet to receive the boon. Once per round, a creature benefitting from this boon can roll a {@dice d6}, adding the result to a skill check, saving throw, or attack roll. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of 1 round). A creature can only benefit from this effect if it can see at least one of its allies." + ] + }, + { + "name": "Divine Strike", + "source": "HWCS", + "page": 39, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Community", + "subclassSource": "HWCS", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon with the power to punish wrongdoing. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@dice 1d8} psychic damage to the target. Visions of the evil they have wrought upon others flash before their eyes. You choose whether any foe reduced to 0 hit points by this attack remains stable or dies. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Paragon of the People", + "source": "HWCS", + "page": 39, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Community", + "subclassSource": "HWCS", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, your Community Watch grants an additional {@dice d6} to each affected ally. It also grants immunity to fear for the duration of the effect. Additionally, your Magnificent Feast produces twice as many foodstuffs, each of which can, when consumed, remove a single curse or disease affecting the target (including attunement to a cursed item)." + ] + }, + { + "name": "Night Domain", + "source": "HWCS", + "page": 40, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 1, + "entries": [ + "The night is mysterious, and conceals many unseen dangers. However, the cover of darkness also brings protection from predators and shadows within which one can conceal themselves. The gods of night are varied, encompassing those who would use the cover of darkness to protect others from threats, to those who would use the shadows for wrong doings. The motives of night gods are often shrouded in mystery. Many teach their followers that it is only by peering through the darkness and looking beyond what is hidden that one can attain truth. Clerics of night do their best to keep themselves and their companions safe while journeying through the darkness.", + { + "type": "table", + "caption": "Night Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell Sleep}, {@spell Veil of Dusk|HWCS}" + ], + [ + "3rd", + "{@spell Darkness}, {@spell Moonbeam}" + ], + [ + "5th", + "{@spell Nondetection}, {@spell Globe of Twilight|HWCS}" + ], + [ + "7th", + "{@spell Divination}, {@spell Stellar Bodies|HWCS}" + ], + [ + "9th", + "{@spell Dream}, {@spell Seeming}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eye of Twilight|Cleric||Night|HWCS|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ward of Shadows|Cleric||Night|HWCS|1" + } + ] + }, + { + "name": "Eye of Twilight", + "source": "HWCS", + "page": 40, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 1, + "header": 1, + "entries": [ + "Beginning at 1st level, a divine blessing grants you the ability to see more clearly in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were only dim light. You can't discern color in the darkness, only shades of gray.", + "When you reach 6th level, you can see in dim light within 120 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were dim light. You can't discern color in the darkness, only shades of gray.", + "At 8th level, you can see normally in darkness, both magical and nonmagical within 120 feet.", + "Finally, at 17th level, your eyes are able to see the truth hiding within darkness. You gain the ability to call upon the powers of your deity to grant yourself {@sense truesight} within 120 feet of you for a number of minutes equal to your Wisdom modifier (a minimum of 1 minute). Your {@sense truesight} only functions while in conditions of magical or nonmagical darkness. Once you have used this feature, you cannot use it again until you have completed a long rest." + ] + }, + { + "name": "Ward of Shadows", + "source": "HWCS", + "page": 40, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you can create a ward of divine shadows to conceal yourself from an attacking enemy. When attacked by a creature you can see within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll, as shadows envelop your form. An attacker that can't be {@condition blinded} is immune to this feature.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Invocation of Night", + "source": "HWCS", + "page": 40, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to harness the powers of night, clouding the vision of your foes in a shroud of darkness.", + "As an action, you present your holy symbol causing any source of mundane or magical light within 30 feet of you to be extinguished. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature who fails the saving throw is {@condition blinded} for a number of rounds equal to your cleric level. A creature blinded in this way gets a new saving throw at the end of each of its turns to remove the effect. A creature that has {@quickref Cover||3||total cover} from you is not affected." + ] + }, + { + "name": "Improved Ward", + "source": "HWCS", + "page": 40, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can use your Ward of Shadows feature whenever a creature you can see within 30 feet of you attacks a creature besides yourself." + ] + }, + { + "name": "Veil of Dreams", + "source": "HWCS", + "page": 40, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 8, + "header": 2, + "entries": [ + "When you reach 8th level, you gain mastery over magical sleep. When you cast the {@spell sleep} spell, add your cleric level to the dice you roll to determine how many hit points of creatures the spell can affect.", + "You may choose the order in which creatures within the spell's area are affected. If the first target chosen has too many hit points to be affected, the spell will instead target the next creature you have chosen that the spell could affect before affecting other targets.", + "Additionally, any creature you put to sleep cannot be woken until the start of your next turn. Otherwise, the {@spell sleep} spell acts as normal." + ] + }, + { + "name": "Creature of the Night", + "source": "HWCS", + "page": 40, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can use your action to activate a supernatural aura of deep night. It lasts for 1 minute, or until you dismiss it using another action. You emit heavily obscuring darkness in a 30-foot radius and lightly obscuring shadows 50 feet beyond that. The darkness and shadows overlap and smother existing sources of light. Only light produced by a 9th level spell or similarly powerful effect can negate the darkness and shadows.", + "Enemies within the shadows constantly feel the presence of hungry predators watching them, and become {@condition frightened} as long as they remain inside the affected area. Enemies in the darkness are both {@condition blinded} and {@condition frightened} for as long as they remain within its area." + ] + }, + { + "name": "Knowledge Domain", + "source": "PHB", + "page": 59, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "The gods of knowledge\u2014including {@deity Oghma}, {@deity Boccob|Greyhawk}, {@deity Gilean|Dragonlance}, {@deity Aureon|Eberron}, and {@deity Thoth|Egyptian}\u2014value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.", + "At each indicated cleric level, you add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Knowledge Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell command}, {@spell identify}" + ], + [ + "3rd", + "{@spell augury}, {@spell suggestion}" + ], + [ + "5th", + "{@spell nondetection}, {@spell speak with dead}" + ], + [ + "7th", + "{@spell arcane eye}, {@spell confusion}" + ], + [ + "9th", + "{@spell legend lore}, {@spell scrying}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blessings of Knowledge|Cleric||Knowledge||1" + } + ] + }, + { + "name": "Blessings of Knowledge", + "source": "PHB", + "page": 59, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.", + "Your proficiency bonus is doubled for any ability check you make that uses either of those skills." + ] + }, + { + "name": "Channel Divinity: Knowledge of the Ages", + "source": "PHB", + "page": 59, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool." + ] + }, + { + "name": "Channel Divinity: Read Thoughts", + "source": "PHB", + "page": 59, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.", + "As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.", + "If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.", + "During that time, you can use your action to end this effect and cast the {@spell suggestion} spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Potent Spellcasting", + "source": "PHB", + "page": 59, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 8, + "header": 2, + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Visions of the Past", + "source": "PHB", + "page": 59, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain {@status concentration} during that time, as if you were casting a spell.", + "Once you use this feature, you can't use it again until you finish a short or long rest.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Object Reading", + "entries": [ + "Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Area Reading", + "entries": [ + "As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation." + ] + } + ] + } + ] + }, + { + "name": "Life Domain", + "source": "PHB", + "page": 60, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "The Life domain focuses on the vibrant positive energy\u2014one of the fundamental forces of the universe\u2014that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as {@deity Chauntea}, {@deity Arawai|Eberron}, and {@deity Demeter|Greek}), sun gods (such as {@deity Lathander}, {@deity Pelor|Greyhawk}, and {@deity Re-Horakhty|Egyptian}), gods of healing or endurance (such as {@deity Ilmater}, {@deity Mishakal|Dragonlance}, {@deity Apollo|Greek}, and {@deity Diancecht|Celtic}), and gods of home and community (such as {@deity Hestia|Greek}, {@deity Hathor|Egyptian}, and {@deity Boldrei|Eberron}).", + "At each indicated cleric level, you add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Life Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell bless}, {@spell cure wounds}" + ], + [ + "3rd", + "{@spell lesser restoration}, {@spell spiritual weapon}" + ], + [ + "5th", + "{@spell beacon of hope}, {@spell revivify}" + ], + [ + "7th", + "{@spell death ward}, {@spell guardian of faith}" + ], + [ + "9th", + "{@spell mass cure wounds}, {@spell raise dead}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Life||1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Disciple of Life|Cleric||Life||1" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "PHB", + "page": 60, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency with heavy armor." + ] + }, + { + "name": "Disciple of Life", + "source": "PHB", + "page": 60, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level." + ] + }, + { + "name": "Channel Divinity: Preserve Life", + "source": "PHB", + "page": 60, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.", + "As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct." + ] + }, + { + "name": "Blessed Healer", + "source": "PHB", + "page": 60, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "PHB", + "page": 60, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} radiant damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Supreme Healing", + "source": "PHB", + "page": 60, + "srd": true, + "basicRules": true, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} hit points to a creature, you restore 12." + ] + }, + { + "name": "Light Domain", + "source": "PHB", + "page": 60, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "Gods of light\u2014including {@deity Helm}, {@deity Lathander}, {@deity Pholtus|Greyhawk}, {@deity Branchala|Dragonlance}, {@deity the Silver Flame|Eberron}, {@deity Belenus|Celtic}, {@deity Apollo|Greek}, and {@deity Re-Horakhty|Egyptian}\u2014promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.", + "At each indicated cleric level, you add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Light Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell burning hands}, {@spell faerie fire}" + ], + [ + "3rd", + "{@spell flaming sphere}, {@spell scorching ray}" + ], + [ + "5th", + "{@spell daylight}, {@spell fireball}" + ], + [ + "7th", + "{@spell guardian of faith}, {@spell wall of fire}" + ], + [ + "9th", + "{@spell flame strike}, {@spell scrying}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Cantrip|Cleric||Light||1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Warding Flare|Cleric||Light||1" + } + ] + }, + { + "name": "Bonus Cantrip", + "source": "PHB", + "page": 60, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "When you choose this domain at 1st level, you gain the {@spell light} cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know." + ] + }, + { + "name": "Warding Flare", + "source": "PHB", + "page": 60, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be {@condition blinded} is immune to this feature.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Radiance of the Dawn", + "source": "PHB", + "page": 60, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.", + "As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to {@dice 2d10} + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has {@quickref Cover||3||total cover} from you is not affected." + ] + }, + { + "name": "Improved Flare", + "source": "PHB", + "page": 60, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Potent Spellcasting", + "source": "PHB", + "page": 60, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 8, + "header": 2, + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Corona of Light", + "source": "PHB", + "page": 60, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage." + ] + }, + { + "name": "Nature Domain", + "source": "PHB", + "page": 61, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as {@deity Silvanus}, {@deity Obad-Hai|Greyhawk}, {@deity Chislev|Dragonlance}, {@deity Balinor|Eberron}, and {@deity Pan|Greek}) to friendly deities associated with particular springs and groves (such as {@deity Eldath}). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.", + "At each indicated cleric level, you add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Nature Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell animal friendship}, {@spell speak with animals}" + ], + [ + "3rd", + "{@spell barkskin}, {@spell spike growth}" + ], + [ + "5th", + "{@spell plant growth}, {@spell wind wall}" + ], + [ + "7th", + "{@spell dominate beast}, {@spell grasping vine}" + ], + [ + "9th", + "{@spell insect plague}, {@spell tree stride}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Acolyte of Nature|Cleric||Nature||1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Nature||1" + } + ] + }, + { + "name": "Acolyte of Nature", + "source": "PHB", + "page": 61, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn one druid cantrip of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Nature}, or {@skill Survival}." + ] + }, + { + "name": "Bonus Proficiency", + "source": "PHB", + "page": 61, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, you gain proficiency with heavy armor." + ] + }, + { + "name": "Channel Divinity: Charm Animals and Plants", + "source": "PHB", + "page": 61, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.", + "As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is {@condition charmed} by you for 1 minute or until it takes damage. While it is {@condition charmed} by you, it is friendly to you and other creatures you designate." + ] + }, + { + "name": "Dampen Elements", + "source": "PHB", + "page": 61, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "PHB", + "page": 61, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Master of Nature", + "source": "PHB", + "page": 61, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you gain the ability to command animals and plant creatures. While creatures are {@condition charmed} by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn." + ] + }, + { + "name": "Tempest Domain", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "Gods whose portfolios include the Tempest domain\u2014including {@deity Talos}, {@deity Umberlee}, {@deity Kord|Greyhawk}, {@deity Zeboim|Dragonlance}, {@deity the Devourer|Eberron}, {@deity Zeus|Greek}, and {@deity Thor|Norse}\u2014govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.", + "At each indicated cleric level, you add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Tempest Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell fog cloud}, {@spell thunderwave}" + ], + [ + "3rd", + "{@spell gust of wind}, {@spell shatter}" + ], + [ + "5th", + "{@spell call lightning}, {@spell sleet storm}" + ], + [ + "7th", + "{@spell control water}, {@spell ice storm}" + ], + [ + "9th", + "{@spell destructive wave}, {@spell insect plague}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Cleric||Tempest||1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wrath of the Storm|Cleric||Tempest||1" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain proficiency with martial weapons and heavy armor." + ] + }, + { + "name": "Wrath of the Storm", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes {@damage 2d8} lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Destructive Wrath", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.", + "When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling." + ] + }, + { + "name": "Thunderbolt Strike", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} thunder damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Stormborn", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors." + ] + }, + { + "name": "Trickery Domain", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "Gods of trickery\u2014such as {@deity Tymora}, {@deity Beshaba}, {@deity Olidammara|Greyhawk}, {@deity the Traveler|Eberron}, {@deity Garl Glittergold|Nonhuman}, and {@deity Loki|Norse}\u2014are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.", + "At each indicated cleric level, you add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Trickery Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell charm person}, {@spell disguise self}" + ], + [ + "3rd", + "{@spell mirror image}, {@spell pass without trace}" + ], + [ + "5th", + "{@spell blink}, {@spell dispel magic}" + ], + [ + "7th", + "{@spell dimension door}, {@spell polymorph}" + ], + [ + "9th", + "{@spell dominate person}, {@spell modify memory}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blessing of the Trickster|Cleric||Trickery||1" + } + ] + }, + { + "name": "Blessing of the Trickster", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity ({@skill Stealth}) checks. This blessing lasts for 1 hour or until you use this feature again." + ] + }, + { + "name": "Channel Divinity: Invoke Duplicity", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.", + "As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.", + "For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target." + ] + }, + { + "name": "Channel Divinity: Cloak of Shadows", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 6th level, you can use your Channel Divinity to vanish.", + "As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with poison\u2014a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} poison damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Improved Duplicity", + "source": "PHB", + "page": 62, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet." + ] + }, + { + "name": "War Domain", + "source": "PHB", + "page": 63, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as {@deity Torm}, {@deity Heironeous|Greyhawk}, and {@deity Kiri-Jolith|Dragonlance}) as well as gods of destruction and pillage (such as {@deity Erythnul|Greyhawk}, {@deity the Fury|Eberron}, {@deity Gruumsh|Nonhuman}, and {@deity Ares|Greek}) and gods of conquest and domination (such as {@deity Bane}, {@deity Hextor|Greyhawk}, and {@deity Maglubiyet|Nonhuman}). Other war gods (such as {@deity Tempus}, {@deity Nike|Greek}, and {@deity Nuada|Celtic}) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.", + "At each indicated cleric level, add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "War Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell divine favor}, {@spell shield of faith}" + ], + [ + "3rd", + "{@spell magic weapon}, {@spell spiritual weapon}" + ], + [ + "5th", + "{@spell crusader's mantle}, {@spell spirit guardians}" + ], + [ + "7th", + "{@spell freedom of movement}, {@spell stoneskin}" + ], + [ + "9th", + "{@spell flame strike}, {@spell hold monster}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Cleric||War||1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "War Priest|Cleric||War||1" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "PHB", + "page": 63, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain proficiency with martial weapons and heavy armor." + ] + }, + { + "name": "War Priest", + "source": "PHB", + "page": 63, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the {@action Attack} action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Guided Strike", + "source": "PHB", + "page": 63, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses." + ] + }, + { + "name": "Channel Divinity: War God's Blessing", + "source": "PHB", + "page": 63, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "PHB", + "page": 63, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Avatar of Battle", + "source": "PHB", + "page": 63, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ] + }, + { + "name": "Ambition Domain (PSA)", + "source": "PSA", + "page": 27, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 1, + "entries": [ + { + "type": "quote", + "entries": [ + "The worthy shall strive for greatness\u2014supremacy in life leads to supremacy in the afterlife." + ] + }, + "Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest\u2014not the bonds of a crop, not friendship or love. Not even devotion to a deity.", + "At each indicated cleric level, add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Ambition Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell bane}, {@spell disguise self}" + ], + [ + "3rd", + "{@spell mirror image}, {@spell ray of enfeeblement}" + ], + [ + "5th", + "{@spell bestow curse}, {@spell vampiric touch}" + ], + [ + "7th", + "{@spell death ward}, {@spell dimension door}" + ], + [ + "9th", + "{@spell dominate person}, {@spell modify memory}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Warding Flare|Cleric||Ambition (PSA)|PSA|1" + } + ] + }, + { + "name": "Warding Flare", + "source": "PSA", + "page": 27, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 1, + "header": 1, + "entries": [ + "When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be {@condition blinded} is immune to this feature.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Invoke Duplicity", + "source": "PSA", + "page": 27, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.", + "As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.", + "For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target." + ] + }, + { + "name": "Channel Divinity: Cloak of Shadows", + "source": "PSA", + "page": 27, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 6, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Potent Spellcasting", + "source": "PSA", + "page": 27, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 8, + "header": 2, + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Improved Duplicity", + "source": "PSA", + "page": 27, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet." + ] + }, + { + "name": "Knowledge Domain (PSA)", + "source": "PSA", + "page": 25, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge (PSA)", + "subclassSource": "PSA", + "level": 1, + "entries": [ + { + "type": "quote", + "entries": [ + "The worthy shall cultivate a nimble mind that can perceive the wonders beyond imagination that wait in the afterlife." + ] + }, + "Kefnet's task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.", + "Kefnet's domain is identical to the {@class Cleric|PHB|Knowledge domain in the Player's Handbook|Knowledge|PHB}.", + { + "type": "refSubclassFeature", + "subclassFeature": "Knowledge Domain|Cleric||Knowledge||1" + } + ] + }, + { + "name": "Solidarity Domain (PSA)", + "source": "PSA", + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 1, + "entries": [ + { + "type": "quote", + "entries": [ + "The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action." + ] + }, + "Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.", + "At each indicated cleric level, add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Solidarity Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell bless}, {@spell guiding bolt}" + ], + [ + "3rd", + "{@spell aid}, {@spell warding bond}" + ], + [ + "5th", + "{@spell beacon of hope}, {@spell crusader's mantle}" + ], + [ + "7th", + "{@spell aura of life}, {@spell guardian of faith}" + ], + [ + "9th", + "{@spell circle of power}, {@spell mass cure wounds}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Solidarity (PSA)|PSA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Solidarity's Action|Cleric||Solidarity (PSA)|PSA|1" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "PSA", + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 1, + "header": 1, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency with heavy armor." + ] + }, + { + "name": "Solidarity's Action", + "source": "PSA", + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, when you take the {@action Help} action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Preserve Life", + "source": "PSA", + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.", + "As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct." + ] + }, + { + "name": "Oketra's Blessing", + "source": "PSA", + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "PSA", + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Supreme Healing", + "source": "PSA", + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} hit points to a creature, you restore 12." + ] + }, + { + "name": "Strength Domain (PSA)", + "source": "PSA", + "page": 26, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 1, + "entries": [ + { + "type": "quote", + "entries": [ + "The worthy shall hone a strong body that can withstand the boundless energies of the afterlife." + ] + }, + "It falls to Rhonas to instill this teaching in those who would enter the afterlife\u2014but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.", + "At each indicated cleric level, add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Strength Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell divine favor}, {@spell shield of faith}" + ], + [ + "3rd", + "{@spell enhance ability}, {@spell protection from poison}" + ], + [ + "5th", + "{@spell haste}, {@spell protection from energy}" + ], + [ + "7th", + "{@spell dominate beast}, {@spell stoneskin}" + ], + [ + "9th", + "{@spell destructive wave}, {@spell insect plague}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Acolyte of Strength|Cleric||Strength (PSA)|PSA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Strength (PSA)|PSA|1" + } + ] + }, + { + "name": "Acolyte of Strength", + "source": "PSA", + "page": 26, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Athletics}, {@skill Nature}, or {@skill Survival}." + ] + }, + { + "name": "Bonus Proficiency", + "source": "PSA", + "page": 26, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, you gain proficiency with heavy armor." + ] + }, + { + "name": "Channel Divinity: Feat of Strength", + "source": "PSA", + "page": 26, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails." + ] + }, + { + "name": "Rhonas's Blessing", + "source": "PSA", + "page": 26, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "PSA", + "page": 26, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Avatar of Battle", + "source": "PSA", + "page": 26, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ] + }, + { + "name": "Zeal Domain (PSA)", + "source": "PSA", + "page": 28, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 1, + "entries": [ + { + "type": "quote", + "entries": [ + "The worthy shall rush to the God-Pharaoh's side with relentless zeal, rising to overcome every obstacle in their way." + ] + }, + "The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.", + "At each indicated cleric level, add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Zeal Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell searing smite}, {@spell thunderous smite}" + ], + [ + "3rd", + "{@spell magic weapon}, {@spell shatter}" + ], + [ + "5th", + "{@spell haste}, {@spell fireball}" + ], + [ + "7th", + "{@spell fire shield||fire shield (warm shield only)}, {@spell freedom of movement}" + ], + [ + "9th", + "{@spell destructive wave}, {@spell flame strike}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Cleric||Zeal (PSA)|PSA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Priest of Zeal|Cleric||Zeal (PSA)|PSA|1" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "PSA", + "page": 28, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain proficiency with martial weapons and heavy armor." + ] + }, + { + "name": "Priest of Zeal", + "source": "PSA", + "page": 28, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 1, + "header": 1, + "entries": [ + "From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the {@action Attack} action, you can make one weapon attack as a bonus action.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Consuming Fervor", + "source": "PSA", + "page": 28, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.", + "When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling." + ] + }, + { + "name": "Resounding Strike", + "source": "PSA", + "page": 28, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "PSA", + "page": 28, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Blaze of Glory", + "source": "PSA", + "page": 28, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can delay death for an instant to perform a final heroic act.", + "When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra {@damage 5d10} fire damage and an extra {@damage 5d10} damage of the weapon's type. You then fall {@condition unconscious} and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Arcana Domain", + "source": "SCAG", + "page": 125, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 1, + "entries": [ + "Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.", + "The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include {@deity Azuth|Faerûnian|SCAG} and {@deity Mystra|Faerûnian|SCAG}, as well as {@deity Corellon Larethian|Elven|SCAG} of the elven pantheon. In other worlds, this domain includes {@deity Hecate|Greek}, {@deity Math Mathonwy|Celtic}, and {@deity Isis|Egyptian}; the triple moon gods of {@deity Solinari|Dragonlance}, {@deity Lunitari|Dragonlance}, and {@deity Nuitari|Dragonlance} of Krynn; and {@deity Boccob|Greyhawk}, {@deity Vecna|Greyhawk}, and {@deity Wee Jas|Greyhawk} of Greyhawk.", + "At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.", + { + "type": "table", + "caption": "Arcana Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell detect magic}, {@spell magic missile}" + ], + [ + "3rd", + "{@spell magic weapon}, {@spell Nystul's magic aura}" + ], + [ + "5th", + "{@spell dispel magic}, {@spell magic circle}" + ], + [ + "7th", + "{@spell arcane eye}, {@spell Leomund's secret chest}" + ], + [ + "9th", + "{@spell planar binding}, {@spell teleportation circle}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Initiate|Cleric||Arcana|SCAG|1" + } + ] + }, + { + "name": "Arcane Initiate", + "source": "SCAG", + "page": 125, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 1, + "header": 1, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency in the {@skill Arcana} skill, and you gain two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. For you, these cantrips count as cleric cantrips." + ] + }, + { + "name": "Channel Divinity: Arcane Abjuration", + "source": "SCAG", + "page": 125, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.", + "As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.", + "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the {@action Dodge} action.", + "After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the {@spell banishment} spell, no {@status concentration} required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.", + { + "type": "table", + "caption": "Arcane Banishment", + "colLabels": [ + "Cleric level", + "Banishes Creatures of CR..." + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "5th", + "1/2 or lower" + ], + [ + "8th", + "1 or lower" + ], + [ + "11th", + "2 or lower" + ], + [ + "14th", + "3 or lower" + ], + [ + "17th", + "4 or lower" + ] + ] + } + ] + }, + { + "name": "Spell Breaker", + "source": "SCAG", + "page": 125, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Potent Spellcasting", + "source": "SCAG", + "page": 125, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 8, + "header": 2, + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Arcane Mastery", + "source": "SCAG", + "page": 125, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you." + ] + }, + { + "name": "Order Domain", + "source": "TCE", + "page": 31, + "otherSources": [ + { + "source": "GGR", + "page": 25 + } + ], + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include {@deity Bane}, {@deity Tyr}, {@deity Majere|Dragonlance}, {@deity Erathis|Dawn War|DMG}, {@deity Pholtus|Greyhawk}, {@deity Wee Jas|Greyhawk}, {@deity Aureon|Eberron}, {@deity Maglubiyet|Nonhuman}, {@deity Nuada|Celtic}, {@deity Athena|Greek}, {@deity Anubis|Egyptian}, {@deity Forseti|Norse}, and {@deity Asmodeus|Dawn War|DMG}.", + "The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.", + "Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.", + "At each indicated cleric level, you add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Order Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell command}, {@spell heroism}" + ], + [ + "3rd", + "{@spell hold person}, {@spell zone of truth}" + ], + [ + "5th", + "{@spell mass healing word}, {@spell slow}" + ], + [ + "7th", + "{@spell compulsion}, {@spell locate creature}" + ], + [ + "9th", + "{@spell commune}, {@spell dominate person}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Cleric||Order|TCE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Voice of Authority|Cleric||Order|TCE|1" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TCE", + "page": 31, + "otherSources": [ + { + "source": "GGR", + "page": 25 + } + ], + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the {@skill Intimidation} or {@skill Persuasion} skill (your choice)." + ] + }, + { + "name": "Voice of Authority", + "source": "TCE", + "page": 31, + "otherSources": [ + { + "source": "GGR", + "page": 25 + } + ], + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.", + "If the spell targets more than one ally, you choose the ally who can make the attack." + ] + }, + { + "name": "Channel Divinity: Order's Demand", + "source": "TCE", + "page": 31, + "otherSources": [ + { + "source": "GGR", + "page": 25 + } + ], + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.", + "As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be {@condition charmed} by you until the end of your next turn or until the {@condition charmed} creature takes any damage. You can also cause any of the {@condition charmed} creatures to drop what they are holding when they fail the saving throw." + ] + }, + { + "name": "Embodiment of the Law", + "source": "TCE", + "page": 31, + "otherSources": [ + { + "source": "GGR", + "page": 25 + } + ], + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you become remarkably adept at channeling magical energy to compel others.", + "If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 31, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "TCE", + "page": 31, + "otherSources": [ + { + "source": "GGR", + "page": 25 + } + ], + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} psychic damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Order's Wrath", + "source": "TCE", + "page": 31, + "otherSources": [ + { + "source": "GGR", + "page": 25 + } + ], + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes {@damage 2d8} psychic damage, and the curse ends. You can curse a creature in this way only once per turn." + ] + }, + { + "name": "Peace Domain", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.", + "Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.", + { + "type": "table", + "caption": "Peace Deities", + "colLabels": [ + "Example Deity", + "Pantheon" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "{@deity Angharradh|Elven|SCAG}", + "Elven" + ], + [ + "{@deity Berronar Truesilver|Dwarven|SCAG}", + "Dwarven" + ], + [ + "{@deity Boldrei|Eberron}", + "Eberron" + ], + [ + "{@deity Cyrrollalee|Halfling|SCAG}", + "Halfling" + ], + [ + "{@deity Eldath}", + "Forgotten Realms" + ], + [ + "{@deity Gaerdal Ironhand|Gnomish|SCAG}", + "Gnomish" + ], + [ + "{@deity Paladine|Dragonlance}", + "Dragonlance" + ], + [ + "{@deity Rao|Greyhawk}", + "Greyhawk" + ] + ] + }, + { + "name": "Domain Spells", + "type": "entries", + "entries": [ + "{@i 1st-level Peace Domain feature}", + "You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.", + { + "type": "table", + "caption": "Peace Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell heroism}, {@spell sanctuary}" + ], + [ + "3rd", + "{@spell aid}, {@spell warding bond}" + ], + [ + "5th", + "{@spell beacon of hope}, {@spell sending}" + ], + [ + "7th", + "{@spell aura of purity}, {@spell Otiluke's resilient sphere}" + ], + [ + "9th", + "{@spell greater restoration}, {@spell Rary's telepathic bond}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Implement of Peace|Cleric||Peace|TCE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Emboldening Bond|Cleric||Peace|TCE|1" + } + ] + }, + { + "name": "Emboldening Bond", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Peace Domain feature}", + "You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a {@dice d4} and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the {@dice d4} no more than once per turn.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Implement of Peace", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Peace Domain feature}", + "You gain proficiency in the {@skill Insight}, {@skill Performance}, or {@skill Persuasion} skill (your choice)." + ] + }, + { + "name": "Channel Divinity: Balm of Peace", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 2nd-level Peace Domain feature}", + "You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to {@dice 2d6} + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action." + ] + }, + { + "name": "Protective Bond", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Peace Domain feature}", + "The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Potent Spellcasting", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 8, + "header": 2, + "entries": [ + "{@i 8th-level Peace Domain feature}", + "You add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Expansive Bond", + "source": "TCE", + "page": 32, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "{@i 17th-level Peace Domain feature}", + "The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage." + ] + }, + { + "name": "Twilight Domain", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.", + "Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.", + { + "type": "table", + "caption": "Twilight Deities", + "colLabels": [ + "Example Deity", + "Pantheon" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "{@deity Boldrei|Eberron}", + "Eberron" + ], + [ + "{@deity Celestian|Greyhawk}", + "Greyhawk" + ], + [ + "{@deity Dol Arrah|Eberron}", + "Eberron" + ], + [ + "{@deity Helm}", + "Forgotten Realms" + ], + [ + "{@deity Ilmater}", + "Forgotten Realms" + ], + [ + "{@deity Mishakal|Dragonlance}", + "Dragonlance" + ], + [ + "{@deity Selûne}", + "Forgotten Realms" + ], + [ + "{@deity Yondalla|Nonhuman}", + "Halfling" + ] + ] + }, + { + "name": "Domain Spells", + "type": "entries", + "entries": [ + "{@i 1st-level Twilight Domain feature}", + "You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.", + { + "type": "table", + "caption": "Twilight Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell faerie fire}, {@spell sleep}" + ], + [ + "3rd", + "{@spell moonbeam}, {@spell see invisibility}" + ], + [ + "5th", + "{@spell aura of vitality}, {@spell Leomund's tiny hut}" + ], + [ + "7th", + "{@spell aura of life}, {@spell greater invisibility}" + ], + [ + "9th", + "{@spell circle of power}, {@spell mislead}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Cleric||Twilight|TCE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eyes of Night|Cleric||Twilight|TCE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Vigilant Blessing|Cleric||Twilight|TCE|1" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Twilight Domain feature}", + "You gain proficiency with martial weapons and heavy armor." + ] + }, + { + "name": "Eyes of Night", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Twilight Domain feature}", + "You can see through the deepest gloom. You have {@sense darkvision} out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.", + "As an action, you can magically share the {@sense darkvision} of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared {@sense darkvision} lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again." + ] + }, + { + "name": "Vigilant Blessing", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Twilight Domain feature}", + "The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again." + ] + }, + { + "name": "Channel Divinity: Twilight Sanctuary", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 2nd-level Twilight Domain feature}", + "You can use your Channel Divinity to refresh your allies with soothing twilight.", + "As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are {@condition incapacitated} or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:", + { + "type": "list", + "items": [ + "You grant it temporary hit points equal to {@dice 1d6} plus your cleric level.", + "You end one effect on it causing it to be {@condition charmed} or {@condition frightened}." + ] + } + ] + }, + { + "name": "Steps of Night", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Twilight Domain feature}", + "You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 8, + "header": 2, + "entries": [ + "{@i 8th-level Twilight Domain feature}", + "You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} radiant damage. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Twilight Shroud", + "source": "TCE", + "page": 34, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "{@i 17th-level Twilight Domain feature}", + "The twilight that you summon offers a protective embrace: you and your allies have {@quickref Cover||3||half cover} while in the sphere created by your Twilight Sanctuary." + ] + }, + { + "name": "Blood Domain", + "source": "TDCSR", + "page": 168, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 1, + "header": 1, + "entries": [ + "Developed in {@book Wildemount|TDCSR|3|Wildemount} by the {@book Claret Orders|TDCSR|2|Claret Orders}, the Blood Domain centers around the understanding of the natural life force as it exists within the body, and the divine conduit it can become. Those who take up this domain understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit's anchor within the mortal shell.", + "Gods who grant the power of the Blood Domain, including {@deity The Ruiner|Exandria|TDCSR} and {@deity The Matron of Ravens|Exandria|TDCSR}, direct their followers to tap into the connection between body and soul, exploit the hidden reserves of will within one's own vitality, and corrupt the bodies of others through the secret rites of {@variantrule hemocraft|TDCSR}. Clerics of good gods use {@variantrule hemocraft|TDCSR} to fill their self-sacrifice with purpose and power, while clerics with fewer morals use the blood of others to achieve their own malevolent ends.", + { + "type": "refSubclassFeature", + "subclassFeature": "Domain Spells|Cleric|PHB|Blood|TDCSR|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Cleric|PHB|Blood|TDCSR|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bloodletting Focus|Cleric|PHB|Blood|TDCSR|1" + } + ] + }, + { + "name": "Bloodletting Focus", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 1, + "header": 2, + "entries": [ + "Starting at 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell's level." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency with martial weapons." + ] + }, + { + "name": "Domain Spells", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 1, + "header": 2, + "entries": [ + "You gain domain spells at the cleric levels listed in the Blood Domain Spells table.", + { + "type": "table", + "caption": "Blood Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell false life}, {@spell sleep}" + ], + [ + "3rd", + "{@spell hold person}, {@spell ray of enfeeblement}" + ], + [ + "5th", + "{@spell haste}, {@spell slow}" + ], + [ + "7th", + "{@spell blight}, {@spell stoneskin}" + ], + [ + "9th", + "{@spell dominate person}, {@spell hold monster}" + ] + ] + } + ] + }, + { + "name": "Channel Divinity: Crimson Bond", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample. This bond lasts for 1 hour or until your {@status concentration} is broken (as if concentrating on a spell).", + "While the bond is in effect, you can use an action to learn the target's approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to connect with the target's senses. You take {@damage 2d6} necrotic damage and the target makes a Constitution {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC. On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target's senses for a number of minutes equal to your Wisdom modifier (minimum 1 minute). During this time, you are {@condition blinded} or {@condition deafened} (respectively) with regard to your own senses. When the connection ends, the bond is lost.", + "Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save." + ] + }, + { + "name": "Channel Divinity: Blood Puppet", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 6th level, you can use your Channel Divinity to briefly control a creature's actions\u2014whether that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or become {@condition charmed} by you. An {@condition unconscious} creature automatically fails its {@quickref saving throws|PHB|2|1|saving throw}, and isn't {@condition incapacitated} while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.", + "On the affected creature or animated corpse's turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:", + { + "type": "list", + "items": [ + "{@action Use an Object|PHB|Interact with an object}", + "Make a single {@action attack}", + "Do nothing" + ] + }, + "An animated corpse or an {@condition unconscious} creature takes its turn immediately after yours, but can't move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.", + "An affected living creature makes a new {@quickref saving throws|PHB|2|1|saving throw} at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your {@status concentration} is broken (as if concentrating on a spell)." + ] + }, + { + "name": "Sanguine Recall", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take {@damage 1d8} necrotic damage for each spell slot level recovered, which can't be reduced in any way. You can't use this feature again until you finish a {@quickref resting|PHB|2|0|long rest}.", + "For example, if you're an 8th-level cleric, you can recover up to four levels of spell slots\u2014a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take {@damage 4d8} necrotic damage." + ] + }, + { + "name": "Divine Strike", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to cause the physical wounds you deal out to bleed profusely. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} necrotic damage to the target." + ] + }, + { + "name": "Divine Strike (14th Level)", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Channel Divinity: Blood Puppet (17th Level)", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 17, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "At 17th level, you can use this feature to target a Huge or smaller creature or corpse." + ] + }, + { + "name": "Vascular Corruption Aura", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes {@damage 3d6} necrotic damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|long rest}." + ] + }, + { + "name": "Moon Domain", + "source": "TDCSR", + "page": 169, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 1, + "header": 1, + "entries": [ + "Since the {@book Founding|TDCSR|1|The Founding}, all mortal creatures have looked to the skies and sensed the power and mystery carried by {@book Catha and Ruidus|TDCSR|1|Catha and Ruidus}, the two moons of Exandria. The {@deity The Moonweaver|Exandria|TDCSR} herself is said to guide her worshipers from within the pale glow of Catha, revealing hidden paths and granting inspired dreams to those who pray to that moon. Distant, dark Ruidus is often regarded with awe and apprehension, considered a portent for fell deeds and bad luck.", + "Clerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good fortune and ill favor, and reveal or conceal as they see fit. Most Moon clerics worship the {@deity The Moonweaver|Exandria|TDCSR|Moonweaver} herself, but her followers are as varied as the stars in the sky. Some seek to protect the vulnerable and do good in the world, while others meddle with impunity and distort the truth for selfish gain. Other Moon clerics worship not the gods but the moons themselves, especially those with an innate connection to the lunar cycles through {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}.", + { + "type": "refSubclassFeature", + "subclassFeature": "Domain Spells|Cleric|PHB|Moon|TDCSR|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Clarity of Catha|Cleric|PHB|Moon|TDCSR|1" + } + ] + }, + { + "name": "Clarity of Catha", + "source": "TDCSR", + "page": 170, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you learn to shine light upon the mind's most dire moments, shielding those you protect. When a creature within 30 feet of you that you can see makes a Wisdom {@quickref saving throws|PHB|2|1|saving throw}, you can use your reaction to grant that creature {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the save.", + "You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a {@quickref resting|PHB|2|0|long rest}." + ] + }, + { + "name": "Domain Spells", + "source": "TDCSR", + "page": 170, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 1, + "header": 2, + "entries": [ + "You gain domain spells at the cleric levels listed in the Moon Domain Spells table.", + { + "type": "table", + "caption": "Moon Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell faerie fire}, {@spell silent image}" + ], + [ + "3rd", + "{@spell invisibility}, {@spell moonbeam}" + ], + [ + "5th", + "{@spell hypnotic pattern}, {@spell major image}" + ], + [ + "7th", + "{@spell greater invisibility}, {@spell hallucinatory terrain}" + ], + [ + "9th", + "{@spell dream}, {@spell passwall}" + ] + ] + } + ] + }, + { + "name": "Channel Divinity: Blessing of the Full Moon", + "source": "TDCSR", + "page": 170, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instill a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Blessing of the Watchful Moon", + "entries": [ + "For 1 hour, the blessed creature's speed increases by 10 feet, and it has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Wisdom ({@skill Perception} or {@skill Survival}) checks involving smell or made to track a creature." + ] + }, + { + "type": "item", + "name": "Blessing of the Blood-Drenched Moon", + "entries": [ + "For 10 minutes, the blessed creature has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls against a target if at least one of the blessed creature's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}." + ] + } + ] + } + ] + }, + { + "name": "Channel Divinity: Mind of Two Moons", + "source": "TDCSR", + "page": 170, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 6th level, you can use your Channel Divinity to invoke the twofold arcana of Exandria's moons. By expending one use of Channel Divinity, you can cast a second {@status concentration} spell while already concentrating on a first spell, as long as both spells are on your list of Moon Domain spells. If you need to make a Constitution {@quickref saving throws|PHB|2|1|saving throw} to maintain your {@status concentration} on both spells, you make the save with {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}. On a failure, you lose {@status concentration} on both spells." + ] + }, + { + "name": "Empowered Cantrips", + "source": "TDCSR", + "page": 171, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 8, + "header": 2, + "entries": [ + "Starting at 8th level, your cleric cantrips deal extra damage equal to your Wisdom modifier (minimum of 1)." + ] + }, + { + "name": "Eclipse of Ill Omen", + "source": "TDCSR", + "page": 171, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can call upon the vermillion moon Ruidus to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can't be seen, and even on other planes. As a bonus action, you can manifest an area of reddish, dim light in a 60-foot radius around you. In addition to the normal effects of dim light, creatures in the area make {@quickref saving throws|PHB|2|1} with {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}. When you create this eclipse, you can choose any number of creatures that are unaffected by it.", + "This eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your {@subclassFeature Channel Divinity: Mind of Two Moons|Cleric|PHB|Moon|TDCSR|6|TDCSR|Mind of Two Moons} feature.", + "Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can't regain hit points.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|long rest}." + ] + }, + { + "name": "Forge Domain", + "source": "XGE", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 1, + "entries": [ + "The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.", + "At each indicated cleric level, add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Forge Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell identify}, {@spell searing smite}" + ], + [ + "3rd", + "{@spell heat metal}, {@spell magic weapon}" + ], + [ + "5th", + "{@spell elemental weapon}, {@spell protection from energy}" + ], + [ + "7th", + "{@spell fabricate}, {@spell wall of fire}" + ], + [ + "9th", + "{@spell animate objects}, {@spell creation}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Forge|XGE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blessing of the Forge|Cleric||Forge|XGE|1" + } + ] + }, + { + "name": "Blessing of the Forge", + "source": "XGE", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Bonus Proficiency", + "source": "XGE", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency with heavy armor and {@item smith's tools|phb}." + ] + }, + { + "name": "Channel Divinity: Artisan's Blessing", + "source": "XGE", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to create simple items.", + "You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, \"Equipment,\" in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.", + "The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual." + ] + }, + { + "name": "Soul of the Forge", + "source": "XGE", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, your mastery of the forge grants you special abilities:", + { + "type": "list", + "items": [ + "You gain resistance to fire damage.", + "While wearing heavy armor, you gain a +1 bonus to AC." + ] + } + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Divine Strike", + "source": "XGE", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} fire damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Saint of Forge and Fire", + "source": "XGE", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, your blessed affinity with fire and metal becomes more powerful:", + { + "type": "list", + "items": [ + "You gain immunity to fire damage", + "While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ] + } + ] + }, + { + "name": "Grave Domain", + "source": "XGE", + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 1, + "entries": [ + "Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include {@deity Kelemvor}, {@deity Wee Jas|Greyhawk}, the ancestral spirits of {@deity the Undying Court|Eberron}, {@deity Hades|Greek}, {@deity Anubis|Egyptian}, and {@deity Osiris|Egyptian}. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.", + { + "type": "table", + "caption": "Grave Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell bane}, {@spell false life}" + ], + [ + "3rd", + "{@spell gentle repose}, {@spell ray of enfeeblement}" + ], + [ + "5th", + "{@spell revivify}, {@spell vampiric touch}" + ], + [ + "7th", + "{@spell blight}, {@spell death ward}" + ], + [ + "9th", + "{@spell antilife shell}, {@spell raise dead}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Circle of Mortality|Cleric||Grave|XGE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eyes of the Grave|Cleric||Grave|XGE|1" + } + ] + }, + { + "name": "Circle of Mortality", + "source": "XGE", + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.", + "In addition, you learn the {@spell spare the dying} cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action." + ] + }, + { + "name": "Eyes of the Grave", + "source": "XGE", + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind {@quickref Cover||3||total cover} and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Path to the Grave", + "source": "XGE", + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.", + "As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends." + ] + }, + { + "name": "Sentinel at Death's Door", + "source": "XGE", + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Blessed Strikes", + "source": "TCE", + "page": 30, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Potent Spellcasting", + "source": "XGE", + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 8, + "header": 2, + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Keeper of Souls", + "source": "XGE", + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't {@condition incapacitated}. Once you use it, you can't do so again until the start of your next turn." + ] + }, + { + "name": "Channel Divinity: Touch of Death", + "source": "DMG", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 3, + "_copy": { + "name": "Channel Divinity: Touch of Death", + "source": "DMG", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Death Domain", + "source": "DMG", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 3, + "_copy": { + "name": "Death Domain", + "source": "DMG", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Death", + "subclassSource": "DMG", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Magnificent Feast", + "source": "HWCS", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Community", + "subclassSource": "HWCS", + "level": 3, + "_copy": { + "name": "Channel Divinity: Magnificent Feast", + "source": "HWCS", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Community", + "subclassSource": "HWCS", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Community Domain", + "source": "HWCS", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Community", + "subclassSource": "HWCS", + "level": 3, + "_copy": { + "name": "Community Domain", + "source": "HWCS", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Community", + "subclassSource": "HWCS", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Invocation of Night", + "source": "HWCS", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 3, + "_copy": { + "name": "Channel Divinity: Invocation of Night", + "source": "HWCS", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Night Domain", + "source": "HWCS", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 3, + "_copy": { + "name": "Night Domain", + "source": "HWCS", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Night", + "subclassSource": "HWCS", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Knowledge of the Ages", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Channel Divinity: Knowledge of the Ages", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Knowledge Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Knowledge Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Preserve Life", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Channel Divinity: Preserve Life", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Life Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Life Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Life", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Radiance of the Dawn", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Channel Divinity: Radiance of the Dawn", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Light Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Light Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Light", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Charm Animals and Plants", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Channel Divinity: Charm Animals and Plants", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Nature Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Nature Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Nature", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Destructive Wrath", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Channel Divinity: Destructive Wrath", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Tempest Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Tempest Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Tempest", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Invoke Duplicity", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Channel Divinity: Invoke Duplicity", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Trickery Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Trickery Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Trickery", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Guided Strike", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Channel Divinity: Guided Strike", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "War Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "War Domain", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Ambition Domain (PSA)", + "source": "PSA", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 3, + "_copy": { + "name": "Ambition Domain (PSA)", + "source": "PSA", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Invoke Duplicity", + "source": "PSA", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 3, + "_copy": { + "name": "Channel Divinity: Invoke Duplicity", + "source": "PSA", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Ambition (PSA)", + "subclassSource": "PSA", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Knowledge Domain (PSA)", + "source": "PSA", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Knowledge (PSA)", + "subclassSource": "PSA", + "level": 3, + "_copy": { + "name": "Knowledge Domain (PSA)", + "source": "PSA", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Knowledge (PSA)", + "subclassSource": "PSA", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Preserve Life", + "source": "PSA", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 3, + "_copy": { + "name": "Channel Divinity: Preserve Life", + "source": "PSA", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Solidarity Domain (PSA)", + "source": "PSA", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 3, + "_copy": { + "name": "Solidarity Domain (PSA)", + "source": "PSA", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Solidarity (PSA)", + "subclassSource": "PSA", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Feat of Strength", + "source": "PSA", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 3, + "_copy": { + "name": "Channel Divinity: Feat of Strength", + "source": "PSA", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Strength Domain (PSA)", + "source": "PSA", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 3, + "_copy": { + "name": "Strength Domain (PSA)", + "source": "PSA", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Strength (PSA)", + "subclassSource": "PSA", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Consuming Fervor", + "source": "PSA", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 3, + "_copy": { + "name": "Channel Divinity: Consuming Fervor", + "source": "PSA", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Zeal Domain (PSA)", + "source": "PSA", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 3, + "_copy": { + "name": "Zeal Domain (PSA)", + "source": "PSA", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Zeal (PSA)", + "subclassSource": "PSA", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Arcana Domain", + "source": "SCAG", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 3, + "_copy": { + "name": "Arcana Domain", + "source": "SCAG", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Arcane Abjuration", + "source": "SCAG", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 3, + "_copy": { + "name": "Channel Divinity: Arcane Abjuration", + "source": "SCAG", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Arcana", + "subclassSource": "SCAG", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Order's Demand", + "source": "TCE", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Channel Divinity: Order's Demand", + "source": "TCE", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Order Domain", + "source": "TCE", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Order Domain", + "source": "TCE", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Order", + "subclassSource": "TCE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Balm of Peace", + "source": "TCE", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Channel Divinity: Balm of Peace", + "source": "TCE", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Peace Domain", + "source": "TCE", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Peace Domain", + "source": "TCE", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Peace", + "subclassSource": "TCE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Twilight Sanctuary", + "source": "TCE", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Channel Divinity: Twilight Sanctuary", + "source": "TCE", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Twilight Domain", + "source": "TCE", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Twilight Domain", + "source": "TCE", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "TCE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Blood Domain", + "source": "TDCSR", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 3, + "_copy": { + "name": "Blood Domain", + "source": "TDCSR", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Crimson Bond", + "source": "TDCSR", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 3, + "_copy": { + "name": "Channel Divinity: Crimson Bond", + "source": "TDCSR", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "TDCSR", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Blessing of the Full Moon", + "source": "TDCSR", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 3, + "_copy": { + "name": "Channel Divinity: Blessing of the Full Moon", + "source": "TDCSR", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Moon Domain", + "source": "TDCSR", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 3, + "_copy": { + "name": "Moon Domain", + "source": "TDCSR", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "TDCSR", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Artisan's Blessing", + "source": "XGE", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "Channel Divinity: Artisan's Blessing", + "source": "XGE", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Forge Domain", + "source": "XGE", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "Forge Domain", + "source": "XGE", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Forge", + "subclassSource": "XGE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Channel Divinity: Path to the Grave", + "source": "XGE", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "Channel Divinity: Path to the Grave", + "source": "XGE", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Grave Domain", + "source": "XGE", + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "Grave Domain", + "source": "XGE", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Grave", + "subclassSource": "XGE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Life Domain", + "source": "XPHB", + "page": 73, + "freeRules2024": true, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Life", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Soothe the Hurts of the World}", + "The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.", + "Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.", + { + "type": "refSubclassFeature", + "subclassFeature": "Life Domain Spells|Cleric|XPHB|Life|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Disciple of Life|Cleric|XPHB|Life|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Preserve Life|Cleric|XPHB|Life|XPHB|3" + } + ] + }, + { + "name": "Disciple of Life", + "source": "XPHB", + "page": 73, + "freeRules2024": true, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Life", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "When a spell you cast with a spell slot restores {@variantrule Hit Points|XPHB} to a creature, that creature regains additional {@variantrule Hit Points|XPHB} on the turn you cast the spell. The additional {@variantrule Hit Points|XPHB} equal 2 plus the spell slot's level." + ] + }, + { + "name": "Life Domain Spells", + "source": "XPHB", + "page": 73, + "freeRules2024": true, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Life", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Life Domain Spells", + "colLabels": [ + "Cleric Level", + "Prepared Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "3rd", + "{@spell Aid|XPHB}, {@spell Bless|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Lesser Restoration|XPHB}" + ], + [ + "5th", + "{@spell Mass Healing Word|XPHB}, {@spell Revivify|XPHB}" + ], + [ + "7th", + "{@spell Aura of Life|XPHB}, {@spell Death Ward|XPHB}" + ], + [ + "9th", + "{@spell Greater Restoration|XPHB}, {@spell Mass Cure Wounds|XPHB}" + ] + ] + } + ] + }, + { + "name": "Preserve Life", + "source": "XPHB", + "page": 73, + "freeRules2024": true, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Life", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and expend a use of your Channel Divinity to evoke healing energy that can restore a number of {@variantrule Hit Points|XPHB} equal to five times your Cleric level. Choose {@variantrule Bloodied|XPHB} creatures within 30 feet of yourself (which can include you), and divide those {@variantrule Hit Points|XPHB} among them. This feature can restore a creature to no more than half its {@variantrule Hit Points|XPHB|Hit Point} maximum." + ] + }, + { + "name": "Blessed Healer", + "source": "XPHB", + "page": 74, + "freeRules2024": true, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Life", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores {@variantrule Hit Points|XPHB} to one creature other than you, you regain {@variantrule Hit Points|XPHB} equal to 2 plus the spell slot's level." + ] + }, + { + "name": "Supreme Healing", + "source": "XPHB", + "page": 74, + "freeRules2024": true, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Life", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "When you would normally roll one or more dice to restore {@variantrule Hit Points|XPHB} to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} {@variantrule Hit Points|XPHB} to a creature with a spell, you restore 12." + ] + }, + { + "name": "Light Domain", + "source": "XPHB", + "page": 74, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Light", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Bring Light to Banish Darkness}", + "The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.", + "The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.", + { + "type": "refSubclassFeature", + "subclassFeature": "Light Domain Spells|Cleric|XPHB|Light|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Radiance of the Dawn|Cleric|XPHB|Light|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Warding Flare|Cleric|XPHB|Light|XPHB|3" + } + ] + }, + { + "name": "Light Domain Spells", + "source": "XPHB", + "page": 74, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Light", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Light Domain Spells", + "colLabels": [ + "Cleric Level", + "Prepared Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "3rd", + "{@spell Burning Hands|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Scorching Ray|XPHB}, {@spell See Invisibility|XPHB}" + ], + [ + "5th", + "{@spell Daylight|XPHB}, {@spell Fireball|XPHB}" + ], + [ + "7th", + "{@spell Arcane Eye|XPHB}, {@spell Wall of Fire|XPHB}" + ], + [ + "9th", + "{@spell Flame Strike|XPHB}, {@spell Scrying|XPHB}" + ] + ] + } + ] + }, + { + "name": "Radiance of the Dawn", + "source": "XPHB", + "page": 74, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Light", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and expend a use of your Channel Divinity to emit a flash of light in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from yourself. Any magical {@variantrule Darkness|XPHB}\u2014such as that created by the {@spell Darkness|XPHB} spell\u2014in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to {@dice 2d10} plus your Cleric level on a failed save or half as much damage on a successful one." + ] + }, + { + "name": "Warding Flare", + "source": "XPHB", + "page": 74, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Light", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on the attack roll, causing light to flare before it hits or misses.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Improved Warding Flare", + "source": "XPHB", + "page": 75, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Light", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You regain all expended uses of your Warding Flare when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.", + "In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of {@variantrule Temporary Hit Points|XPHB} equal to {@dice 2d6} plus your Wisdom modifier." + ] + }, + { + "name": "Corona of Light", + "source": "XPHB", + "page": 75, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Light", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "As a {@action Magic|XPHB} action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit {@variantrule Bright Light|XPHB} in a 60-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. Your enemies in the {@variantrule Bright Light|XPHB} have {@variantrule Disadvantage|XPHB} on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Trickery Domain", + "source": "XPHB", + "page": 75, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Trickery", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Make Mischief and Challenge Authority}", + "The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.", + "Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.", + { + "type": "refSubclassFeature", + "subclassFeature": "Domain Spells|Cleric|XPHB|Trickery|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blessing of the Trickster|Cleric|XPHB|Trickery|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Invoke Duplicity|Cleric|XPHB|Trickery|XPHB|3" + } + ] + }, + { + "name": "Blessing of the Trickster", + "source": "XPHB", + "page": 75, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Trickery", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "As a {@action Magic|XPHB} action, you can choose yourself or a willing creature within 30 feet of yourself to have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks. This blessing lasts until you finish a {@variantrule Long Rest|XPHB} or you use this feature again." + ] + }, + { + "name": "Domain Spells", + "source": "XPHB", + "page": 76, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Trickery", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Trickery Domain Spells", + "colLabels": [ + "Cleric Level", + "Prepared Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "3rd", + "{@spell Charm Person|XPHB}, {@spell Disguise Self|XPHB}, {@spell Invisibility|XPHB}, {@spell Pass without Trace|XPHB}" + ], + [ + "5th", + "{@spell Hypnotic Pattern|XPHB}, {@spell Nondetection|XPHB}" + ], + [ + "7th", + "{@spell Confusion|XPHB}, {@spell Dimension Door|XPHB}" + ], + [ + "9th", + "{@spell Dominate Person|XPHB}, {@spell Modify Memory|XPHB}" + ] + ] + } + ] + }, + { + "name": "Invoke Duplicity", + "source": "XPHB", + "page": 75, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Trickery", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the {@condition Incapacitated|XPHB} condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.", + { + "type": "entries", + "name": "Cast Spells", + "entries": [ + "You can cast spells as though you were in the illusion's space, but you must use your own senses." + ] + }, + { + "type": "entries", + "name": "Distract", + "entries": [ + "When both you and your illusion are within 5 feet of a creature that can see the illusion, you have {@variantrule Advantage|XPHB} on attack rolls against that creature, given how distracting the illusion is to the target." + ] + }, + { + "type": "entries", + "name": "Move", + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself." + ] + } + ] + }, + { + "name": "Trickster's Transposition", + "source": "XPHB", + "page": 76, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Trickery", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "Whenever you take the {@variantrule Bonus Action|XPHB} to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion." + ] + }, + { + "name": "Improved Duplicity", + "source": "XPHB", + "page": 76, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "Trickery", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "The illusion of your Invoke Duplicity has grown more powerful in the following ways.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shared Distraction", + "entries": [ + "When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have {@variantrule Advantage|XPHB}." + ] + }, + { + "type": "entries", + "name": "Healing Illusion", + "entries": [ + "When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of {@variantrule Hit Points|XPHB} equal to your Cleric level." + ] + } + ] + } + ] + }, + { + "name": "War Domain", + "source": "XPHB", + "page": 76, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "War", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Inspire Valor and Smite Foes}", + "War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.", + "Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.", + { + "type": "refSubclassFeature", + "subclassFeature": "Domain Spells|Cleric|XPHB|War|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "War Priest|Cleric|XPHB|War|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Guided Strike|Cleric|XPHB|War|XPHB|3" + } + ] + }, + { + "name": "Domain Spells", + "source": "XPHB", + "page": 77, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "War", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Your connection to this divine domain ensures you always have certain spells ready. 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You regain all expended uses when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "War God's Blessing", + "source": "XPHB", + "page": 77, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "War", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "You can expend a use of your Channel Divinity to cast {@spell Shield of Faith|XPHB} or {@spell Spiritual Weapon|XPHB} rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require {@status Concentration|XPHB}. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the {@condition Incapacitated|XPHB} condition, or die." + ] + }, + { + "name": "Avatar of Battle", + "source": "XPHB", + "page": 77, + "className": "Cleric", + "classSource": "XPHB", + "subclassShortName": "War", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "You gain {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-druid.json b/src/ttfrog/five_e_tools/sources/class/class-druid.json new file mode 100644 index 0000000..9103aee --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-druid.json @@ -0,0 +1,5094 @@ +{ + "_meta": { + "internalCopies": [ + "subclass", + "subclassFeature" + ] + }, + "class": [ + { + "name": "Druid", + "source": "PHB", + "page": 64, + "srd": true, + "reprintedAs": [ + "Druid|XPHB" + ], + "edition": "classic", + "hd": { + "number": 1, + 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"requirements": { + "wis": 13 + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + { + "proficiency": "shield", + "full": "shields (druids will not wear armor or use shields made of metal)" + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|class=Druid}" + ], + "rows": [ + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "{@filter 1st|spells|level=1|class=Druid}", + "{@filter 2nd|spells|level=2|class=Druid}", + "{@filter 3rd|spells|level=3|class=Druid}", + "{@filter 4th|spells|level=4|class=Druid}", + "{@filter 5th|spells|level=5|class=Druid}", + "{@filter 6th|spells|level=6|class=Druid}", + "{@filter 7th|spells|level=7|class=Druid}", + "{@filter 8th|spells|level=8|class=Druid}", + "{@filter 9th|spells|level=9|class=Druid}" + ], + "rowsSpellProgression": [ + [ + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 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"Epic Boon|Druid|XPHB|19", + "Archdruid|Druid|XPHB|20" + ], + "subclassTitle": "Druid Subclass", + "hasFluff": true, + "hasFluffImages": true + } + ], + "subclass": [ + { + "name": "Circle of the Land", + "shortName": "Land", + "source": "PHB", + "className": "Druid", + "classSource": "PHB", + "page": 68, + "srd": true, + "reprintedAs": [ + "Land|Druid|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "name": "Arctic", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Druid" + } + ] + } + }, + "prepared": { + "3": [ + "hold person", + "spike growth" + ], + "5": [ + "sleet storm", + "slow" + ], + "7": [ + "freedom of movement", + "ice storm" + ], + "9": [ + "commune with nature", + "cone of cold" + ] + } + }, + { + "name": "Coast", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Druid" + } + ] + } + }, + "prepared": { + "3": [ + "mirror image", + "misty step" + ], + "5": [ + "water breathing", + "water walk" + ], + "7": [ + "control water", 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"divination", + "freedom of movement" + ], + "9": [ + "dream", + "insect plague" + ] + } + }, + { + "name": "Mountain", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Druid" + } + ] + } + }, + "prepared": { + "3": [ + "spider climb", + "spike growth" + ], + "5": [ + "lightning bolt", + "meld into stone" + ], + "7": [ + "stone shape", + "stoneskin" + ], + "9": [ + "passwall", + "wall of stone" + ] + } + }, + { + "name": "Swamp", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Druid" + } + ] + } + }, + "prepared": { + "3": [ + "darkness", + "Melf's acid arrow" + ], + "5": [ + "water walk", + "stinking cloud" + ], + "7": [ + "freedom of movement", + "locate creature" + ], + "9": [ + "insect plague", + "scrying" + ] + } + }, + { + "name": "Underdark", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Druid" + } + ] + } + }, + "prepared": { + "3": [ + "spider climb", + "web" + ], + "5": [ + "gaseous form", + "stinking cloud" + ], + "7": [ + "greater 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"reprintedAs": [ + "Moon|Druid|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "known": { + "14": [ + "alter self" + ] + } + } + ], + "subclassFeatures": [ + "Circle of the Moon|Druid||Moon||2", + "Primal Strike|Druid||Moon||6", + "Elemental Wild Shape|Druid||Moon||10", + "Thousand Forms|Druid||Moon||14" + ] + }, + { + "name": "Circle of the Moon", + "shortName": "Moon", + "source": "PHB", + "className": "Druid", + "classSource": "XPHB", + "_copy": { + "name": "Circle of the Moon", + "source": "PHB", + "shortName": "Moon", + "className": "Druid", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "Circle of the Moon|Druid|XPHB|Moon||3", + "Primal Strike|Druid||Moon||6", + "Elemental Wild Shape|Druid||Moon||10", + "Thousand Forms|Druid||Moon||14" + ] + }, + { + "name": "Circle of Dreams", + "shortName": "Dreams", + "source": "XGE", + "className": "Druid", + "classSource": "PHB", + "page": 22, + "edition": "classic", + "subclassFeatures": [ + "Circle of Dreams|Druid||Dreams|XGE|2", + "Hearth of Moonlight and Shadow|Druid||Dreams|XGE|6", + "Hidden Paths|Druid||Dreams|XGE|10", + "Walker in Dreams|Druid||Dreams|XGE|14" + ], + "hasFluffImages": true + }, + { + "name": "Circle of Dreams", + "shortName": "Dreams", + "source": "XGE", + "className": "Druid", + "classSource": "XPHB", + "_copy": { + "name": "Circle of Dreams", + "source": "XGE", + "shortName": "Dreams", + "className": "Druid", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "Circle of Dreams|Druid|XPHB|Dreams|XGE|3", + "Hearth of Moonlight and Shadow|Druid||Dreams|XGE|6", + "Hidden Paths|Druid||Dreams|XGE|10", + "Walker in Dreams|Druid||Dreams|XGE|14" + ], + "fluff": { + "_subclassFluff": { + "name": "Circle of Dreams", + "source": "XGE", + "shortName": "Dreams", + "className": "Druid", + "classSource": "PHB" + } + } + }, + { + "name": "Circle of the Shepherd", + "shortName": "Shepherd", + "source": "XGE", + "className": "Druid", + "classSource": "PHB", + "page": 23, + "edition": "classic", + "subclassFeatures": [ + "Circle of the Shepherd|Druid||Shepherd|XGE|2", + "Mighty Summoner|Druid||Shepherd|XGE|6", + "Guardian Spirit|Druid||Shepherd|XGE|10", + "Faithful Summons|Druid||Shepherd|XGE|14" + ], + "hasFluffImages": true + }, + { + "name": "Circle of the Shepherd", + "shortName": "Shepherd", + "source": "XGE", + "className": "Druid", + "classSource": "XPHB", + "_copy": { + "name": "Circle of the Shepherd", + "source": "XGE", + "shortName": "Shepherd", + "className": "Druid", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "Circle of the Shepherd|Druid|XPHB|Shepherd|XGE|3", + "Mighty Summoner|Druid||Shepherd|XGE|6", + "Guardian Spirit|Druid||Shepherd|XGE|10", + "Faithful Summons|Druid||Shepherd|XGE|14" + ], + "fluff": { + "_subclassFluff": { + "name": "Circle of the Shepherd", + "source": "XGE", + "shortName": "Shepherd", + "className": "Druid", + "classSource": "PHB" + } + } + }, + { + "name": "Circle of Spores", + "shortName": "Spores", + "source": "TCE", + "className": "Druid", + "classSource": "PHB", + "page": 36, + "otherSources": [ + { + "source": "GGR", + "page": 26 + } + ], + "edition": "classic", + "additionalSpells": [ + { + "known": { + "2": [ + "chill touch#c" + ] + }, + "prepared": { + "3": [ + "blindness/deafness", + "gentle repose" + ], + "5": [ + "animate dead", + "gaseous form" + ], + "7": [ + "blight", + "confusion" + ], + "9": [ + "cloudkill", + "contagion" + ] + } + } + ], + "subclassFeatures": [ + "Circle of Spores|Druid||Spores|TCE|2", + "Fungal Infestation|Druid||Spores|TCE|6", + "Spreading Spores|Druid||Spores|TCE|10", + "Fungal Body|Druid||Spores|TCE|14" + ], + "hasFluffImages": true + }, + { + "name": "Circle of Spores", + "shortName": "Spores", + "source": "TCE", + "className": "Druid", + "classSource": "XPHB", + "_copy": { + "name": "Circle of Spores", + "source": "TCE", + "shortName": "Spores", + "className": "Druid", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "Circle of Spores|Druid|XPHB|Spores|TCE|3", + "Fungal Infestation|Druid||Spores|TCE|6", + "Spreading Spores|Druid||Spores|TCE|10", + "Fungal Body|Druid||Spores|TCE|14" + ], + "fluff": { + "_subclassFluff": { + "name": "Circle of Spores", + "source": "TCE", + "shortName": "Spores", + "className": "Druid", + "classSource": "PHB" + } + } + }, + { + "name": "Circle of Stars", + "shortName": "Stars", + "source": "TCE", + "className": "Druid", + "classSource": "PHB", + "page": 38, + "reprintedAs": [ + "Stars|Druid|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "known": { + "2": [ + "guidance#c" + ] + }, + "prepared": { + "2": [ + "guiding bolt" + ] + } + } + ], + "subclassFeatures": [ + "Circle of Stars|Druid||Stars|TCE|2", + "Cosmic Omen|Druid||Stars|TCE|6", + "Twinkling Constellations|Druid||Stars|TCE|10", + "Full of Stars|Druid||Stars|TCE|14" + ], + "hasFluffImages": true + }, + { + "name": "Circle of Stars", + "shortName": "Stars", + "source": "TCE", + "className": "Druid", + "classSource": "XPHB", + "_copy": { + "name": "Circle of Stars", + "source": "TCE", + "shortName": "Stars", + "className": "Druid", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "Circle of Stars|Druid|XPHB|Stars|TCE|3", + "Cosmic Omen|Druid||Stars|TCE|6", + "Twinkling Constellations|Druid||Stars|TCE|10", + "Full of Stars|Druid||Stars|TCE|14" + ], + "fluff": { + "_subclassFluff": { + "name": "Circle of Stars", + "source": "TCE", + "shortName": "Stars", + "className": "Druid", + "classSource": "PHB" + } + } + }, + { + "name": "Circle of Wildfire", + "shortName": "Wildfire", + "source": "TCE", + "className": "Druid", + "classSource": "PHB", + "page": 39, + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "2": [ + "burning hands", + "cure wounds" + ], + "3": [ + "flaming sphere", + "scorching ray" + ], + "5": [ + "plant growth", + "revivify" + ], + "7": [ + "aura of life", + "fire shield" + ], + "9": [ + "flame strike", + "mass cure wounds" + ] + } + } + ], + "subclassFeatures": [ + "Circle of Wildfire|Druid||Wildfire|TCE|2", + "Enhanced Bond|Druid||Wildfire|TCE|6", + "Cauterizing Flames|Druid||Wildfire|TCE|10", + "Blazing Revival|Druid||Wildfire|TCE|14" + ], + "hasFluffImages": true + }, + { + "name": "Circle of Wildfire", + "shortName": "Wildfire", + "source": "TCE", + "className": "Druid", + "classSource": "XPHB", + "_copy": { + "name": "Circle of Wildfire", + "source": "TCE", + "shortName": "Wildfire", + "className": "Druid", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "Circle of Wildfire|Druid|XPHB|Wildfire|TCE|3", + "Enhanced Bond|Druid||Wildfire|TCE|6", + "Cauterizing Flames|Druid||Wildfire|TCE|10", + "Blazing Revival|Druid||Wildfire|TCE|14" + ], + "fluff": { + "_subclassFluff": { + "name": "Circle of Wildfire", + "source": "TCE", + "shortName": "Wildfire", + "className": "Druid", + "classSource": "PHB" + } + } + }, + { + "name": "Circle of the Blighted", + "shortName": "Blighted", + "source": "TDCSR", + "className": "Druid", + "classSource": "PHB", + "page": 171, + "edition": "classic", + "subclassFeatures": [ + "Circle of the Blighted|Druid|PHB|Blighted|TDCSR|2", + "Call of the Shadowseeds|Druid|PHB|Blighted|TDCSR|6", + "Defile Ground (10th Level)|Druid|PHB|Blighted|TDCSR|10", + "Defile Ground (14th Level)|Druid|PHB|Blighted|TDCSR|14", + "Foul Conjuration|Druid|PHB|Blighted|TDCSR|10", + "Incarnation of Corruption|Druid|PHB|Blighted|TDCSR|14" + ], + "hasFluffImages": true + }, + { + "name": "Circle of the Blighted", + "shortName": "Blighted", + "source": "TDCSR", + "className": "Druid", + "classSource": "XPHB", + "_copy": { + "name": "Circle of the Blighted", + "source": "TDCSR", + "shortName": "Blighted", + "className": "Druid", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "Circle of the Blighted|Druid|XPHB|Blighted|TDCSR|3", + "Call of the Shadowseeds|Druid|PHB|Blighted|TDCSR|6", + "Defile Ground (10th Level)|Druid|PHB|Blighted|TDCSR|10", + "Defile Ground (14th Level)|Druid|PHB|Blighted|TDCSR|14", + "Foul Conjuration|Druid|PHB|Blighted|TDCSR|10", + "Incarnation of Corruption|Druid|PHB|Blighted|TDCSR|14" + ], + "fluff": { + "_subclassFluff": { + "name": "Circle of the Blighted", + "source": "TDCSR", + "shortName": "Blighted", + "className": "Druid", + "classSource": "PHB" + } + } + }, + { + "name": "Circle of the Land", + "shortName": "Land", + "source": "XPHB", + "className": "Druid", + "classSource": "XPHB", + "page": 84, + "edition": "one", + "additionalSpells": [ + { + "name": "Arid Land", + "prepared": { + "3": [ + "blur|xphb", + "burning hands|xphb", + "fire bolt|xphb" + ], + "5": [ + "fireball|xphb" + ], + "7": [ + "blight|xphb" + ], + "9": [ + "wall of stone|xphb" + ] + } + }, + { + "name": "Polar Land", + "prepared": { + "3": [ + "fog cloud|xphb", + "hold person|xphb", + "ray of frost|xphb" + ], + "5": [ + "sleet storm|xphb" + ], + "7": [ + "ice storm|xphb" + ], + "9": [ + "cone of cold|xphb" + ] + } + }, + { + "name": "Temperate Land", + "prepared": { + "3": [ + "misty step|xphb", + "shocking grasp|xphb", + "sleep|xphb" + ], + "5": [ + "lightning bolt|xphb" + ], + "7": [ + "freedom of movement|xphb" + ], + "9": [ + "tree stride|xphb" + ] + } + }, + { + "name": "Tropical Land", + "prepared": { + "3": [ + "acid splash|xphb", + "ray of sickness|xphb", + "web|xphb" + ], + "5": [ + "stinking cloud|xphb" + ], + "7": [ + "polymorph|xphb" + ], + "9": [ + "insect plague|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Circle of the Land|Druid|XPHB|Land|XPHB|3", + "Natural Recovery|Druid|XPHB|Land|XPHB|6", + "Nature's Ward|Druid|XPHB|Land|XPHB|10", + "Nature's Sanctuary|Druid|XPHB|Land|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "Circle of the Moon", + "shortName": "Moon", + "source": "XPHB", + "className": "Druid", + "classSource": "XPHB", + "page": 86, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "cure wounds|xphb", + "moonbeam|xphb", + "starry wisp|xphb" + ], + "5": [ + "conjure animals|xphb" + ], + "7": [ + "fount of moonlight|xphb" + ], + "9": [ + "mass cure wounds|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Circle of the Moon|Druid|XPHB|Moon|XPHB|3", + "Improved Circle Forms|Druid|XPHB|Moon|XPHB|6", + "Moonlight Step|Druid|XPHB|Moon|XPHB|10", + "Lunar Form|Druid|XPHB|Moon|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "Circle of the Sea", + "shortName": "Sea", + "source": "XPHB", + "className": "Druid", + "classSource": "XPHB", + "page": 87, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "fog cloud|xphb", + "gust of wind|xphb", + "ray of frost|xphb", + "shatter|xphb", + "thunderwave|xphb" + ], + "5": [ + "lightning bolt|xphb", + "water breathing|xphb" + ], + "7": [ + "lightning bolt|xphb", + "water breathing|xphb" + ], + "9": [ + "lightning bolt|xphb", + "water breathing|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Circle of the Sea|Druid|XPHB|Sea|XPHB|3", + "Aquatic Affinity|Druid|XPHB|Sea|XPHB|6", + "Stormborn|Druid|XPHB|Sea|XPHB|10", + "Oceanic Gift|Druid|XPHB|Sea|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "Circle of the Stars", + "shortName": "Stars", + "source": "XPHB", + "className": "Druid", + "classSource": "XPHB", + "page": 88, + "edition": "one", + "additionalSpells": [ + { + "known": { + "3": [ + "guidance|xphb#c" + ] + }, + "prepared": { + "3": [ + "guiding bolt|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Circle of the Stars|Druid|XPHB|Stars|XPHB|3", + "Cosmic Omen|Druid|XPHB|Stars|XPHB|6", + "Twinkling Constellations|Druid|XPHB|Stars|XPHB|10", + "Full of Stars|Druid|XPHB|Stars|XPHB|14" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Druidic", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 1, + "entries": [ + "You know {@language Druidic}, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom ({@skill Perception}) check but can't decipher it without magic." + ] + }, + { + "name": "Spellcasting", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 1, + "entries": [ + "Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter druid spell list|spells|class=druid}.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "At 1st level, you know two cantrips of your choice from the {@filter druid spell list|spells|level=0|class=druid}. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table." + ] + }, + { + "type": "entries", + "name": "Preparing and Casting Spells", + "entries": [ + "The Druid table shows how many spell slots you have to cast your {@filter druid spells|spells|class=druid} of 1st level and higher. To cast one of these druid 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.", + "You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" + ] + } + ] + }, + { + "type": "entries", + "name": "Ritual Casting", + "entries": [ + "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item druidic focus|phb} as a spellcasting focus for your druid spells." + ] + } + ] + }, + { + "name": "Druid Circle", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 2, + "entries": [ + "At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level." + ] + }, + { + "name": "Wild Companion", + "source": "TCE", + "page": 35, + "className": "Druid", + "classSource": "PHB", + "level": 2, + "isClassFeatureVariant": true, + "consumes": { + "name": "Wild Shape" + }, + "entries": [ + "{@i 2nd-level druid {@variantrule optional class features|tce|optional feature}}", + "You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the {@spell find familiar} spell, without material components.", + "When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level." + ] + }, + { + "name": "Wild Shape", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 2, + "entries": [ + "Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.", + "Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.", + { + "type": "table", + "caption": "Beast Shapes", + "colLabels": [ + "Level", + "Max. CR", + "Limitations", + "Example" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center", + "col-5", + "col-3" + ], + "rows": [ + [ + "2nd", + "{@filter 1/4|bestiary|challenge rating=[&0;&1/4]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}", + "No flying or swimming speed", + "Wolf" + ], + [ + "4th", + "{@filter 1/2|bestiary|challenge rating=[&0;&1/2]|type=beast|speed type=!fly|miscellaneous=!swarm}", + "No flying speed", + "Crocodile" + ], + [ + "8th", + "{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}", + "\u2014", + "Giant eagle" + ] + ] + }, + "You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall {@condition unconscious}, drop to 0 hit points, or die.", + "While you are transformed, the following rules apply:", + { + "type": "list", + "items": [ + "Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.", + "When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked {@condition unconscious}.", + "You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your {@status concentration} on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as {@spell call lightning}, that you've already cast.", + "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as {@sense darkvision}, unless your new form also has that sense.", + "You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form." + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Cantrip Versatility", + "source": "TCE", + "page": 35, + "className": "Druid", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "{@i 4th-level druid {@variantrule optional class features|tce|optional feature}}", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter druid spell list|spells|level=0|class=Druid}." + ] + }, + { + "name": "Wild Shape Improvement", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 4, + "entries": [ + "At 4th level, your Wild Shape improves as shown on the Beast Shapes table." + ] + }, + { + "name": "Druid Circle feature", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you gain a feature granted by your Druid Circle." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Wild Shape Improvement", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 8, + "entries": [ + "At 8th level, your Wild Shape improves as shown on the Beast Shapes table." + ] + }, + { + "name": "Druid Circle feature", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 10, + "entries": [ + "At 10th level, you gain a feature granted by your Druid Circle feature." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Druid Circle feature", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 14, + "entries": [ + "At 14th level, you gain a feature granted by your Druid Circle feature." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Beast Spells", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 18, + "entries": [ + "Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components." + ] + }, + { + "name": "Timeless Body", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 18, + "entries": [ + "Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Archdruid", + "source": "PHB", + "page": 64, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, you can use your Wild Shape an unlimited number of times.", + "Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape." + ] + }, + { + "name": "Druidic", + "source": "XPHB", + "page": 80, + "className": "Druid", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the {@spell Speak with Animals|XPHB} spell prepared.", + "You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful {@dc 15} Intelligence ({@skill Investigation|XPHB}) check but can't decipher it without magic." + ] + }, + { + "name": "Primal Order", + "source": "XPHB", + "page": 80, + "className": "Druid", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You have dedicated yourself to one of the following sacred roles of your choice.", + { + "type": "entries", + "name": "Magician", + "entries": [ + "You know one extra cantrip from the {@filter Druid spell list|spells|class=Druid}. In addition, your mystical connection to nature gives you a bonus to your Intelligence ({@skill Arcana|XPHB} or {@skill Nature|XPHB}) checks. The bonus equals your Wisdom modifier (minimum bonus of +1)." + ] + }, + { + "type": "entries", + "name": "Warden", + "entries": [ + "Trained for battle, you gain proficiency with Martial weapons and training with Medium armor." + ] + } + ] + }, + { + "name": "Spellcasting", + "source": "XPHB", + "page": 79, + "className": "Druid", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You have learned to cast spells through studying the mystical forces of nature. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the {@filter Druid spell list|spells|class=Druid} later in the class's description.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know two cantrips of your choice from the {@filter Druid spell list|spells|class=Druid}. {@spell Druidcraft|XPHB} and {@spell Produce Flame|XPHB} are recommended.", + "Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Druid spell list|spells|class=Druid}.", + "When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the {@filter Druid spell list|spells|class=Druid}, as shown in the Cantrips column of the Druid Features table." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Prepared Spells of Level 1+", + "entries": [ + "You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Druid spell list|spells|class=Druid}. {@spell Animal Friendship|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Faerie Fire|XPHB}, and {@spell Thunderwave|XPHB} are recommended.", + "The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the {@filter Druid spell list|spells|class=Druid} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.", + "If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you." + ] + }, + { + "type": "entries", + "name": "Changing Your Prepared Spells", + "entries": [ + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Wisdom is your spellcasting ability for your Druid spells." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Druid spells." + ] + } + ] + } + ] + }, + { + "name": "Wild Companion", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You can summon a nature spirit that assumes an animal form to aid you. As a {@action Magic|XPHB} action, you can expend a spell slot or a use of Wild Shape to cast the {@spell Find Familiar|XPHB} spell without Material components.", + "When you cast the spell in this way, the familiar is Fey and disappears when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Wild Shape", + "source": "XPHB", + "page": 80, + "className": "Druid", + "classSource": "XPHB", + "level": 2, + "entries": [ + "The power of nature allows you to assume the form of an animal. As a {@variantrule Bonus Action|XPHB}, you shape-shift into a Beast form that you have learned for this feature (see \"Known Forms\" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the {@condition Incapacitated|XPHB} condition, or die. You can also leave the form early as a {@variantrule Bonus Action|XPHB}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Number of Uses", + "entries": [ + "You can use Wild Shape twice. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.", + "You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table." + ] + }, + { + "type": "entries", + "name": "Known Forms", + "entries": [ + "You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum {@variantrule Challenge Rating|XPHB} of 1/4 and that lack a {@variantrule Fly Speed|XPHB} (see appendix B for stat block options). The {@creature Rat|XPHB}, {@creature Riding Horse|XPHB}, {@creature Spider|XPHB}, and {@creature Wolf|XPHB} are recommended. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one of your known forms with another eligible form.", + "When you reach certain Druid levels, your number of known forms and the maximum {@variantrule Challenge Rating|XPHB} for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a {@variantrule Fly Speed|XPHB}.", + "When choosing known forms, you may look in the {@variantrule Monster|XPHB} Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so." + ] + }, + { + "type": "table", + "caption": "Beast Shapes", + "colLabels": [ + "Druid Level", + "Known Forms", + "Max CR", + "Fly Speed" + ], + "colStyles": [ + "col-3 text-center", + "col-3 text-center", + "col-3 text-center" + ], + "rows": [ + [ + "2", + "4", + "{@filter 1/4|bestiary|challenge rating=[&0;&1/4]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}", + "No" + ], + [ + "4", + "6", + "{@filter 1/2|bestiary|challenge rating=[&0;&1/2]|type=beast|speed type=!fly|miscellaneous=!swarm}", + "No" + ], + [ + "8", + "8", + "{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}", + "Yes" + ] + ] + }, + { + "type": "entries", + "name": "Rules While Transformed", + "entries": [ + "While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Temporary Hit Points", + "entries": [ + "When you assume a Wild Shape form, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your Druid level." + ] + }, + { + "type": "item", + "name": "Game Statistics", + "entries": [ + "Your game statistics are replaced by the Beast's stat block, but you retain your creature type; {@variantrule Hit Points|XPHB}; {@variantrule Hit Point Dice|XPHB}; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your {@variantrule Proficiency|XPHB} Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block." + ] + }, + { + "type": "item", + "name": "No Spellcasting", + "entries": [ + "You can't cast spells, but shape-shifting doesn't break your {@status Concentration|XPHB} or otherwise interfere with a spell you've already cast." + ] + }, + { + "type": "item", + "name": "Objects", + "entries": [ + "Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Druid Subclass", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16." + ] + }, + { + "name": "Wild Resurgence", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 5, + "entries": [ + "Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).", + "In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You gain a feature from your Druid Subclass." + ] + }, + { + "name": "Elemental Fury", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 7, + "entries": [ + "The might of the elements flows through you. You gain one of the following options of your choice.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Potent Spellcasting", + "entries": [ + "Add your Wisdom modifier to the damage you deal with any Druid cantrip." + ] + }, + { + "type": "entries", + "name": "Primal Strike", + "entries": [ + "Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra {@damage 1d8} Cold, Fire, Lightning, or Thunder damage (choose when you hit)." + ] + } + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 10, + "entries": [ + "You gain a feature from your Druid Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 14, + "entries": [ + "You gain a feature from your Druid Subclass." + ] + }, + { + "name": "Improved Elemental Fury", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 15, + "entries": [ + "The option you chose for Elemental Fury grows more powerful, as detailed below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Potent Spellcasting", + "entries": [ + "When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet." + ] + }, + { + "type": "entries", + "name": "Primal Strike", + "entries": [ + "The extra damage of your Primal Strike increases to {@dice 2d8}." + ] + } + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Beast Spells", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 18, + "entries": [ + "While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 81, + "className": "Druid", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended." + ] + }, + { + "name": "Archdruid", + "source": "XPHB", + "page": 82, + "className": "Druid", + "classSource": "XPHB", + "level": 20, + "entries": [ + "The vitality of nature constantly blooms within you, granting you the following benefits.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Evergreen Wild Shape", + "entries": [ + "Whenever you roll {@variantrule Initiative|XPHB} and have no uses of Wild Shape left, you regain one expended use of it." + ] + }, + { + "type": "entries", + "name": "Nature Magician", + "entries": [ + "You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Longevity", + "entries": [ + "The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year." + ] + } + ] + } + ] + } + ], + "subclassFeature": [ + { + "name": "Circle of the Land", + "source": "PHB", + "page": 68, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Land", + "subclassSource": "PHB", + "level": 2, + "entries": [ + "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 {@language Druidic}. The circle'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's mysterious rites.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Cantrip|Druid||Land||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Natural Recovery|Druid||Land||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Spells|Druid||Land||2" + } + ] + }, + { + "name": "Bonus Cantrip", + "source": "PHB", + "page": 68, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Land", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know." + ] + }, + { + "name": "Circle Spells", + "source": "PHB", + "page": 68, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Land", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land\u2014arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark\u2014and consult the associated list of spells.", + "Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + { + "type": "table", + "caption": "Arctic", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell hold person}, {@spell spike growth}" + ], + [ + "5th", + "{@spell sleet storm}, {@spell slow}" + ], + [ + "7th", + "{@spell freedom of movement}, {@spell ice storm}" + ], + [ + "9th", + "{@spell commune with nature}, {@spell cone of cold}" + ] + ] + }, + { + "type": "table", + "caption": "Coast", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell mirror image}, {@spell misty step}" + ], + [ + "5th", + "{@spell water breathing}, {@spell water walk}" + ], + [ + "7th", + "{@spell control water}, {@spell freedom of movement}" + ], + [ + "9th", + "{@spell conjure elemental}, {@spell scrying}" + ] + ] + }, + { + "type": "table", + "caption": "Desert", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell blur}, {@spell silence}" + ], + [ + "5th", + "{@spell create food and water}, {@spell protection from energy}" + ], + [ + "7th", + "{@spell blight}, {@spell hallucinatory terrain}" + ], + [ + "9th", + "{@spell insect plague}, {@spell wall of stone}" + ] + ] + }, + { + "type": "table", + "caption": "Forest", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell barkskin}, {@spell spider climb}" + ], + [ + "5th", + "{@spell call lightning}, {@spell plant growth}" + ], + [ + "7th", + "{@spell divination}, {@spell freedom of movement}" + ], + [ + "9th", + "{@spell commune with nature}, {@spell tree stride}" + ] + ] + }, + { + "type": "table", + "caption": "Grassland", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell invisibility}, {@spell pass without trace}" + ], + [ + "5th", + "{@spell daylight}, {@spell haste}" + ], + [ + "7th", + "{@spell divination}, {@spell freedom of movement}" + ], + [ + "9th", + "{@spell dream}, {@spell insect plague}" + ] + ] + }, + { + "type": "table", + "caption": "Mountain", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell spider climb}, {@spell spike growth}" + ], + [ + "5th", + "{@spell lightning bolt}, {@spell meld into stone}" + ], + [ + "7th", + "{@spell stone shape}, {@spell stoneskin}" + ], + [ + "9th", + "{@spell passwall}, {@spell wall of stone}" + ] + ] + }, + { + "type": "table", + "caption": "Swamp", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell darkness}, {@spell Melf's acid arrow}" + ], + [ + "5th", + "{@spell water walk}, {@spell stinking cloud}" + ], + [ + "7th", + "{@spell freedom of movement}, {@spell locate creature}" + ], + [ + "9th", + "{@spell insect plague}, {@spell scrying}" + ] + ] + }, + { + "type": "table", + "caption": "Underdark", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell spider climb}, {@spell web}" + ], + [ + "5th", + "{@spell gaseous form}, {@spell stinking cloud}" + ], + [ + "7th", + "{@spell greater invisibility}, {@spell stone shape}" + ], + [ + "9th", + "{@spell cloudkill}, {@spell insect plague}" + ] + ] + } + ] + }, + { + "name": "Natural Recovery", + "source": "PHB", + "page": 68, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Land", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.", + "For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots." + ] + }, + { + "name": "Land's Stride", + "source": "PHB", + "page": 68, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Land", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, moving through nonmagical {@quickref difficult terrain||3} costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.", + "In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the {@spell entangle} spell." + ] + }, + { + "name": "Nature's Ward", + "source": "PHB", + "page": 68, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Land", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "When you reach 10th level, you can't be {@condition charmed} or {@condition frightened} by elementals or fey, and you are immune to poison and disease." + ] + }, + { + "name": "Nature's Sanctuary", + "source": "PHB", + "page": 68, + "srd": true, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Land", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.", + "The creature is aware of this effect before it makes its attack against you." + ] + }, + { + "name": "Circle of the Moon", + "source": "PHB", + "page": 69, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "PHB", + "level": 2, + "entries": [ + "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.", + "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's blood.", + { + "type": "refSubclassFeature", + "subclassFeature": "Combat Wild Shape|Druid||Moon||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Forms|Druid||Moon||2" + } + ] + }, + { + "name": "Circle Forms", + "source": "PHB", + "page": 69, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a {@filter beast with a challenge rating as high as 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm} (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).", + "Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.", + { + "type": "table", + "caption": "Circle of the Moon Beast Shapes", + "colLabels": [ + "Level", + "Max. CR", + "Limitations" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center", + "col-8" + ], + "rows": [ + [ + "2nd", + "{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}", + "No flying or swimming speed" + ], + [ + "4th", + "{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly|miscellaneous=!swarm}", + "No flying speed" + ], + [ + "6th", + "{@filter 2|bestiary|challenge rating=[&0;&2]|type=beast|speed type=!fly|miscellaneous=!swarm}", + "No flying speed" + ], + [ + "8th", + "{@filter 2|bestiary|challenge rating=[&0;&2]|type=beast|miscellaneous=!swarm}", + "\u2014" + ], + [ + "9th", + "{@filter 3|bestiary|challenge rating=[&0;&3]|type=beast|miscellaneous=!swarm}", + "\u2014" + ], + [ + "12th", + "{@filter 4|bestiary|challenge rating=[&0;&4]|type=beast|miscellaneous=!swarm}", + "\u2014" + ], + [ + "15th", + "{@filter 5|bestiary|challenge rating=[&0;&5]|type=beast|miscellaneous=!swarm}", + "\u2014" + ], + [ + "18th", + "{@filter 6|bestiary|challenge rating=[&0;&6]|type=beast|miscellaneous=!swarm}", + "\u2014" + ] + ] + } + ] + }, + { + "name": "Combat Wild Shape", + "source": "PHB", + "page": 69, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.", + "Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain {@dice 1d8} hit points per level of the spell slot expended." + ] + }, + { + "name": "Primal Strike", + "source": "PHB", + "page": 69, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ] + }, + { + "name": "Elemental Wild Shape", + "source": "PHB", + "page": 69, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "consumes": { + "name": "Wild Shape", + "amount": 2 + }, + "entries": [ + "At 10th level, you can expend two uses of Wild Shape at the same time to transform into an {@creature air elemental}, an {@creature earth elemental}, a {@creature fire elemental}, or a {@creature water elemental}." + ] + }, + { + "name": "Thousand Forms", + "source": "PHB", + "page": 69, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the {@spell alter self} spell at will." + ] + }, + { + "name": "Circle of Spores", + "source": "TCE", + "page": 36, + "otherSources": [ + { + "source": "GGR", + "page": 26 + } + ], + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spores", + "subclassSource": "TCE", + "level": 2, + "entries": [ + "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't the end of life, but instead a change of state that sees life shift into a new form.", + "Druids of this circle have a complex relationship with the undead. Unlike most other druids, 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.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Spells|Druid||Spores|TCE|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Halo of Spores|Druid||Spores|TCE|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Symbiotic Entity|Druid||Spores|TCE|2" + } + ] + }, + { + "name": "Circle Spells", + "source": "TCE", + "page": 36, + "otherSources": [ + { + "source": "GGR", + "page": 26 + } + ], + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spores", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "entries": [ + "Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the {@spell chill touch} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + { + "type": "table", + "caption": "Circle of Spores Spells", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell blindness/deafness}, {@spell gentle repose}" + ], + [ + "5th", + "{@spell animate dead}, {@spell gaseous form}" + ], + [ + "7th", + "{@spell blight}, {@spell confusion}" + ], + [ + "9th", + "{@spell cloudkill}, {@spell contagion}" + ] + ] + } + ] + }, + { + "name": "Halo of Spores", + "source": "TCE", + "page": 36, + "otherSources": [ + { + "source": "GGR", + "page": 26 + } + ], + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spores", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal {@damage 1d4} necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to {@dice 1d6} at 6th level, {@dice 1d8} at 10th level, and {@dice 1d10} at 14th level." + ] + }, + { + "name": "Symbiotic Entity", + "source": "TCE", + "page": 36, + "otherSources": [ + { + "source": "GGR", + "page": 26 + } + ], + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spores", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "consumes": { + "name": "Wild Shape" + }, + "entries": [ + "At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:", + { + "type": "list", + "items": [ + "When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.", + "Your melee weapon attacks deal an extra {@damage 1d6} necrotic damage to any target they hit." + ] + }, + "These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again." + ] + }, + { + "name": "Fungal Infestation", + "source": "TCE", + "page": 36, + "otherSources": [ + { + "source": "GGR", + "page": 26 + } + ], + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spores", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the {@creature zombie} stat block in the {@book Monster Manual|MM}. It remains animate for 1 hour, after which time it collapses and dies.", + "In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the {@action Attack} action, making one melee attack.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Spreading Spores", + "source": "TCE", + "page": 36, + "otherSources": [ + { + "source": "GGR", + "page": 26 + } + ], + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spores", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.", + "Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.", + "While the cube of spores persists, you can't use your Halo of Spores reaction." + ] + }, + { + "name": "Fungal Body", + "source": "TCE", + "page": 36, + "otherSources": [ + { + "source": "GGR", + "page": 26 + } + ], + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spores", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, the fungal spores in your body alter you: you can't be {@condition blinded}, {@condition deafened}, {@condition frightened}, or {@condition poisoned}, and any critical hit against you counts as a normal hit instead, unless you're {@condition incapacitated}." + ] + }, + { + "name": "Circle of Stars", + "source": "TCE", + "page": 38, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 2, + "entries": [ + "The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.", + "Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.", + { + "type": "refSubclassFeature", + "subclassFeature": "Star Map|Druid||Stars|TCE|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Starry Form|Druid||Stars|TCE|2" + } + ] + }, + { + "name": "Star Map", + "source": "TCE", + "page": 38, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Circle of the Stars feature}", + "You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.", + { + "type": "table", + "caption": "Star Map", + "colLabels": [ + "d6", + "Map Form" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A scroll covered with depictions of constellations" + ], + [ + "2", + "A stone tablet with fine holes drilled through it" + ], + [ + "3", + "A speckled owlbear hide, tooled with raised marks" + ], + [ + "4", + "A collection of maps bound in an ebony cover" + ], + [ + "5", + "A crystal that projects starry patterns when placed before a light" + ], + [ + "6", + "Glass disks that depict constellations" + ] + ] + }, + "While holding this map, you have these benefits:", + { + "type": "list", + "items": [ + "You know the {@spell guidance} cantrip.", + "You have the {@spell guiding bolt} spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.", + "You can cast {@spell guiding bolt} without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + "If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map." + ] + }, + { + "name": "Starry Form", + "source": "TCE", + "page": 38, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "consumes": { + "name": "Wild Shape" + }, + "entries": [ + "{@i 2nd-level Circle of the Stars feature}", + "As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.", + "While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are {@condition incapacitated}, die, or use this feature again.", + "Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:", + { + "type": "entries", + "name": "Archer", + "entries": [ + "A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to {@dice 1d8} + your Wisdom modifier." + ] + }, + { + "type": "entries", + "name": "Chalice", + "entries": [ + "A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to {@dice 1d8} + your Wisdom modifier." + ] + }, + { + "type": "entries", + "name": "Dragon", + "entries": [ + "A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain {@status concentration} on a spell, you can treat a roll of 9 or lower on the {@dice d20} as a 10." + ] + } + ] + }, + { + "name": "Cosmic Omen", + "source": "TCE", + "page": 38, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Circle of the Stars feature}", + "Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Weal (even)", + "entry": "Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a {@dice d6} and add the number rolled to the total." + }, + { + "type": "item", + "name": "Woe (odd)", + "entry": "Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a {@dice d6} and subtract the number rolled from the total." + } + ] + }, + "You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Twinkling Constellations", + "source": "TCE", + "page": 38, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Circle of the Stars feature}", + "The constellations of your Starry Form improve. The {@dice 1d8} of the Archer and the Chalice becomes {@dice 2d8}, and while the Dragon is active, you have a flying speed of 20 feet and can hover.", + "Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body." + ] + }, + { + "name": "Full of Stars", + "source": "TCE", + "page": 38, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Circle of the Stars feature}", + "While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage." + ] + }, + { + "name": "Circle of Wildfire", + "source": "TCE", + "page": 39, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 2, + "entries": [ + "Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Spells|Druid||Wildfire|TCE|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Summon Wildfire Spirit|Druid||Wildfire|TCE|2" + } + ] + }, + { + "name": "Circle Spells", + "source": "TCE", + "page": 39, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Circle of Wildfire feature}", + "You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + { + "type": "table", + "caption": "Circle of Wildfire Spells", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "2nd", + "{@spell burning hands}, {@spell cure wounds}" + ], + [ + "3rd", + "{@spell flaming sphere}, {@spell scorching ray}" + ], + [ + "5th", + "{@spell plant growth}, {@spell revivify}" + ], + [ + "7th", + "{@spell aura of life}, {@spell fire shield}" + ], + [ + "9th", + "{@spell flame strike}, {@spell mass cure wounds}" + ] + ] + } + ] + }, + { + "name": "Summon Wildfire Spirit", + "source": "TCE", + "page": 39, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "consumes": { + "name": "Wild Shape" + }, + "entries": [ + "{@i 2nd-level Circle of Wildfire feature}", + "You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.", + "The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take {@damage 2d6} fire damage.", + "The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the {@creature Wildfire Spirit|TCE} stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.", + "In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the {@action 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 {@condition incapacitated}, the spirit can take any action of its choice, not just {@action Dodge}.", + "The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die." + ] + }, + { + "name": "Enhanced Bond", + "source": "TCE", + "page": 39, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Circle of Wildfire feature}", + "The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a {@dice d8}, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.", + "In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit." + ] + }, + { + "name": "Cauterizing Flames", + "source": "TCE", + "page": 39, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Circle of Wildfire feature}", + "You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals {@dice 2d10} + your Wisdom modifier.", + "You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Blazing Revival", + "source": "TCE", + "page": 39, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Circle of Wildfire feature}", + "The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall {@condition unconscious}, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Circle of the Blighted", + "source": "TDCSR", + "page": 171, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 2, + "header": 1, + "entries": [ + "Those who channel the magic of life and nature often find themselves drawn to a particular shrine or natural site, binding their body and spirit to these places of power. Such druids draw vitality from their chosen location, protecting it with their lives\u2014but not all succeed in defending these sacred realms.", + "Whether through the subtle corruption of vile magics, the tainted presence of an ancient terror, or a terrible mistake unleashed by druids themselves, a land can become cursed with magic that warps any druid bound to that land. Twisted by their connection to an unhallowed territory, these guardians come to embody the defiled nature they serve, exalting the natural process of decay and using it to further their goals\u2014or sometimes to seek a means to end the curse that plagues them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Defile Ground|Druid|PHB|Blighted|TDCSR|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blighted Shape|Druid|PHB|Blighted|TDCSR|2" + } + ] + }, + { + "name": "Blighted Shape", + "source": "TDCSR", + "page": 172, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 2, + "header": 2, + "entries": [ + "Also at 2nd level, your physical form begins to show effects of the corruption you wield, tracing blackened veins across your skin, producing gnarled, bony protrusions, or other eerie phenomena. You gain proficiency in the Charisma ({@skill Intimidation}) skill.", + "Additionally, while you are transformed by your Wild Shape feature, you gain a +2 bonus to AC as gnarled spines protrude from your body. Your beast form also gains {@sense darkvision} with a radius of 60 feet, or an additional 60 feet of {@sense darkvision} if it already has that sense." + ] + }, + { + "name": "Defile Ground", + "source": "TDCSR", + "page": 172, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level when you choose this circle, you can use a bonus action to corrupt a patch of land or an area of water in a 10-foot radius centered on a point within 60 feet of you. This corruption lasts for 1 minute. The corrupted area is {@quickref difficult terrain||3} for creatures that are hostile to you. Additionally, when a creature in the area takes damage from an attack or spell for the first time on a turn, it takes an extra {@damage 1d4} necrotic damage. You can move this patch of corruption up to 30 feet as a bonus action. Flying creatures are unaffected by the corruption.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|short or long rest}." + ] + }, + { + "name": "Call of the Shadowseeds", + "source": "TDCSR", + "page": 172, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you learn to summon the feral children of the forest from the life force of your enemies. When a creature that is not undead or a construct takes damage within the area of your {@subclassFeature Defile Ground|Druid|PHB|Blighted|TDCSR|2} feature, you can use your reaction to summon a {@creature blighted sapling|TDCSR} in an unoccupied space within 5 feet of the creature. You can direct the {@creature blighted sapling|TDCSR|sapling} to make an attack against any creature within 5 feet of it as a part of this reaction. The {@creature blighted sapling|TDCSR|sapling} then acts on your initiative, obeying your verbal commands.", + "The {@creature blighted sapling|TDCSR} remains in your service until it's reduced to 0 hit points, until the end of your next {@quickref resting|PHB|2|0|long rest}, or until you summon another {@creature blighted sapling|TDCSR|sapling}, at which point it crumbles into foul-smelling mulch. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a {@quickref resting|PHB|2|0|long rest}.", + "The {@creature blighted sapling|TDCSR|sapling} uses the statistics below. Its features scale based on your level and proficiency bonus (PB).", + { + "type": "statblock", + "name": "Blighted Sapling", + "source": "TDCSR", + "page": 172, + "tag": "creature", + "collapsed": true + } + ] + }, + { + "name": "Defile Ground (10th Level)", + "source": "TDCSR", + "page": 172, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, the area of your defiled ground increases to a 20-foot radius. Additionally, the extra damage dealt by your defiled ground increases to {@damage 1d6} when you reach 10th level in this class." + ] + }, + { + "name": "Foul Conjuration", + "source": "TDCSR", + "page": 172, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, the creatures you conjure are malformed and bloated with toxins. Any beast, fey, or plant (including your {@creature blighted sapling|TDCSR}) summoned or created by your spells or class features gains the following traits:", + { + "type": "entries", + "name": "Blighted Resilience", + "page": 172, + "entries": [ + "The creature has immunity to necrotic and poison damage and to the {@condition poisoned} condition." + ] + }, + { + "type": "entries", + "name": "Toxic Demise", + "page": 172, + "entries": [ + "When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or take necrotic damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it.", + { + "type": "table", + "caption": "Toxic Demise Damage", + "colLabels": [ + "Creature CR", + "Damage" + ], + "colStyles": [ + "col-4 text-center", + "col-8" + ], + "rows": [ + [ + "1/4 or lower", + "{@damage 1d4} necrotic damage" + ], + [ + "1/2", + "{@damage 1d6} necrotic damage" + ], + [ + "1 or higher", + "{@damage (#$prompt_number:min=1,title=Enter the creature's CR!,default=1$#)d8|A number of d8s of necrotic damage equal to the creature's challenge rating}" + ], + [ + "No challenge rating", + "{@damage (#$prompt_number:min=1,title=Enter your Proficiency Bonus!,default=1$#)d6|A number of d6s of necrotic damage equal to your proficiency bonus}" + ] + ] + } + ] + } + ] + }, + { + "name": "Defile Ground (14th Level)", + "source": "TDCSR", + "page": 172, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "The extra damage dealt by your defiled ground increases to {@damage 1d8} when you reach 14th level in this class." + ] + }, + { + "name": "Incarnation of Corruption", + "source": "TDCSR", + "page": 173, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your physical form begins to take on the tainted traits of the land you are bonded to. Your skin grows ashen, and your eyes darken or turn completely white. Spines and jagged spurs emerge from your body, granting you resistance to necrotic damage and a +2 bonus to AC.", + "Additionally, whenever you start your turn within the radius of the corruption created by your {@subclassFeature Defile Ground|Druid|PHB|Blighted|TDCSR|2} feature, you can use a bonus action to gain temporary hit points equal to your proficiency bonus." + ] + }, + { + "name": "Circle of Dreams", + "source": "XGE", + "page": 22, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dreams", + "subclassSource": "XGE", + "level": 2, + "entries": [ + "Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.", + { + "type": "refSubclassFeature", + "subclassFeature": "Balm of the Summer Court|Druid||Dreams|XGE|2" + } + ] + }, + { + "name": "Balm of the Summer Court", + "source": "XGE", + "page": 22, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dreams", + "subclassSource": "XGE", + "level": 2, + "header": 1, + "entries": [ + "At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of {@dice d6}s equal to your druid level.", + "As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.", + "You regain all expended dice when you finish a long rest." + ] + }, + { + "name": "Hearth of Moonlight and Shadow", + "source": "XGE", + "page": 22, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dreams", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. {@quickref Cover||3||Total cover} blocks the sphere.", + "While within the sphere, you and your allies gain a +5 bonus to Dexterity ({@skill Stealth}) and Wisdom ({@skill Perception}) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.", + "The sphere vanishes at the end of the rest or when you leave the sphere." + ] + }, + { + "name": "Hidden Paths", + "source": "XGE", + "page": 22, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dreams", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Walker in Dreams", + "source": "XGE", + "page": 22, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dreams", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.", + "When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: {@spell dream} (with you as the messenger), {@spell scrying}, or {@spell teleportation circle}.", + "This use of {@spell teleportation circle} is special. Rather than opening a portal to a permanent {@spell teleportation circle}, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Circle of the Shepherd", + "source": "XGE", + "page": 23, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Shepherd", + "subclassSource": "XGE", + "level": 2, + "entries": [ + "Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.", + "Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Speech of the Woods|Druid||Shepherd|XGE|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Spirit Totem|Druid||Shepherd|XGE|2" + } + ] + }, + { + "name": "Speech of the Woods", + "source": "XGE", + "page": 23, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Shepherd", + "subclassSource": "XGE", + "level": 2, + "header": 1, + "entries": [ + "At 2nd level, you gain the ability to converse with beasts and many fey.", + "You learn to speak, read, and write {@language Sylvan}. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character." + ] + }, + { + "name": "Spirit Totem", + "source": "XGE", + "page": 23, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Shepherd", + "subclassSource": "XGE", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.", + "As a bonus action, you can move the spirit up to 60 feet to a point you can see.", + "The spirit persists for 1 minute or until you're {@condition incapacitated}. Once you use this feature, you can't use it again until you finish a short or long rest.", + "The effect of the spirit's aura depends on the type of spirit you summon from the options below.", + { + "type": "entries", + "name": "Bear Spirit", + "entries": [ + "The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura." + ] + }, + { + "type": "entries", + "name": "Hawk Spirit", + "entries": [ + "The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom ({@skill Perception}) checks while in the aura." + ] + }, + { + "type": "entries", + "name": "Unicorn Spirit", + "entries": [ + "The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level." + ] + } + ] + }, + { + "name": "Mighty Summoner", + "source": "XGE", + "page": 23, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Shepherd", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:", + { + "type": "list", + "items": [ + "The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.", + "The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage." + ] + } + ] + }, + { + "name": "Guardian Spirit", + "source": "XGE", + "page": 23, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Shepherd", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level." + ] + }, + { + "name": "Faithful Summons", + "source": "XGE", + "page": 23, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Shepherd", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are {@condition incapacitated} against your will, you can immediately gain the benefits of {@spell conjure animals} as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no {@status concentration}, or until you dismiss it (no action required).", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Circle of the Land", + "source": "PHB", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Land", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Circle of the Land", + "source": "PHB", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Land", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Circle of the Moon", + "source": "PHB", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Moon", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Circle of the Moon", + "source": "PHB", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moon", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Circle of Spores", + "source": "TCE", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Spores", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Circle of Spores", + "source": "TCE", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spores", + "subclassSource": "TCE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Circle of Stars", + "source": "TCE", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Circle of Stars", + "source": "TCE", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Stars", + "subclassSource": "TCE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Circle of Wildfire", + "source": "TCE", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Circle of Wildfire", + "source": "TCE", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Wildfire", + "subclassSource": "TCE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Circle of the Blighted", + "source": "TDCSR", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 3, + "_copy": { + "name": "Circle of the Blighted", + "source": "TDCSR", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Circle of Dreams", + "source": "XGE", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Dreams", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "Circle of Dreams", + "source": "XGE", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dreams", + "subclassSource": "XGE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Circle of the Shepherd", + "source": "XGE", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Shepherd", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "Circle of the Shepherd", + "source": "XGE", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Shepherd", + "subclassSource": "XGE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Circle of the Land", + "source": "XPHB", + "page": 84, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Land", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Celebrate Connection to the Natural World}", + "The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle of the Land Spells|Druid|XPHB|Land|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Land's Aid|Druid|XPHB|Land|XPHB|3" + } + ] + }, + { + "name": "Circle of the Land Spells", + "source": "XPHB", + "page": 84, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Land", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "Whenever you finish a {@variantrule Long Rest|XPHB}, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.", + { + "type": "table", + "caption": "Arid Land", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "3rd", + "{@spell Blur|XPHB}, {@spell Burning Hands|XPHB}, {@spell Fire Bolt|XPHB}" + ], + [ + "5th", + "{@spell Fireball|XPHB}" + ], + [ + "7th", + "{@spell Blight|XPHB}" + ], + [ + "9th", + "{@spell Wall of Stone|XPHB}" + ] + ] + }, + { + "type": "table", + "caption": "Polar Land", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "3rd", + "{@spell Fog Cloud|XPHB}, {@spell Hold Person|XPHB}, {@spell Ray of Frost|XPHB}" + ], + [ + "5th", + "{@spell Sleet Storm|XPHB}" + ], + [ + "7th", + "{@spell Ice Storm|XPHB}" + ], + [ + "9th", + "{@spell Cone of Cold|XPHB}" + ] + ] + }, + { + "type": "table", + "caption": "Temperate Land", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "3rd", + "{@spell Misty Step|XPHB}, {@spell Shocking Grasp|XPHB}, {@spell Sleep|XPHB}" + ], + [ + "5th", + "{@spell Lightning Bolt|XPHB}" + ], + [ + "7th", + "{@spell Freedom of Movement|XPHB}" + ], + [ + "9th", + "{@spell Tree Stride|XPHB}" + ] + ] + }, + { + "type": "table", + "caption": "Tropical Land", + "colLabels": [ + "Druid Level", + "Circle Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "3rd", + "{@spell Acid Splash|XPHB}, {@spell Ray of Sickness|XPHB}, {@spell Web|XPHB}" + ], + [ + "5th", + "{@spell Stinking Cloud|XPHB}" + ], + [ + "7th", + "{@spell Polymorph|XPHB}" + ], + [ + "9th", + "{@spell Insect Plague|XPHB}" + ] + ] + } + ] + }, + { + "name": "Land's Aid", + "source": "XPHB", + "page": 85, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Land", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "As a {@action Magic|XPHB} action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point. Each creature of your choice in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must make a Constitution saving throw against your spell save DC, taking {@damage 2d6} Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains {@dice 2d6} {@variantrule Hit Points|XPHB}.", + "The damage and healing increase by {@dice 1d6} when you reach Druid levels 10 ({@dice 3d6}) and 14 ({@dice 4d6})." + ] + }, + { + "name": "Natural Recovery", + "source": "XPHB", + "page": 85, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Land", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a {@variantrule Long Rest|XPHB} before you do so again.", + "In addition, when you finish a {@variantrule Short Rest|XPHB}, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Nature's Ward", + "source": "XPHB", + "page": 85, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Land", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "You are immune to the {@condition Poisoned|XPHB} condition, and you have {@variantrule Resistance|XPHB} to a damage type associated with your current land choice in the Circle Spells feature, as shown in the {@skill Nature|XPHB}'s Ward table.", + { + "type": "entries", + "entries": [ + { + "type": "table", + "caption": "Nature's Ward", + "colLabels": [ + "Land Type", + "Resistance" + ], + "colStyles": [ + "col-6", + "col-6" + ], + "rows": [ + [ + "Arid", + "Fire" + ], + [ + "Polar", + "Cold" + ], + [ + "Temperate", + "Lightning" + ], + [ + "Tropical", + "Poison" + ] + ] + } + ] + } + ] + }, + { + "name": "Nature's Sanctuary", + "source": "XPHB", + "page": 86, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Land", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "As a {@action Magic|XPHB} action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} on the ground within 120 feet of yourself. They last there for 1 minute or until you have the {@condition Incapacitated|XPHB} condition or die. You and your allies have {@variantrule Cover|XPHB|Half Cover} while in that area, and your allies gain the current {@variantrule Resistance|XPHB} of your {@skill Nature|XPHB}'s Ward while there.", + "As a {@variantrule Bonus Action|XPHB}, you can move the {@variantrule Cube [Area of Effect]|XPHB|Cube} up to 60 feet to ground within 120 feet of yourself." + ] + }, + { + "name": "Circle Forms", + "source": "XPHB", + "page": 86, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Moon", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Challenge Rating", + "entries": [ + "The maximum {@variantrule Challenge Rating|XPHB} for the form equals your Druid level divided by 3 (round down)." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast's AC." + ] + }, + { + "type": "entries", + "name": "Temporary Hit Points", + "entries": [ + "You gain a number of {@variantrule Temporary Hit Points|XPHB} equal to three times your Druid level." + ] + } + ] + } + ] + }, + { + "name": "Circle of the Moon", + "source": "XPHB", + "page": 86, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Moon", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Adopt Animal Forms to Guard the Wilds}", + "Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.", + "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 then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle of the Moon Spells|Druid|XPHB|Moon|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Forms|Druid|XPHB|Moon|XPHB|3" + } + ] + }, + { + "name": "Circle of the Moon Spells", + "source": "XPHB", + "page": 86, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Moon", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.", + "In addition, you can cast the spells from this feature while you're in a Wild Shape form.", + { + "type": "table", + "caption": "Circle of the Moon Spells", + "colLabels": [ + "Druid Level", + "Prepared Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "3", + "{@spell Cure Wounds|XPHB}, {@spell Moonbeam|XPHB}, {@spell Starry Wisp|XPHB}" + ], + [ + "5", + "{@spell Conjure Animals|XPHB}" + ], + [ + "7", + "{@spell Fount of Moonlight|XPHB}" + ], + [ + "9", + "{@spell Mass Cure Wounds|XPHB}" + ] + ] + } + ] + }, + { + "name": "Improved Circle Forms", + "source": "XPHB", + "page": 87, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Moon", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "While in a Wild Shape form, you gain the following benefits.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lunar Radiance", + "entries": [ + "Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks." + ] + }, + { + "type": "entries", + "name": "Increased Toughness", + "entries": [ + "You can add your Wisdom modifier to your Constitution saving throws." + ] + } + ] + } + ] + }, + { + "name": "Moonlight Step", + "source": "XPHB", + "page": 87, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Moon", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "You magically transport yourself, reappearing amid a burst of moonlight. As a {@variantrule Bonus Action|XPHB}, you teleport up to 30 feet to an unoccupied space you can see, and you have {@variantrule Advantage|XPHB} on the next attack roll you make before the end of this turn.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required)." + ] + }, + { + "name": "Lunar Form", + "source": "XPHB", + "page": 87, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Moon", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "The power of the moon suffuses you, granting you the following benefits.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Improved Lunar Radiance", + "entries": [ + "Once per turn, you can deal an extra {@damage 2d10} Radiant damage to a target you hit with a Wild Shape form's attack." + ] + }, + { + "type": "entries", + "name": "Shared Moonlight", + "entries": [ + "Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space." + ] + } + ] + } + ] + }, + { + "name": "Circle of the Sea", + "source": "XPHB", + "page": 87, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Sea", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Become One with Tides and Storms}", + "Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle of the Sea Spells|Druid|XPHB|Sea|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wrath of the Sea|Druid|XPHB|Sea|XPHB|3" + } + ] + }, + { + "name": "Circle of the Sea Spells", + "source": "XPHB", + "page": 87, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Sea", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Circle of the Sea Spells", + "colLabels": [ + "Druid Level", + "Prepared Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "3rd", + "{@spell Fog Cloud|XPHB}, {@spell Gust of Wind|XPHB}, {@spell Ray of Frost|XPHB}, {@spell Shatter|XPHB}, {@spell Thunderwave|XPHB}" + ], + [ + "5th", + "{@spell Lightning Bolt|XPHB}, {@spell Water Breathing|XPHB}" + ], + [ + "7th", + "{@spell Control Water|XPHB}, {@spell Ice Storm|XPHB}" + ], + [ + "9th", + "{@spell Conjure Elemental|XPHB}, {@spell Hold Monster|XPHB}" + ] + ] + } + ] + }, + { + "name": "Wrath of the Sea", + "source": "XPHB", + "page": 87, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Sea", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape to manifest a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the {@condition Incapacitated|XPHB} condition.", + "When you manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and as a {@variantrule Bonus Action|XPHB} on your subsequent turns, you can choose another creature you can see in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die)." + ] + }, + { + "name": "Aquatic Affinity", + "source": "XPHB", + "page": 87, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Sea", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "The size of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} created by your Wrath of the Sea increases to 10 feet.", + "In addition, you gain a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}." + ] + }, + { + "name": "Stormborn", + "source": "XPHB", + "page": 87, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Sea", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "Your Wrath of the Sea confers two more benefits while active, as detailed below.", + { + "type": "entries", + "name": "Flight", + "entries": [ + "You gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}." + ] + }, + { + "type": "entries", + "name": "Resistance", + "entries": [ + "You have {@variantrule Resistance|XPHB} to Cold, Lightning, and Thunder damage." + ] + } + ] + }, + { + "name": "Oceanic Gift", + "source": "XPHB", + "page": 88, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Sea", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "Instead of manifesting the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and uses your spell save DC and Wisdom modifier for it.", + "In addition, you can manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it." + ] + }, + { + "name": "Circle of the Stars", + "source": "XPHB", + "page": 88, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Harness Secrets Hidden in Constellations}", + "The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.", + { + "type": "refSubclassFeature", + "subclassFeature": "Star Map|Druid|XPHB|Stars|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Starry Form|Druid|XPHB|Stars|XPHB|3" + } + ] + }, + { + "name": "Star Map", + "source": "XPHB", + "page": 88, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a {@variantrule Spellcasting Focus|XPHB} for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.", + "While holding the map, you have the {@spell Guidance|XPHB} and {@spell Guiding Bolt|XPHB} spells prepared, and you can cast {@spell Guiding Bolt|XPHB} without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.", + "If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, and it destroys the previous map.", + { + "type": "table", + "caption": "Star Map", + "colLabels": [ + "{@dice 1d6}", + "Map Form" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A scroll bearing depictions of constellations" + ], + [ + "2", + "A stone tablet with fine holes drilled through it" + ], + [ + "3", + "An owlbear hide tooled with stellar symbols" + ], + [ + "4", + "A collection of maps bound in an ebony cover" + ], + [ + "5", + "A crystal engraved with starry patterns" + ], + [ + "6", + "A glass disk etched with constellations" + ] + ] + } + ] + }, + { + "name": "Starry Form", + "source": "XPHB", + "page": 88, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Wild Shape" + }, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.", + "While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the {@condition Incapacitated|XPHB} condition, or use this feature again.", + "Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.", + { + "type": "entries", + "name": "Archer", + "entries": [ + "A constellation of an archer appears on you. When you activate this form and as a {@variantrule Bonus Action|XPHB} on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to {@dice 1d8} plus your Wisdom modifier." + ] + }, + { + "type": "entries", + "name": "Chalice", + "entries": [ + "A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores {@variantrule Hit Points|XPHB} to a creature, you or another creature within 30 feet of you can regain {@variantrule Hit Points|XPHB} equal to {@dice 1d8} plus your Wisdom modifier." + ] + }, + { + "type": "entries", + "name": "Dragon", + "entries": [ + "A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain {@status Concentration|XPHB}, you can treat a roll of 9 or lower on the {@dice d20} as a 10." + ] + } + ] + }, + { + "name": "Cosmic Omen", + "source": "XPHB", + "page": 89, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can consult your Star Map for omens and roll a die. Until you finish your next {@variantrule Long Rest|XPHB}, you gain access to a special {@variantrule Reaction|XPHB} based on whether you rolled an even or an odd number on the die:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Weal (even)", + "entries": [ + "Whenever a creature you can see within 30 feet of you is about to make a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d6} and add the number rolled to the total." + ] + }, + { + "type": "item", + "name": "Woe (odd)", + "entries": [ + "Whenever a creature you can see within 30 feet of you is about to make a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d6} and subtract the number rolled from the total." + ] + } + ] + }, + "You can use this {@variantrule Reaction|XPHB} a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Twinkling Constellations", + "source": "XPHB", + "page": 89, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "The constellations of your Starry Form improve. The {@dice 1d8} of the Archer and the Chalice becomes {@dice 2d8}, and while the Dragon is active, you have a {@variantrule Fly Speed|XPHB} of 20 feet and can hover.", + "Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body." + ] + }, + { + "name": "Full of Stars", + "source": "XPHB", + "page": 89, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "While in your Starry Form, you become partially incorporeal, giving you {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-fighter.json b/src/ttfrog/five_e_tools/sources/class/class-fighter.json new file mode 100644 index 0000000..8ff41e1 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-fighter.json @@ -0,0 +1,5144 @@ +{ + "_meta": { + 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martial weapon|items|source=phb|category=basic|type=martial weapon} and a {@item shield|phb} or (b) two {@filter martial weapons|items|source=phb|category=basic|type=martial weapon}", + "(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts} or (b) two {@item handaxe|phb|handaxes}", + "(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}" + ], + "goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + "chain mail|phb" + ], + "b": [ + "leather armor|phb", + "longbow|phb", + "arrows (20)|phb" + ] + }, + { + "a": [ + { + "equipmentType": "weaponMartial" + }, + "shield|phb" + ], + "b": [ + { + "equipmentType": "weaponMartial", + "quantity": 2 + } + ] + }, + { + "a": [ + "light crossbow|phb", + "crossbow bolts (20)|phb" + ], + "b": [ + { + "item": "handaxe|phb", + "quantity": 2 + } + ] + }, + { + "a": [ + "dungeoneer's pack|phb" + ], + "b": [ + "explorer's pack|phb" + ] + } + ] + }, + "multiclassing": { + 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Starting at 17th level, you can use it twice before a rest, but only once on the same turn." + ] + }, + { + "name": "Martial Archetype", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 3, + "entries": [ + "At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Martial Versatility", + "source": "TCE", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "{@i 4th-level fighter {@variantrule optional class features|tce|optional feature}}", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:", + { + "type": "list", + "items": [ + "Replace a {@filter fighting style|optionalfeatures|feature type=FS:F} you know with another fighting style available to fighters.", + "If you know any {@filter maneuvers|optionalfeatures|feature type=MV:B} from the {@class fighter|phb|Battle Master|Battle Master|phb|2-0} archetype, you can replace one maneuver you know with a different maneuver." + ] + } + ] + }, + { + "name": "Extra Attack", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.", + "The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 6, + "entries": [ + "When you reach 6th 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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Martial Archetype feature", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Martial Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Indomitable", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 9, + "entries": [ + "Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.", + "You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level." + ] + }, + { + "name": "Martial Archetype feature", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 10, + "entries": [ + "At 10th level, you gain a feature granted by your Martial Archetype." + ] + }, + { + "name": "Extra Attack (2)", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 11, + "entries": [ + "At 11th level, you can attack three times whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Indomitable (two uses)", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 13, + "entries": [ + "At 13th level, you can use Indomitable twice between long rests." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 14, + "entries": [ + "When you reach 14th 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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Martial Archetype feature", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 15, + "entries": [ + "At 15th level, you gain a feature granted by your Martial Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Action Surge (two uses)", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 17, + "entries": [ + "At 17th level, you can use Action Surge twice before a rest, but only once on the same turn." + ] + }, + { + "name": "Indomitable (three uses)", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 17, + "entries": [ + "At 17th level, you can use Indomitable three times between long rests." + ] + }, + { + "name": "Martial Archetype feature", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 18, + "entries": [ + "At 18th level, you gain a feature granted by your Martial Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack (3)", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, you can attack four times whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Fighting Style", + "source": "XPHB", + "page": 91, + "className": "Fighter", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You have honed your martial prowess and gain a {@filter Fighting Style feat|feats|category=FS} of your choice. {@feat Defense|XPHB} is recommended.", + "Whenever you gain a Fighter level, you can replace the feat you chose with a different {@filter Fighting Style feat|feats|category=FS}." + ] + }, + { + "name": "Second Wind", + "source": "XPHB", + "page": 91, + "className": "Fighter", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You have a limited well of physical and mental stamina that you can draw on. As a {@variantrule Bonus Action|XPHB}, you can use it to regain {@variantrule Hit Points|XPHB} equal to {@dice 1d10} plus your Fighter level.", + "You can use this feature twice. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.", + "When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table." + ] + }, + { + "name": "Weapon Mastery", + "source": "XPHB", + "page": 91, + "className": "Fighter", + "classSource": "XPHB", + "level": 1, + "entries": [ + "Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a {@variantrule Long Rest|XPHB}, you can practice weapon drills and change one of those weapon choices.", + "When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the {@variantrule Weapon|XPHB} Mastery column of the Fighter Features table." + ] + }, + { + "name": "Action Surge", + "source": "XPHB", + "page": 91, + "className": "Fighter", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the {@action Magic|XPHB} action.", + "Once you use this feature, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. Starting at level 17, you can use it twice before a rest but only once on a turn." + ] + }, + { + "name": "Tactical Mind", + "source": "XPHB", + "page": 91, + "className": "Fighter", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining {@variantrule Hit Points|XPHB}, you roll {@dice 1d10} and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended." + ] + }, + { + "name": "Fighter Subclass", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16." + ] + }, + { + "name": "Extra Attack", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 5, + "entries": [ + "You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn." + ] + }, + { + "name": "Tactical Shift", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 5, + "entries": [ + "Whenever you activate your Second Wind with a {@variantrule Bonus Action|XPHB}, you can move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 7, + "entries": [ + "You gain a feature from your Fighter Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Indomitable", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 9, + "entries": [ + "If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.", + "You can use this feature twice before a {@variantrule Long Rest|XPHB} starting at level 13 and three times before a {@variantrule Long Rest|XPHB} starting at level 17." + ] + }, + { + "name": "Tactical Master", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 9, + "entries": [ + "When you attack with a weapon whose mastery property you can use, you can replace that property with the {@itemMastery Push|XPHB}, {@itemMastery Sap|XPHB}, or {@itemMastery Slow|XPHB} property for that attack." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 10, + "entries": [ + "You gain a feature from your Fighter Subclass." + ] + }, + { + "name": "Two Extra Attacks", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 11, + "entries": [ + "You can attack three times instead of once whenever you take the {@action Attack|XPHB} action on your turn." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Indomitable", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 13, + "entries": [ + "If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.", + "You can use this feature twice before a {@variantrule Long Rest|XPHB} starting at level 13 and three times before a {@variantrule Long Rest|XPHB} starting at level 17." + ] + }, + { + "name": "Studied Attacks", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 13, + "entries": [ + "You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have {@variantrule Advantage|XPHB} on your next attack roll against that creature before the end of your next turn." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 14, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 15, + "entries": [ + "You gain a feature from your Fighter Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Action Surge", + "source": "XPHB", + "page": 91, + "className": "Fighter", + "classSource": "XPHB", + "level": 17, + "entries": [ + "You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the {@action Magic|XPHB} action.", + "Once you use this feature, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. Starting at level 17, you can use it twice before a rest but only once on a turn." + ] + }, + { + "name": "Indomitable", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 17, + "entries": [ + "If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.", + "You can use this feature twice before a {@variantrule Long Rest|XPHB} starting at level 13 and three times before a {@variantrule Long Rest|XPHB} starting at level 17." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 18, + "entries": [ + "You gain a feature from your Fighter Subclass." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Combat Prowess|XPHB} is recommended." + ] + }, + { + "name": "Three Extra Attacks", + "source": "XPHB", + "page": 92, + "className": "Fighter", + "classSource": "XPHB", + "level": 20, + "entries": [ + "You can attack four times instead of once whenever you take the {@action Attack|XPHB} action on your turn." + ] + } + ], + "subclassFeature": [ + { + "name": "Echo Knight", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 3, + "entries": [ + "A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Manifest Echo|Fighter||Echo Knight|EGW|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Unleash Incarnation|Fighter||Echo Knight|EGW|3" + } + ] + }, + { + "name": "Manifest Echo", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Echo Knight feature}", + "You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're {@condition incapacitated}.", + "Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.", + "You can use the echo in the following ways:", + { + "type": "list", + "items": [ + "As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.", + "When you take the {@action Attack} action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.", + "When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space." + ] + } + ] + }, + { + "name": "Unleash Incarnation", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Echo Knight feature}", + "You can heighten your echo's fury. Whenever you take the {@action Attack} action, you can make one additional melee attack from the echo's position.", + "You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Echo Avatar", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Echo Knight feature}", + "You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are {@condition deafened} and {@condition blinded}. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed." + ] + }, + { + "name": "Shadow Martyr", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Echo Knight feature}", + "You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Reclaim Potential", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Echo Knight feature}", + "You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to {@dice 2d6} + your Constitution modifier, provided you don't already have temporary hit points.", + "You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Legion of One", + "source": "EGW", + "page": 183, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Echo Knight", + "subclassSource": "EGW", + "level": 18, + "header": 2, + "entries": [ + "{@i 18th-level Echo Knight feature}", + "You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.", + "In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature." + ] + }, + { + "name": "Scofflaw", + "source": "HWCS", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Scofflaw", + "subclassSource": "HWCS", + "level": 3, + "entries": [ + "A fighter who hits hard and fights dirty, the Scofflaw balks at the ideals of honor and tradition, doing what they need to survive. Rules are made to be broken, and the Scofflaw extends this logic to their fighting style. Using every trick at their disposal to gain the upper hand against their foes, the Scofflaw cows their enemy into submission, or overwhelms their defenses with a single cheap shot.", + "Scofflaws eventually trust their notorious reputation to do much of the work for them, gaining the ability to cause foes to quake with a single threat. Scofflaws are a diverse bunch that run the gamut from graceful yet deadly knaves to bruiser thugs. What ties them together is their belief that there's no such thing as a bad win.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Fighter||Scofflaw|HWCS|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Intimidating Banter|Fighter||Scofflaw|HWCS|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Brutal Brawler|Fighter||Scofflaw|HWCS|3" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "HWCS", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Scofflaw", + "subclassSource": "HWCS", + "level": 3, + "header": 2, + "entries": [ + "When you choose this Martial Archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Sleight of Hand}, or {@skill Stealth}. Alternatively, you may learn {@class rogue|phb|Thieves' Cant||phb|Thieves' Cant 1}." + ] + }, + { + "name": "Brutal Brawler", + "source": "HWCS", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Scofflaw", + "subclassSource": "HWCS", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that's handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.", + "Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon's damage dice could deal to the target. Any additional dice added to the attack's damage roll are not affected by this ability.", + "At 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional {@damage 2d6} to the weapon's base damage dice.", + "At 18th level, you have advantage on attacks you make with improvised weapons." + ] + }, + { + "name": "Intimidating Banter", + "source": "HWCS", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Scofflaw", + "subclassSource": "HWCS", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks." + ] + }, + { + "name": "Misdirection", + "source": "HWCS", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Scofflaw", + "subclassSource": "HWCS", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, you are adept at using words and gestures to taunt or fake-out your opponent, turning their lack of composure against them. This allows you to goad your foe into swinging in ways that can cause them to strike their allies, or which leave them open to a counterattack. As a bonus action you can misdirect an opponent within 5 feet of you. The target must succeed on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, they must spend their reaction to attack a creature of your choice within 5 feet of them. If no other creatures are present within 5 feet of them, they waste their reaction attacking the air where you once were.", + "In order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to understand you." + ] + }, + { + "name": "Blindside", + "source": "HWCS", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Scofflaw", + "subclassSource": "HWCS", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you are truly skilled at exploiting the openings you create in combat, hitting off-guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn't yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll you make with advantage. On a hit, you exploit an opening in the target's defenses, dealing an extra {@damage 5d6} points of damage. Once you use this ability, you can't use it again until you have taken a short or long rest.", + "At 15th level, the damage dealt by your blindside increases to {@damage 7d6}.", + "At 18th level the damage dealt by your blindside increases to {@damage 9d6}. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it." + ] + }, + { + "name": "Infamy", + "source": "HWCS", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Scofflaw", + "subclassSource": "HWCS", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, your reputation precedes you, making it easy for you to strike fear into the hearts of anyone foolish enough to oppose you. As part of your {@action Attack} action, you can utter deadly threats to a single target within 30 feet of you, causing them to become {@condition frightened} of you for 1 minute on a failed Wisdom saving throw. An affected target may repeat this saving throw at the end of each of their turns, ending the effect on a success. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier. A creature who has witnessed or heard tales of your ruthlessness makes this saving throw with disadvantage.", + "In order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you." + ] + }, + { + "name": "Two For Flinching", + "source": "HWCS", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Scofflaw", + "subclassSource": "HWCS", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, you have perfected the art of exploiting your opponent's weakness. Whenever you take the attack action against an opponent you have successfully misdirected this turn, or an opponent that is afflicted by a {@book condition|PHB|11}, you may make one additional attack against that opponent. You may only use this feature once per round." + ] + }, + { + "name": "Battle Master", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "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.", + { + "type": "refSubclassFeature", + "subclassFeature": "Student of War|Fighter||Battle Master||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Combat Superiority|Fighter||Battle Master||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Maneuvers|Fighter||Battle Master||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Maneuver Options|Fighter||Battle Master||3|TCE" + } + ] + }, + { + "name": "Combat Superiority", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Maneuvers", + "entries": [ + "You learn three maneuvers of your choice, which are listed under \"Maneuvers\" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.", + "You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Superiority Dice", + "entries": [ + "You have four superiority dice, which are {@dice d8}s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.", + "You gain another superiority die at 7th level and one more at 15th level." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Saving Throws", + "entries": [ + "Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:", + { + "type": "abilityDc", + "name": "Maneuver", + "attributes": [ + "str", + "dex" + ] + } + ] + } + ] + } + ] + }, + { + "name": "Maneuver Options", + "source": "TCE", + "page": 41, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "header": 1, + "entries": [ + "{@i 3rd-level fighter {@variantrule optional class features|tce|optional feature}}", + "If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the {@optfeature Superior Technique|TCE} fighting style or the {@feat Martial Adept} feat.", + { + "type": "entries", + "entries": [ + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Ambush|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Bait and Switch|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Brace|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Commanding Presence|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Grappling Strike|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Quick Toss|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Tactical Assessment|TCE" + } + ] + } + ] + } + ] + }, + { + "name": "Maneuvers", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "The maneuvers are presented in alphabetical order.", + { + "type": "options", + "count": 3, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Commander's Strike" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Disarming Attack" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Distracting Strike" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Evasive Footwork" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Feinting Attack" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Goading Attack" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Lunging Attack" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Maneuvering Attack" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Menacing Attack" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Parry" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Precision Attack" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Pushing Attack" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Rally" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Riposte" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Sweeping Attack" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Trip Attack" + } + ] + } + ] + }, + { + "name": "Student of War", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you gain proficiency with one type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} of your choice." + ] + }, + { + "name": "Additional Maneuvers", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, you learn two additional maneuvers of your choice." + ] + }, + { + "name": "Additional Superiority Die", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "You gain another superiority die at 7th level." + ] + }, + { + "name": "Know Your Enemy", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:", + { + "type": "list", + "items": [ + "Strength score", + "Dexterity score", + "Constitution score", + "Armor Class", + "Current hit points", + "Total class levels (if any)", + "Fighter class levels (if any)" + ] + } + ] + }, + { + "name": "Additional Maneuvers", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you learn two additional maneuvers of your choice." + ] + }, + { + "name": "Improved Combat Superiority (d10)", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, your superiority dice turn into {@dice d10}s." + ] + }, + { + "name": "Additional Maneuvers", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, you learn two additional maneuvers of your choice." + ] + }, + { + "name": "Additional Superiority Die", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "You gain another superiority die at 15th level." + ] + }, + { + "name": "Relentless", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die." + ] + }, + { + "name": "Improved Combat Superiority (d12)", + "source": "PHB", + "page": 73, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Battle Master", + "subclassSource": "PHB", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, your superiority dice turn into {@dice d12}s." + ] + }, + { + "name": "Champion", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Champion", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "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.", + { + "type": "refSubclassFeature", + "subclassFeature": "Improved Critical|Fighter||Champion||3" + } + ] + }, + { + "name": "Improved Critical", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Champion", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20." + ] + }, + { + "name": "Remarkable Athlete", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Champion", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.", + "In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier." + ] + }, + { + "name": "Additional Fighting Style", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Champion", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you can choose a second option from the Fighting Style class feature." + ] + }, + { + "name": "Superior Critical", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Champion", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20." + ] + }, + { + "name": "Survivor", + "source": "PHB", + "page": 72, + "srd": true, + "basicRules": true, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Champion", + "subclassSource": "PHB", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points." + ] + }, + { + "name": "Eldritch Knight", + "source": "PHB", + "page": 74, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "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\u2014abjuration 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's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.", + { + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Fighter||Eldritch Knight||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Weapon Bond|Fighter||Eldritch Knight||3" + } + ] + }, + { + "name": "Spellcasting", + "source": "PHB", + "page": 74, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You learn two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard}. You learn an additional wizard cantrip of your choice at 10th level." + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} 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.", + "For example, if you know the 1st-level spell {@spell shield} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell shield} using either slot." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spells Known of 1st-Level and Higher", + "entries": [ + "You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.", + "The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.", + "The spells you learn at 8th, 14th, and 20th level can come from any school of magic.", + "Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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 wizard spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "int" + ] + } + ] + } + ] + } + ] + }, + { + "name": "Weapon Bond", + "source": "PHB", + "page": 74, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.", + "Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are {@condition incapacitated}. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.", + "You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two." + ] + }, + { + "name": "War Magic", + "source": "PHB", + "page": 74, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action." + ] + }, + { + "name": "Eldritch Strike", + "source": "PHB", + "page": 74, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn." + ] + }, + { + "name": "Arcane Charge", + "source": "PHB", + "page": 74, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action." + ] + }, + { + "name": "Improved War Magic", + "source": "PHB", + "page": 74, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "PHB", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action." + ] + }, + { + "name": "Purple Dragon Knight (Banneret)", + "source": "SCAG", + "page": 128, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Purple Dragon Knight (Banneret)", + "subclassSource": "SCAG", + "level": 3, + "entries": [ + "Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.", + "A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.", + "A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.", + { + "type": "refSubclassFeature", + "subclassFeature": "Restriction: Knighthood|Fighter||Purple Dragon Knight (Banneret)|SCAG|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rallying Cry|Fighter||Purple Dragon Knight (Banneret)|SCAG|3" + } + ] + }, + { + "name": "Rallying Cry", + "source": "SCAG", + "page": 128, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Purple Dragon Knight (Banneret)", + "subclassSource": "SCAG", + "level": 3, + "header": 1, + "entries": [ + "When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.", + "When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you." + ] + }, + { + "name": "Restriction: Knighthood", + "source": "SCAG", + "page": 128, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Purple Dragon Knight (Banneret)", + "subclassSource": "SCAG", + "level": 3, + "header": 1, + "entries": [ + "Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.", + "Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights." + ] + }, + { + "name": "Royal Envoy", + "source": "SCAG", + "page": 128, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Purple Dragon Knight (Banneret)", + "subclassSource": "SCAG", + "level": 7, + "header": 2, + "entries": [ + "A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.", + "At 7th level, you gain proficiency in the {@skill Persuasion} skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, or {@skill Performance}.", + "Your proficiency bonus is doubled for any ability check you make that uses {@skill Persuasion}. You receive this benefit regardless of the skill proficiency you gain from this feature." + ] + }, + { + "name": "Inspiring Surge", + "source": "SCAG", + "page": 128, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Purple Dragon Knight (Banneret)", + "subclassSource": "SCAG", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.", + "Starting at 18th level, you can choose two allies within 60 feet of you, rather than one." + ] + }, + { + "name": "Bulwark", + "source": "SCAG", + "page": 128, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Purple Dragon Knight (Banneret)", + "subclassSource": "SCAG", + "level": 15, + "header": 2, + "entries": [ + "Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't {@condition incapacitated}, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll." + ] + }, + { + "name": "Inspiring Surge", + "source": "SCAG", + "page": 128, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Purple Dragon Knight (Banneret)", + "subclassSource": "SCAG", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, you can choose two allies within 60 feet of you, rather than one." + ] + }, + { + "name": "Psi Warrior", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.", + "As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.", + { + "type": "refSubclassFeature", + "subclassFeature": "Psionic Power|Fighter||Psi Warrior|TCE|3" + } + ] + }, + { + "name": "Psionic Power", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Psi Warrior feature}", + "You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a {@dice d6}. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.", + "Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.", + "When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).", + "The powers below use your Psionic Energy dice.", + { + "type": "options", + "style": "list-hang-notitle", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Protective Field|Fighter|TCE|Psi Warrior|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Psionic Strike|Fighter|TCE|Psi Warrior|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Telekinetic Movement|Fighter|TCE|Psi Warrior|TCE|3" + } + ] + } + ] + }, + { + "name": "Telekinetic Adept", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Psi Warrior feature}", + "You have mastered new ways to use your telekinetic abilities, detailed below.", + { + "type": "options", + "style": "list-hang-notitle", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Psi-Powered Leap|Fighter|TCE|Psi Warrior|TCE|7" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Telekinetic Thrust|Fighter|TCE|Psi Warrior|TCE|7" + } + ] + } + ] + }, + { + "name": "Guarded Mind", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Psi Warrior feature}", + "The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn {@condition charmed} or {@condition frightened}, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions." + ] + }, + { + "name": "Bulwark of Force", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Psi Warrior feature}", + "You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by {@quickref Cover||3||half cover} for 1 minute or until you're {@condition incapacitated}.", + "Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again." + ] + }, + { + "name": "Telekinetic Master", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 18, + "header": 2, + "entries": [ + "{@i 18th-level Psi Warrior feature}", + "Your ability to move creatures and objects with your mind is matched by few. You can cast the {@spell telekinesis} spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.", + "Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again." + ] + }, + { + "name": "Rune Knight", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Fighter||Rune Knight|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rune Carver|Fighter||Rune Knight|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Giant's Might|Fighter||Rune Knight|TCE|3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Rune Knight feature}", + "You gain proficiency with {@item smith's tools|PHB}, and you learn to speak, read, and write {@language Giant}." + ] + }, + { + "name": "Giant's Might", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Rune Knight feature}", + "You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:", + { + "type": "list", + "items": [ + "If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.", + "You have advantage on Strength checks and Strength saving throws.", + "Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra {@damage 1d6} damage to a target on a hit." + ] + }, + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Rune Carver", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Rune Knight feature}", + "You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.", + "Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.", + { + "type": "table", + "caption": "Runes Known", + "colLabels": [ + "Fighter Level", + "Number of Runes" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "3rd", + "2" + ], + [ + "7th", + "3" + ], + [ + "10th", + "4" + ], + [ + "15th", + "5" + ] + ] + }, + "The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.", + { + "type": "options", + "count": 2, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Cloud Rune|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Fire Rune|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Frost Rune|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Stone Rune|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Hill Rune|TCE", + "name": "Hill Rune (7th Level or Higher)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Storm Rune|TCE", + "name": "Storm Rune (7th Level or Higher)" + } + ] + } + ] + }, + { + "name": "Additional Rune Known", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Rune Knight feature}", + "You learn an additional Rune." + ] + }, + { + "name": "Runic Shield", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Rune Knight feature}", + "You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the {@dice d20} and use the new roll.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Additional Rune Known", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Rune Knight feature}", + "You learn an additional Rune." + ] + }, + { + "name": "Great Stature", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Rune Knight feature}", + "The magic of your runes permanently alters you. When you gain this feature, roll {@dice 3d4}. You grow a number of inches in height equal to the roll.", + "Moreover, the extra damage you deal with your Giant's Might feature increases to {@dice 1d8}." + ] + }, + { + "name": "Additional Rune Known", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Rune Knight feature}", + "You learn an additional Rune." + ] + }, + { + "name": "Master of Runes", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Rune Knight feature}", + "You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest." + ] + }, + { + "name": "Runic Juggernaut", + "source": "TCE", + "page": 44, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Rune Knight", + "subclassSource": "TCE", + "level": 18, + "header": 2, + "entries": [ + "{@i 18th-level Rune Knight feature}", + "You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to {@dice 1d10}. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet." + ] + }, + { + "name": "Arcane Archer", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.", + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Archer Lore|Fighter||Arcane Archer|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Shot|Fighter||Arcane Archer|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Shot Options|Fighter||Arcane Archer|XGE|3" + } + ] + }, + { + "name": "Arcane Archer Lore", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you learn magical theory or some of the secrets of nature\u2014typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the {@skill Arcana} or the {@skill Nature} skill, and you choose to learn either the {@spell prestidigitation} or the {@spell druidcraft} cantrip." + ] + }, + { + "name": "Arcane Shot", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see \"Arcane Shot Options\" below).", + "Once per turn when you fire an arrow from a shortbow or longbow as part of the {@action Attack} action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.", + "You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter." + ] + }, + { + "name": "Arcane Shot Options", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.", + "If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:", + { + "type": "abilityDc", + "name": "Arcane Shot", + "attributes": [ + "int" + ] + }, + { + "type": "options", + "count": 2, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Banishing Arrow|XGE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Beguiling Arrow|XGE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Bursting Arrow|XGE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Enfeebling Arrow|XGE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Grasping Arrow|XGE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Piercing Arrow|XGE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Seeking Arrow|XGE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Shadow Arrow|XGE" + } + ] + } + ] + }, + { + "name": "Additional Arcane Shot Option", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 7, + "header": 2, + "entries": [ + "You gain an additional Arcane Shot option of your choice when you reach 7th level." + ] + }, + { + "name": "Curving Shot", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target." + ] + }, + { + "name": "Magic Arrow", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target." + ] + }, + { + "name": "Additional Arcane Shot Option", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "You gain an additional Arcane Shot option of your choice when you reach 10th level." + ] + }, + { + "name": "Additional Arcane Shot Option", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 15, + "header": 2, + "entries": [ + "You gain an additional Arcane Shot option of your choice when you reach 15th level." + ] + }, + { + "name": "Ever-Ready Shot", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it." + ] + }, + { + "name": "Additional Arcane Shot Option", + "source": "XGE", + "page": 28, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Arcane Archer", + "subclassSource": "XGE", + "level": 18, + "header": 2, + "entries": [ + "You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter." + ] + }, + { + "name": "Cavalier", + "source": "XGE", + "page": 30, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Cavalier", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Fighter||Cavalier|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Born to the Saddle|Fighter||Cavalier|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Unwavering Mark|Fighter||Cavalier|XGE|3" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "XGE", + "page": 30, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Cavalier", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill History}, {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice." + ] + }, + { + "name": "Born to the Saddle", + "source": "XGE", + "page": 30, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Cavalier", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not {@condition incapacitated}.", + "Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed." + ] + }, + { + "name": "Unwavering Mark", + "source": "XGE", + "page": 30, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Cavalier", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are {@condition incapacitated} or you die, or if someone else marks the creature.", + "While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.", + "In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.", + "Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Warding Maneuver", + "source": "XGE", + "page": 30, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Cavalier", + "subclassSource": "XGE", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll {@dice 1d8} as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.", + "You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Hold the Line", + "source": "XGE", + "page": 30, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Cavalier", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn." + ] + }, + { + "name": "Ferocious Charger", + "source": "XGE", + "page": 30, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Cavalier", + "subclassSource": "XGE", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked {@condition prone}. You can use this feature only once on each of your turns." + ] + }, + { + "name": "Vigilant Defender", + "source": "XGE", + "page": 30, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Cavalier", + "subclassSource": "XGE", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction." + ] + }, + { + "name": "Samurai", + "source": "XGE", + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Samurai", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Fighter||Samurai|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fighting Spirit|Fighter||Samurai|XGE|3" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "XGE", + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Samurai", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill History}, {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice." + ] + }, + { + "name": "Fighting Spirit", + "source": "XGE", + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Samurai", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.", + "You can use this feature three times, and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Elegant Courtier", + "source": "XGE", + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Samurai", + "subclassSource": "XGE", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma ({@skill Persuasion}) check, you gain a bonus to the check equal to your Wisdom modifier.", + "Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)." + ] + }, + { + "name": "Tireless Spirit", + "source": "XGE", + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Samurai", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use." + ] + }, + { + "name": "Rapid Strike", + "source": "XGE", + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Samurai", + "subclassSource": "XGE", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the {@action Attack} action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn." + ] + }, + { + "name": "Strength before Death", + "source": "XGE", + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Samurai", + "subclassSource": "XGE", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling {@condition unconscious}, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall {@condition unconscious} if you still have 0 hit points.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Protective Field", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "TCE", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 3, + "consumes": { + "name": "Psionic Energy Die" + }, + "entries": [ + "When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force." + ] + }, + { + "name": "Psionic Strike", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "TCE", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 3, + "consumes": { + "name": "Psionic Energy Die" + }, + "entries": [ + "You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier." + ] + }, + { + "name": "Telekinetic Movement", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "TCE", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again." + ] + }, + { + "name": "Psi-Powered Leap", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "TCE", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 7, + "entries": [ + "As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again." + ] + }, + { + "name": "Telekinetic Thrust", + "source": "TCE", + "page": 42, + "className": "Fighter", + "classSource": "TCE", + "subclassShortName": "Psi Warrior", + "subclassSource": "TCE", + "level": 7, + "entries": [ + "When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target {@condition prone} or move it up to 10 feet in any direction horizontally." + ] + }, + { + "name": "Battle Master", + "source": "XPHB", + "page": 93, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Battle Master", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Master Sophisticated Battle Maneuvers}", + "Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.", + { + "type": "refSubclassFeature", + "subclassFeature": "Combat Superiority|Fighter|XPHB|Battle Master|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Student of War|Fighter|XPHB|Battle Master|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Maneuver Options|Fighter|XPHB|Battle Master|XPHB|3" + } + ] + }, + { + "name": "Combat Superiority", + "source": "XPHB", + "page": 93, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Battle Master", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.", + { + "type": "entries", + "name": "Maneuvers", + "entries": [ + "You learn three maneuvers of your choice from the \"{@filter Maneuvers Options|optionalfeatures|feature type=MV:B|source=XPHB}\" section later in this subclass's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.", + "You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one." + ] + }, + { + "type": "entries", + "name": "Superiority Dice", + "entries": [ + "You have four Superiority Dice, which are {@dice d8|d8s}. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.", + "You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total)." + ] + }, + { + "type": "entries", + "name": "Saving Throws", + "entries": [ + "If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and {@variantrule Proficiency|XPHB} Bonus." + ] + } + ] + }, + { + "name": "Maneuver Options", + "source": "XPHB", + "page": 94, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Battle Master", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "The maneuvers are presented here in alphabetical order.", + { + "type": "options", + "count": 3, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Ambush|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Bait and Switch|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Commander's Strike|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Commanding Presence|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Disarming Attack|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Distracting Strike|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Evasive Footwork|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Feinting Attack|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Goading Attack|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Lunging Attack|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Maneuvering Attack|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Menacing Attack|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Parry|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Precision Attack|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Pushing Attack|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Rally|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Riposte|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Sweeping Attack|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Tactical Assessment|XPHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Trip Attack|XPHB" + } + ] + } + ] + }, + { + "name": "Student of War", + "source": "XPHB", + "page": 94, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Battle Master", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You gain proficiency with one type of {@item Artisan's Tools|XPHB} of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1." + ] + }, + { + "name": "Know Your Enemy", + "source": "XPHB", + "page": 94, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Battle Master", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.", + "Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}. You can also restore a use of the feature by expending one Superiority Die (no action required)." + ] + }, + { + "name": "Improved Combat Superiority", + "source": "XPHB", + "page": 94, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Battle Master", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "Your Superiority Die becomes a {@dice d10}." + ] + }, + { + "name": "Relentless", + "source": "XPHB", + "page": 94, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Battle Master", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "Once per turn, when you use a maneuver, you can roll {@dice 1d8} and use the number rolled instead of expending a Superiority Die." + ] + }, + { + "name": "Ultimate Combat Superiority", + "source": "XPHB", + "page": 94, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Battle Master", + "subclassSource": "XPHB", + "level": 18, + "header": 2, + "entries": [ + "Your Superiority Die becomes a {@dice d12}." + ] + }, + { + "name": "Champion", + "source": "XPHB", + "page": 96, + "freeRules2024": true, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Champion", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Pursue Physical Excellence in Combat}", + "A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.", + { + "type": "refSubclassFeature", + "subclassFeature": "Improved Critical|Fighter|XPHB|Champion|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Remarkable Athlete|Fighter|XPHB|Champion|XPHB|3" + } + ] + }, + { + "name": "Improved Critical", + "source": "XPHB", + "page": 96, + "freeRules2024": true, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Champion", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "Your attack rolls with weapons and Unarmed Strikes can score a {@variantrule Critical Hit|XPHB} on a roll of 19 or 20 on the {@dice d20}." + ] + }, + { + "name": "Remarkable Athlete", + "source": "XPHB", + "page": 96, + "freeRules2024": true, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Champion", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "Thanks to your athleticism, you have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls and Strength ({@skill Athletics|XPHB}) checks.", + "In addition, immediately after you score a {@variantrule Critical Hit|XPHB}, you can move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}." + ] + }, + { + "name": "Additional Fighting Style", + "source": "XPHB", + "page": 96, + "freeRules2024": true, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Champion", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "You gain another {@filter Fighting Style feat|feats|category=FS} of your choice." + ] + }, + { + "name": "Heroic Warrior", + "source": "XPHB", + "page": 96, + "freeRules2024": true, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Champion", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "The thrill of battle drives you toward victory. During combat, you can give yourself {@variantrule Heroic Inspiration|XPHB} whenever you start your turn without it." + ] + }, + { + "name": "Superior Critical", + "source": "XPHB", + "page": 96, + "freeRules2024": true, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Champion", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "Your attack rolls with weapons and Unarmed Strikes can now score a {@variantrule Critical Hit|XPHB} on a roll of 18\u201320 on the {@dice d20}." + ] + }, + { + "name": "Survivor", + "source": "XPHB", + "page": 96, + "freeRules2024": true, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Champion", + "subclassSource": "XPHB", + "level": 18, + "header": 2, + "entries": [ + "You attain the pinnacle of resilience in battle, giving you these benefits.", + { + "type": "entries", + "name": "Defy Death", + "entries": [ + "You have {@variantrule Advantage|XPHB} on Death Saving Throws. Moreover, when you roll 18\u201320 on a {@variantrule Death Saving Throw|XPHB}, you gain the benefit of rolling a 20 on it." + ] + }, + { + "type": "entries", + "name": "Heroic Rally", + "entries": [ + "At the start of each of your turns, you regain {@variantrule Hit Points|XPHB} equal to 5 plus your Constitution modifier if you are {@variantrule Bloodied|XPHB} and have at least 1 {@variantrule Hit Points|XPHB|Hit Point}." + ] + } + ] + }, + { + "name": "Eldritch Knight", + "source": "XPHB", + "page": 96, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Support Combat Skills with Arcane Magic}", + "Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.", + { + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Fighter|XPHB|Eldritch Knight|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Weapon Bond|Fighter|XPHB|Eldritch Knight|XPHB|3" + } + ] + }, + { + "name": "Spellcasting", + "source": "XPHB", + "page": 96, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know two cantrips of your choice from the {@filter Wizard spell list|spells|class=Wizard} (see that class's section for its list). {@spell Ray of Frost|XPHB} and {@spell Shocking Grasp|XPHB} are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the {@filter Wizard spell list|spells|class=Wizard}.", + "When you reach Fighter level 10, you learn another Wizard cantrip of your choice." + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Prepared Spells of Level 1+", + "entries": [ + "You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the {@filter Wizard spell list|spells|class=Wizard}. {@spell Burning Hands|XPHB}, {@spell Jump|XPHB}, and {@spell Shield|XPHB} are recommended.", + "The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the {@filter Wizard spell list|spells|class=Wizard} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Changing your Prepared Spells", + "entries": [ + "Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Intelligence is your spellcasting ability for your Wizard spells." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells." + ] + } + ] + } + ] + }, + { + "name": "Weapon Bond", + "source": "XPHB", + "page": 98, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a {@variantrule Short Rest|XPHB}. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.", + "Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the {@condition Incapacitated|XPHB} condition. If it is on the same plane of existence, you can summon that weapon as a {@variantrule Bonus Action|XPHB}, causing it to teleport instantly to your hand.", + "You can have up to two bonded weapons, but you can summon only one at a time with a {@variantrule Bonus Action|XPHB}. If you attempt to bond with a third weapon, you must break the bond with one of the other two." + ] + }, + { + "name": "War Magic", + "source": "XPHB", + "page": 98, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "When you take the {@action Attack|XPHB} action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action." + ] + }, + { + "name": "Eldritch Strike", + "source": "XPHB", + "page": 98, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has {@variantrule Disadvantage|XPHB} on the next saving throw it makes against a spell you cast before the end of your next turn." + ] + }, + { + "name": "Arcane Charge", + "source": "XPHB", + "page": 98, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "When you use your {@variantrule Action|XPHB} Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action." + ] + }, + { + "name": "Improved War Magic", + "source": "XPHB", + "page": 98, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Eldritch Knight", + "subclassSource": "XPHB", + "level": 18, + "header": 2, + "entries": [ + "When you take the {@action Attack|XPHB} action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action." + ] + }, + { + "name": "Psi Warrior", + "source": "XPHB", + "page": 98, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Augment Physical Might with Psionic Power}", + "Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.", + { + "type": "refSubclassFeature", + "subclassFeature": "Psionic Power|Fighter|XPHB|Psi Warrior|XPHB|3" + } + ] + }, + { + "name": "Psionic Power", + "source": "XPHB", + "page": 98, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "XPHB", + "level": 3, + "consumes": { + "name": "Psionic Energy Die" + }, + "entries": [ + "You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.", + { + "type": "table", + "caption": "Psi Warrior Energy Dice", + "colLabels": [ + "Fighter Level", + "Die Size", + "Number" + ], + "colStyles": [ + "col-4 text-center", + "col-4 text-center", + "col-4 text-center" + ], + "rows": [ + [ + "3", + "{@dice D6}", + "4" + ], + [ + "5", + "{@dice D8}", + "6" + ], + [ + "9", + "{@dice D8}", + "8" + ], + [ + "11", + "{@dice D10}", + "8" + ], + [ + "13", + "{@dice D10}", + "10" + ], + [ + "17", + "{@dice D12}", + "12" + ] + ] + }, + "Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.", + "You regain one of your expended Psionic Energy Dice when you finish a {@variantrule Short Rest|XPHB}, and you regain all of them when you finish a {@variantrule Long Rest|XPHB}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Protective Field", + "entries": [ + "When you or another creature you can see within 30 feet of you takes damage, you can take a {@variantrule Reaction|XPHB} to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force." + ] + }, + { + "type": "entries", + "name": "Psionic Strike", + "entries": [ + "You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier." + ] + }, + { + "type": "entries", + "name": "Telekinetic Movement", + "entries": [ + "You can move an object or a creature with your mind. As a {@action Magic|XPHB} action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.", + "Once you take this action, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it." + ] + } + ] + } + ] + }, + { + "name": "Telekinetic Adept", + "source": "XPHB", + "page": 99, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "You have mastered new ways to use your telekinetic abilities, detailed below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Psi-Powered Leap", + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you gain a {@variantrule Fly Speed|XPHB} equal to twice your {@variantrule Speed|XPHB} until the end of the current turn. Once you take this {@variantrule Bonus Action|XPHB}, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it." + ] + }, + { + "type": "entries", + "name": "Telekinetic Thrust", + "entries": [ + "When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw ({@dc 8} plus your Intelligence modifier and {@variantrule Proficiency|XPHB} Bonus). On a failed save, you can give the target the {@condition Prone|XPHB} condition or transport it up to 10 feet horizontally." + ] + } + ] + } + ] + }, + { + "name": "Guarded Mind", + "source": "XPHB", + "page": 99, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "You have {@variantrule Resistance|XPHB} to Psychic damage. Moreover, if you start your turn with the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions." + ] + }, + { + "name": "Bulwark of Force", + "source": "XPHB", + "page": 99, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "You can shield yourself and others with telekinetic force. As a {@variantrule Bonus Action|XPHB}, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has {@variantrule Cover|XPHB|Half Cover} for 1 minute or until you have the {@condition Incapacitated|XPHB} condition.", + "Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it." + ] + }, + { + "name": "Telekinetic Master", + "source": "XPHB", + "page": 99, + "className": "Fighter", + "classSource": "XPHB", + "subclassShortName": "Psi Warrior", + "subclassSource": "XPHB", + "level": 18, + "header": 2, + "entries": [ + "You always have the {@spell Telekinesis|XPHB} spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain {@status Concentration|XPHB} on it, including the turn when you cast it, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}.", + "Once you cast the spell with this feature, you can't do so in this way again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-monk.json b/src/ttfrog/five_e_tools/sources/class/class-monk.json new file mode 100644 index 0000000..b5a5803 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-monk.json @@ -0,0 +1,4516 @@ +{ + "_meta": { + "internalCopies": [ + "subclass" + ] + }, + "class": [ + { + "name": "Monk", + "source": "PHB", + "page": 76, + "srd": true, + "reprintedAs": [ + "Monk|XPHB" + ], + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "str", + "dex" + ], + "startingProficiencies": { + "weapons": [ + "simple", + "{@item shortsword|phb|shortswords}" + ], + "tools": [ + "any one type of {@item artisan's tools|PHB} or any one {@item musical instrument|PHB} of your choice" + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + }, + { + "anyMusicalInstrument": 1 + } + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics", + "history", + "insight", + "religion", + "stealth" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item shortsword|phb} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}", + "10 {@item dart|phb|darts}" + ], + "goldAlternative": "{@dice 5d4|5d4|Starting Gold}", + "defaultData": [ + { + "a": [ + "shortsword|phb" + ], + "b": [ + { + "equipmentType": "weaponSimple" + } + ] + }, + { + "a": [ + "dungeoneer's pack|phb" + ], + "b": [ + "explorer's pack|phb" + ] + }, + { + "_": [ + { + "item": "dart|phb", + "quantity": 10 + } + ] + } + ] + }, + "multiclassing": { + "requirements": { + "dex": 13, + "wis": 13 + }, + "proficienciesGained": { + "weapons": [ + "simple", + "{@item shortsword|phb|shortswords}" + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Martial Arts", + "Ki Points", + "Unarmored Movement" + ], + "rows": [ + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ], + "rollable": true + }, + 0, + { + "type": "bonusSpeed", + "value": 0 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ], + "rollable": true + }, + 2, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ], + "rollable": true + }, + 3, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ], + "rollable": true + }, + 4, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + }, + 5, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + }, + 6, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + }, + 7, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + }, + 8, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + }, + 9, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + }, + 10, + { + "type": "bonusSpeed", + "value": 20 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ], + "rollable": true + }, + 11, + { + "type": "bonusSpeed", + "value": 20 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ], + "rollable": true + }, + 12, + { + "type": "bonusSpeed", + "value": 20 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ], + "rollable": true + }, + 13, + { + "type": "bonusSpeed", + "value": 20 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ], + "rollable": true + }, + 14, + { + "type": "bonusSpeed", + "value": 25 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ], + "rollable": true + }, + 15, + { + "type": "bonusSpeed", + "value": 25 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ], + "rollable": true + }, + 16, + { + "type": "bonusSpeed", + "value": 25 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ], + "rollable": true + }, + 17, + { + "type": "bonusSpeed", + "value": 25 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ], + "rollable": true + }, + 18, + { + "type": "bonusSpeed", + "value": 30 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ], + "rollable": true + }, + 19, + { + "type": "bonusSpeed", + "value": 30 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ], + "rollable": true + }, + 20, + { + "type": "bonusSpeed", + "value": 30 + } + ] + ] + } + ], + "classFeatures": [ + "Unarmored Defense|Monk||1", + "Martial Arts|Monk||1", + "Ki|Monk||2", + "Dedicated Weapon|Monk||2|TCE", + "Unarmored Movement|Monk||2", + "Deflect Missiles|Monk||3", + { + "classFeature": "Monastic Tradition|Monk||3", + "gainSubclassFeature": true + }, + "Ki-Fueled Attack|Monk||3|TCE", + "Ability Score Improvement|Monk||4", + "Slow Fall|Monk||4", + "Quickened Healing|Monk||4|TCE", + "Extra Attack|Monk||5", + "Stunning Strike|Monk||5", + "Focused Aim|Monk||5|TCE", + "Ki-Empowered Strikes|Monk||6", + { + "classFeature": "Monastic Tradition feature|Monk||6", + "gainSubclassFeature": true + }, + "Evasion|Monk||7", + "Stillness of Mind|Monk||7", + "Ability Score Improvement|Monk||8", + "Unarmored Movement improvement|Monk||9", + "Purity of Body|Monk||10", + { + "classFeature": "Monastic Tradition feature|Monk||11", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Monk||12", + "Tongue of the Sun and Moon|Monk||13", + "Diamond Soul|Monk||14", + "Timeless Body|Monk||15", + "Ability Score Improvement|Monk||16", + { + "classFeature": "Monastic Tradition feature|Monk||17", + "gainSubclassFeature": true + }, + "Empty Body|Monk||18", + "Ability Score Improvement|Monk||19", + "Perfect Self|Monk||20" + ], + "subclassTitle": "Monastic Tradition", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Monk", + "source": "XPHB", + "page": 100, + "edition": "one", + "primaryAbility": [ + { + "dex": true, + "wis": true + } + ], + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "str", + "dex" + ], + "startingProficiencies": { + "weapons": [ + "simple", + "Martial weapons that have the {@filter Light|items|type=martial weapon|property=light} property" + ], + "weaponProficiencies": [ + { + "simple": true, + "all": { + "fromFilter": "type=martial weapon|property=light" + } + } + ], + "tools": [ + "Choose one type of {@item Artisan's Tools|XPHB} or {@item Musical Instrument|XPHB}" + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + }, + { + "anyMusicalInstrument": 1 + } + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics", + "history", + "insight", + "religion", + "stealth" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "entries": [ + "{@i Choose A or B:} (A) {@item Spear|XPHB}, 5 {@item Dagger|XPHB|Daggers}, {@item Artisan's Tools|XPHB} or {@item Musical Instrument|XPHB} chosen for the tool proficiency above, {@item Explorer's Pack|XPHB}, and 11 GP; or (B) 50 GP" + ], + "defaultData": [ + { + "A": [ + { + "item": "spear|xphb" + }, + { + "item": "dagger|xphb", + "quantity": 5 + }, + { + "equipmentTypes": [ + "instrumentMusical", + "toolArtisan" + ] + }, + { + "item": "explorer's pack|xphb" + }, + { + "value": 1100 + } + ], + "B": [ + { + "value": 5000 + } + ] + } + ] + }, + "multiclassing": {}, + "classTableGroups": [ + { + "colLabels": [ + "Martial Arts", + "Focus Points", + "Unarmored Movement" + ], + "rows": [ + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + }, + 0, + { + "type": "bonusSpeed", + "value": 0 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + }, + 2, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + }, + 3, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + }, + 4, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ], + "rollable": true + }, + 5, + { + "type": "bonusSpeed", + "value": 10 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ], + "rollable": true + }, + 6, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ], + "rollable": true + }, + 7, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ], + "rollable": true + }, + 8, + { + "type": "bonusSpeed", + "value": 15 + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } 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Shadow|Monk|XPHB|Shadow|XPHB|3", + "Shadow Step|Monk|XPHB|Shadow|XPHB|6", + "Improved Shadow Step|Monk|XPHB|Shadow|XPHB|11", + "Cloak of Shadows|Monk|XPHB|Shadow|XPHB|17" + ], + "hasFluffImages": true + }, + { + "name": "Warrior of the Elements", + "shortName": "Elements", + "source": "XPHB", + "className": "Monk", + "classSource": "XPHB", + "page": 106, + "edition": "one", + "additionalSpells": [ + { + "known": { + "3": [ + "elementalism|xphb#c" + ] + }, + "ability": "wis" + } + ], + "subclassFeatures": [ + "Warrior of the Elements|Monk|XPHB|Elements|XPHB|3", + "Elemental Burst|Monk|XPHB|Elements|XPHB|6", + "Stride of the Elements|Monk|XPHB|Elements|XPHB|11", + "Elemental Epitome|Monk|XPHB|Elements|XPHB|17" + ], + "hasFluffImages": true + }, + { + "name": "Warrior of the Open Hand", + "shortName": "Open Hand", + "source": "XPHB", + "className": "Monk", + "classSource": "XPHB", + "page": 107, + "edition": "one", + "subclassFeatures": [ + "Warrior of the Open Hand|Monk|XPHB|Open Hand|XPHB|3", + "Wholeness of Body|Monk|XPHB|Open Hand|XPHB|6", + "Fleet Step|Monk|XPHB|Open Hand|XPHB|11", + "Quivering Palm|Monk|XPHB|Open Hand|XPHB|17" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Martial Arts", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 1, + "entries": [ + "Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are {@item shortsword|phb|shortswords} and any {@filter simple melee weapons that don't have the two-handed or heavy property|items|source=phb|category=basic|type=simple weapon;melee weapon=sand|property=!heavy;!two-handed}.", + "You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a {@item shield|phb}.", + { + "type": "list", + "items": [ + "You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.", + "You can roll a {@dice d4} in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.", + "When you use the {@action Attack} action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the {@action Attack} action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn." + ] + }, + "Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama)." + ] + }, + { + "name": "Unarmored Defense", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 1, + "entries": [ + "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier." + ] + }, + { + "name": "Dedicated Weapon", + "source": "TCE", + "page": 48, + "className": "Monk", + "classSource": "PHB", + "level": 2, + "isClassFeatureVariant": true, + "entries": [ + "{@i 2nd-level monk {@variantrule optional class features|tce|optional feature}}", + "You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.", + "The chosen weapon must meet these criteria:", + { + "type": "list", + "items": [ + "The weapon must be a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon|property=!heavy;!special}.", + "You must be proficient with it.", + "It must lack the heavy and special properties." + ] + } + ] + }, + { + "name": "Flurry of Blows", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "Immediately after you take the {@action Attack} action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action." + ] + }, + { + "name": "Ki", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 2, + "entries": [ + "Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.", + "You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.", + "When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:", + { + "type": "abilityDc", + "name": "Ki", + "attributes": [ + "wis" + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "refClassFeature", + "classFeature": "Flurry of Blows|Monk||2" + }, + { + "type": "refClassFeature", + "classFeature": "Patient Defense|Monk||2" + }, + { + "type": "refClassFeature", + "classFeature": "Step of the Wind|Monk||2" + } + ] + } + ] + }, + { + "name": "Patient Defense", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "You can spend 1 ki point to take the {@action Dodge} action as a bonus action on your turn." + ] + }, + { + "name": "Step of the Wind", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 2, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "You can spend 1 ki point to take the {@action Disengage} or {@action Dash} action as a bonus action on your turn, and your jump distance is doubled for the turn." + ] + }, + { + "name": "Unarmored Movement", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 2, + "entries": [ + "Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.", + "At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move." + ] + }, + { + "name": "Deflect Missiles", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 3, + "entries": [ + "Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by {@dice 1d10} + your Dexterity modifier + your monk level.", + "If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack." + ] + }, + { + "name": "Ki-Fueled Attack", + "source": "TCE", + "page": 48, + "className": "Monk", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level monk {@variantrule optional class features|tce|optional feature}}", + "If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn." + ] + }, + { + "name": "Monastic Tradition", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 3, + "entries": [ + "When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Quickened Healing", + "source": "TCE", + "page": 48, + "className": "Monk", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "consumes": { + "name": "Ki", + "amount": 2 + }, + "entries": [ + "{@i 4th-level monk {@variantrule optional class features|tce|optional feature}}", + "As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus." + ] + }, + { + "name": "Slow Fall", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 4, + "entries": [ + "Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level." + ] + }, + { + "name": "Extra Attack", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Focused Aim", + "source": "TCE", + "page": 48, + "className": "Monk", + "classSource": "PHB", + "level": 5, + "isClassFeatureVariant": true, + "entries": [ + "{@i 5th-level monk {@variantrule optional class features|tce|optional feature}}", + "When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit." + ] + }, + { + "name": "Stunning Strike", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 5, + "consumes": { + "name": "Ki", + "amount": 1 + }, + "entries": [ + "Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be {@condition stunned} until the end of your next turn." + ] + }, + { + "name": "Ki-Empowered Strikes", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 6, + "entries": [ + "Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ] + }, + { + "name": "Monastic Tradition feature", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you gain one feature granted by your Monastic Tradition." + ] + }, + { + "name": "Evasion", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 7, + "entries": [ + "At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a {@spell fireball} spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail." + ] + }, + { + "name": "Stillness of Mind", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 7, + "entries": [ + "Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be {@condition charmed} or {@condition frightened}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Unarmored Movement improvement", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 9, + "entries": [ + "At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move." + ] + }, + { + "name": "Purity of Body", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 10, + "entries": [ + "At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison." + ] + }, + { + "name": "Monastic Tradition feature", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 11, + "entries": [ + "At 11th level, you gain one feature granted by your Monastic Tradition." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Tongue of the Sun and Moon", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 13, + "entries": [ + "Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say." + ] + }, + { + "name": "Diamond Soul", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 14, + "consumes": { + "name": "Ki", + "amount": 1 + }, + "entries": [ + "Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.", + "Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result." + ] + }, + { + "name": "Timeless Body", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 15, + "entries": [ + "At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Monastic Tradition feature", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 17, + "entries": [ + "At 17th level, you gain one feature granted by your Monastic Tradition." + ] + }, + { + "name": "Empty Body", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 18, + "consumes": { + "name": "Ki", + "amount": 4 + }, + "entries": [ + "Beginning at 18th level, you can use your action to spend 4 ki points to become {@condition invisible} for 1 minute. During that time, you also have resistance to all damage but force damage.", + "Additionally, you can spend 8 ki points to cast the {@spell astral projection} spell, without needing material components. When you do so, you can't take any other creatures with you." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Perfect Self", + "source": "PHB", + "page": 76, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points." + ] + }, + { + "name": "Martial Arts", + "source": "XPHB", + "page": 101, + "className": "Monk", + "classSource": "XPHB", + "level": 1, + "entries": [ + "Your practice of martial arts gives you mastery of combat styles that use your {@variantrule Unarmed Strike|XPHB} and Monk weapons, which are the following:", + { + "type": "list", + "items": [ + "{@filter Simple Melee Weapons|items|type=simple weapon;melee weapon=sand}", + "{@filter Martial Melee Weapons that have the Light property|items|type=martial weapon;melee weapon=sand|property=light}" + ] + }, + "You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a {@item Shield|XPHB}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bonus Unarmed Strike", + "entries": [ + "You can make an {@variantrule Unarmed Strike|XPHB} as a {@variantrule Bonus Action|XPHB}." + ] + }, + { + "type": "entries", + "name": "Martial Arts Die", + "entries": [ + "You can roll {@dice 1d6} in place of the normal damage of your {@variantrule Unarmed Strike|XPHB} or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table." + ] + }, + { + "type": "entries", + "name": "Dexterous Attacks", + "entries": [ + "You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your {@variantrule Unarmed Strike|XPHB}, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC." + ] + } + ] + } + ] + }, + { + "name": "Unarmored Defense", + "source": "XPHB", + "page": 101, + "className": "Monk", + "classSource": "XPHB", + "level": 1, + "entries": [ + "While you aren't wearing armor or wielding a {@item Shield|XPHB}, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Wisdom modifiers." + ] + }, + { + "name": "Monk's Focus", + "source": "XPHB", + "page": 101, + "className": "Monk", + "classSource": "XPHB", + "level": 2, + "entries": [ + "Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.", + "You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.", + "When you expend a Focus Point, it is unavailable until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, at the end of which you regain all your expended points.", + "Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and {@variantrule Proficiency|XPHB} Bonus.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Flurry of Blows", + "entries": [ + "You can expend 1 Focus Point to make two Unarmed Strikes as a {@variantrule Bonus Action|XPHB}." + ] + }, + { + "type": "entries", + "name": "Patient Defense", + "entries": [ + "You can take the {@action Disengage|XPHB} action as a {@variantrule Bonus Action|XPHB}. Alternatively, you can expend 1 Focus Point to take both the {@action Disengage|XPHB} and the {@action Dodge|XPHB} actions as a {@variantrule Bonus Action|XPHB}." + ] + }, + { + "type": "entries", + "name": "Step of the Wind", + "entries": [ + "You can take the {@action Dash|XPHB} action as a {@variantrule Bonus Action|XPHB}. Alternatively, you can expend 1 Focus Point to take both the {@action Disengage|XPHB} and {@action Dash|XPHB} actions as a {@variantrule Bonus Action|XPHB}, and your jump distance is doubled for the turn." + ] + } + ] + } + ] + }, + { + "name": "Unarmored Movement", + "source": "XPHB", + "page": 102, + "className": "Monk", + "classSource": "XPHB", + "level": 2, + "entries": [ + "Your speed increases by 10 feet while you aren't wearing armor or wielding a {@item Shield|XPHB}. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table." + ] + }, + { + "name": "Uncanny Metabolism", + "source": "XPHB", + "page": 102, + "className": "Monk", + "classSource": "XPHB", + "level": 2, + "entries": [ + "When you roll {@variantrule Initiative|XPHB}, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of {@variantrule Hit Points|XPHB} equal to your Monk level plus the number rolled.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Deflect Attacks", + "source": "XPHB", + "page": 102, + "className": "Monk", + "classSource": "XPHB", + "level": 3, + "entries": [ + "When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a {@variantrule Reaction|XPHB} to reduce the attack's total damage against you. The reduction equals {@dice 1d10} plus your Dexterity modifier and Monk level.", + "If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind {@variantrule Cover|XPHB|Total Cover} if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack." + ] + }, + { + "name": "Monk Subclass", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16." + ] + }, + { + "name": "Slow Fall", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You can take a {@variantrule Reaction|XPHB} when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level." + ] + }, + { + "name": "Extra Attack", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 5, + "entries": [ + "You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn." + ] + }, + { + "name": "Stunning Strike", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 5, + "entries": [ + "Once per turn when you hit a creature with a Monk weapon or an {@variantrule Unarmed Strike|XPHB}, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the {@condition Stunned|XPHB} condition until the start of your next turn. On a successful save, the target's {@variantrule Speed|XPHB} is halved until the start of your next turn, and the next attack roll made against the target before then has {@variantrule Advantage|XPHB}." + ] + }, + { + "name": "Empowered Strikes", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 6, + "entries": [ + "Whenever you deal damage with your {@variantrule Unarmed Strike|XPHB}, it can deal your choice of Force damage or its normal damage type." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You gain a feature from your Monk subclass." + ] + }, + { + "name": "Evasion", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 7, + "entries": [ + "When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.", + "You don't benefit from this feature if you have the {@condition Incapacitated|XPHB} condition." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Acrobatic Movement", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 9, + "entries": [ + "While you aren't wearing armor or wielding a {@item Shield|XPHB}, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement." + ] + }, + { + "name": "Heightened Focus", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 10, + "entries": [ + "Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.", + { + "type": "entries", + "name": "", + "entries": [ + { + "type": "entries", + "name": "Flurry of Blows", + "entries": [ + "You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two." + ] + }, + { + "type": "entries", + "name": "Patient Defense", + "entries": [ + "When you expend a Focus Point to use Patient Defense, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to two rolls of your Martial Arts die." + ] + }, + { + "type": "entries", + "name": "Step of the Wind", + "entries": [ + "When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}." + ] + } + ] + } + ] + }, + { + "name": "Self-Restoration", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 10, + "entries": [ + "Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: {@condition Charmed|XPHB}, {@condition Frightened|XPHB}, or {@condition Poisoned|XPHB}.", + "In addition, forgoing food and drink doesn't give you levels of {@condition Exhaustion|XPHB}." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 11, + "entries": [ + "You gain a feature from your Monk subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Deflect Energy", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 13, + "entries": [ + "You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing." + ] + }, + { + "name": "Disciplined Survivor", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 14, + "entries": [ + "Your physical and mental discipline grant you proficiency in all saving throws.", + "Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll." + ] + }, + { + "name": "Perfect Focus", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 15, + "entries": [ + "When you roll {@variantrule Initiative|XPHB} and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 17, + "entries": [ + "You gain a feature from your Monk subclass." + ] + }, + { + "name": "Superior Defense", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 18, + "entries": [ + "At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the {@condition Incapacitated|XPHB} condition. During that time, you have {@variantrule Resistance|XPHB} to all damage except Force damage." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Irresistible Offense|XPHB} is recommended." + ] + }, + { + "name": "Body and Mind", + "source": "XPHB", + "page": 103, + "className": "Monk", + "classSource": "XPHB", + "level": 20, + "entries": [ + "You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25." + ] + } + ], + "subclassFeature": [ + { + "name": "Way of the Ascendant Dragon", + "source": "FTD", + "page": 13, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Ascendant Dragon", + "subclassSource": "FTD", + "level": 3, + "entries": [ + "The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.", + "As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.", + { + "type": "table", + "caption": "Ascendant Dragon Origin", + "colLabels": [ + "d6", + "Origin" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "You honed your abilities by aligning your spirit with a dragon's world-altering power." + ], + [ + "2", + "A dragon personally took an active role in shaping your inner energy." + ], + [ + "3", + "You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god." + ], + [ + "4", + "You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic." + ], + [ + "5", + "You found a scroll written in Draconic that contained inspiring new techniques." + ], + [ + "6", + "After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons." + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Draconic Disciple|Monk||Ascendant Dragon|FTD|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Breath of the Dragon|Monk||Ascendant Dragon|FTD|3" + } + ] + }, + { + "name": "Breath of the Dragon", + "source": "FTD", + "page": 13, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Ascendant Dragon", + "subclassSource": "FTD", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Way of the Ascendant Dragon feature}", + "You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the {@action Attack} action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.", + "At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again." + ] + }, + { + "name": "Draconic Disciple", + "source": "FTD", + "page": 13, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Ascendant Dragon", + "subclassSource": "FTD", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Way of the Ascendant Dragon feature}", + "You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Draconic Presence", + "entry": "If you fail a Charisma ({@skill Intimidation}) or Charisma ({@skill Persuasion}) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest." + }, + { + "type": "item", + "name": "Draconic Strike", + "entry": "When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison." + }, + { + "type": "item", + "name": "Tongue of Dragons", + "entry": "You learn to speak, read, and write {@language Draconic} or one other language of your choice." + } + ] + } + ] + }, + { + "name": "Wings Unfurled", + "source": "FTD", + "page": 13, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Ascendant Dragon", + "subclassSource": "FTD", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Way of the Ascendant Dragon feature}", + "When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Aspect of the Wyrm", + "source": "FTD", + "page": 13, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Ascendant Dragon", + "subclassSource": "FTD", + "level": 11, + "header": 2, + "entries": [ + "{@i 11th-level Way of the Ascendant Dragon feature}", + "The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Frightful Presence", + "entry": "When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become {@condition frightened} of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save." + }, + { + "type": "item", + "name": "Resistance", + "entry": "Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage." + } + ] + }, + "Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again." + ] + }, + { + "name": "Ascendant Aspect", + "source": "FTD", + "page": 13, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Ascendant Dragon", + "subclassSource": "FTD", + "level": 17, + "header": 2, + "entries": [ + "{@i 17th-level Way of the Ascendant Dragon feature}", + "Your draconic spirit reaches its peak. You gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Augment Breath", + "entry": "When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one." + }, + { + "type": "item", + "name": "Blindsight", + "entry": "You gain {@sense blindsight} out to 10 feet. Within that range, you can effectively see anything that isn't behind {@quickref Cover||3||total cover}, even if you're {@condition blinded} or in darkness. Moreover, you can see an {@condition invisible} creature within that range, unless the creature successfully hides from you." + }, + { + "type": "item", + "name": "Explosive Fury", + "entry": "When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take {@damage 3d10} acid, cold, fire, lightning, or poison damage (your choice)." + } + ] + } + ] + }, + { + "name": "Way of the Four Elements", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Four Elements", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.", + "Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.", + { + "type": "refSubclassFeature", + "subclassFeature": "Disciple of the Elements|Monk||Four Elements||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Elemental Disciplines|Monk||Four Elements||3" + } + ] + }, + { + "name": "Disciple of the Elements", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Four Elements", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.", + "You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.", + "Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.", + { + "type": "entries", + "name": "Casting Elemental Spells", + "entries": [ + "Some elemental disciplines allow you to cast spells. See {@book chapter 10|PHB|10} of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.", + "Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as {@spell burning hands} does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast {@spell burning hands}, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).", + "The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.", + { + "type": "table", + "caption": "Spells and Ki Points", + "colLabels": [ + "Monk Levels", + "Maximum Ki Points for a Spell" + ], + "colStyles": [ + "col-5 text-center", + "col-7 text-center" + ], + "rows": [ + [ + "5th-8th", + 3 + ], + [ + "9th-12th", + 4 + ], + [ + "13th-16th", + 5 + ], + [ + "17th-20th", + 6 + ] + ] + } + ] + } + ] + }, + { + "name": "Elemental Disciplines", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Four Elements", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.", + { + "type": "options", + "count": 2, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Breath of Winter", + "name": "Breath of Winter (17th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Clench of the North Wind", + "name": "Clench of the North Wind (6th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Elemental Attunement", + "data": { + "isRequiredOption": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Eternal Mountain Defense", + "name": "Eternal Mountain Defense (17th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Fangs of the Fire Snake" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Fist of Four Thunders" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Unbroken Air" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Flames of the Phoenix", + "name": "Flames of the Phoenix (11th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Gong of the Summit", + "name": "Gong of the Summit (6th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mist Stance", + "name": "Mist Stance (11th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Ride the Wind", + "name": "Ride the Wind (11th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "River of Hungry Flame", + "name": "River of Hungry Flame (17th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Rush of the Gale Spirits" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Shape the Flowing River" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Sweeping Cinder Strike" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Water Whip" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Wave of Rolling Earth", + "name": "Wave of Rolling Earth (17th Level Required)" + } + ] + } + ] + }, + { + "name": "Extra Elemental Discipline", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Four Elements", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement.", + "Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline." + ] + }, + { + "name": "Extra Elemental Discipline", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Four Elements", + "subclassSource": "PHB", + "level": 11, + "header": 2, + "entries": [ + "You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement.", + "Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline." + ] + }, + { + "name": "Extra Elemental Discipline", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Four Elements", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.", + "Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline." + ] + }, + { + "name": "Way of the Open Hand", + "source": "PHB", + "page": 79, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Open Hand", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "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.", + { + "type": "refSubclassFeature", + "subclassFeature": "Open Hand Technique|Monk||Open Hand||3" + } + ] + }, + { + "name": "Open Hand Technique", + "source": "PHB", + "page": 79, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Open Hand", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.", + { + "type": "list", + "items": [ + "It must succeed on a Dexterity saving throw or be knocked {@condition prone}.", + "It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.", + "It can't take reactions until the end of your next turn." + ] + } + ] + }, + { + "name": "Wholeness of Body", + "source": "PHB", + "page": 79, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Open Hand", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again." + ] + }, + { + "name": "Tranquility", + "source": "PHB", + "page": 79, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Open Hand", + "subclassSource": "PHB", + "level": 11, + "header": 2, + "entries": [ + "Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a {@spell sanctuary} spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus." + ] + }, + { + "name": "Quivering Palm", + "source": "PHB", + "page": 79, + "srd": true, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Open Hand", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 3 + }, + "entries": [ + "You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes {@damage 10d10} necrotic damage.", + "You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action." + ] + }, + { + "name": "Way of Shadow", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "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' 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.", + { + "type": "refSubclassFeature", + "subclassFeature": "Shadow Arts|Monk||Shadow||3" + } + ] + }, + { + "name": "Shadow Arts", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Ki", + "amount": 2 + }, + "entries": [ + "You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast {@spell darkness}, {@spell darkvision}, {@spell pass without trace}, or {@spell silence}, without providing material components. Additionally, you gain the {@spell minor illusion} cantrip if you don't already know it." + ] + }, + { + "name": "Shadow Step", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn." + ] + }, + { + "name": "Cloak of Shadows", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "PHB", + "level": 11, + "header": 2, + "entries": [ + "By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become {@condition invisible}. You remain {@condition invisible} until you make an attack, cast a spell, or are in an area of bright light." + ] + }, + { + "name": "Opportunist", + "source": "PHB", + "page": 80, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature." + ] + }, + { + "name": "Way of the Long Death", + "source": "SCAG", + "page": 130, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Long Death", + "subclassSource": "SCAG", + "level": 3, + "entries": [ + "Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.", + { + "type": "refSubclassFeature", + "subclassFeature": "Touch of Death|Monk||Long Death|SCAG|3" + } + ] + }, + { + "name": "Touch of Death", + "source": "SCAG", + "page": 130, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Long Death", + "subclassSource": "SCAG", + "level": 3, + "header": 1, + "entries": [ + "Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)." + ] + }, + { + "name": "Hour of Reaping", + "source": "SCAG", + "page": 130, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Long Death", + "subclassSource": "SCAG", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be {@condition frightened} of you until the end of your next turn." + ] + }, + { + "name": "Mastery of Death", + "source": "SCAG", + "page": 130, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Long Death", + "subclassSource": "SCAG", + "level": 11, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead." + ] + }, + { + "name": "Touch of the Long Death", + "source": "SCAG", + "page": 130, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Long Death", + "subclassSource": "SCAG", + "level": 17, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes {@damage 2d10} necrotic damage per ki point spent on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Way of the Astral Self", + "source": "TCE", + "page": 50, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Astral Self", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.", + { + "type": "refSubclassFeature", + "subclassFeature": "Forms of Your Astral Self|Monk||Astral Self|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arms of the Astral Self|Monk||Astral Self|TCE|3" + } + ] + }, + { + "name": "Arms of the Astral Self", + "source": "TCE", + "page": 50, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Astral Self", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "consumes": { + "name": "Ki" + }, + "entries": [ + "{@i 3rd-level Way of the Astral Self feature}", + "Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.", + "For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are {@condition incapacitated} or die.", + "While the spectral arms are present, you gain the following benefits:", + { + "type": "list", + "items": [ + "You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.", + "You can use the spectral arms to make unarmed strikes.", + "When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.", + "The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force." + ] + } + ] + }, + { + "name": "Forms of Your Astral Self", + "source": "TCE", + "page": 50, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Astral Self", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "type": "inset", + "entries": [ + "The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.", + "When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self." + ] + }, + { + "name": "Visage of the Astral Self", + "source": "TCE", + "page": 50, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Astral Self", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "{@i 6th-level Way of the Astral Self feature}", + "You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are {@condition incapacitated} or die.", + "The spectral visage covers your face like a helmet or mask. You determine its appearance.", + "While the spectral visage is present, you gain the following benefits.", + { + "type": "entries", + "name": "Astral Sight", + "entries": [ + "You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet." + ] + }, + { + "type": "entries", + "name": "Wisdom of the Spirit", + "entries": [ + "You have advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Intimidation}) checks." + ] + }, + { + "type": "entries", + "name": "Word of the Spirit", + "entries": [ + "When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you." + ] + } + ] + }, + { + "name": "Body of the Astral Self", + "source": "TCE", + "page": 50, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Astral Self", + "subclassSource": "TCE", + "level": 11, + "header": 2, + "entries": [ + "{@i 11th-level Way of the Astral Self feature}", + "When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.", + "While the spectral body is present, you gain the following benefits.", + { + "type": "entries", + "name": "Deflect Energy", + "entries": [ + "When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by {@dice 1d10} + your Wisdom modifier (minimum reduction of 1)." + ] + }, + { + "type": "entries", + "name": "Empowered Arms", + "entries": [ + "Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die." + ] + } + ] + }, + { + "name": "Awakened Astral Self", + "source": "TCE", + "page": 50, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Astral Self", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 5 + }, + "entries": [ + "{@i 17th-level Way of the Astral Self feature}", + "Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are {@condition incapacitated} or die.", + "While your astral self is awakened, you gain the following benefits.", + { + "type": "entries", + "name": "Armor of the Spirit", + "entries": [ + "You gain a +2 bonus to Armor Class." + ] + }, + { + "type": "entries", + "name": "Astral Barrage", + "entries": [ + "Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms." + ] + } + ] + }, + { + "name": "Way of Mercy", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.", + "Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.", + "The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.", + { + "type": "refSubclassFeature", + "subclassFeature": "Implements of Mercy|Monk||Mercy|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hand of Healing|Monk||Mercy|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hand of Harm|Monk||Mercy|TCE|3" + } + ] + }, + { + "name": "Hand of Harm", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "consumes": { + "name": "Ki" + }, + "entries": [ + "{@i 3rd-level Way of Mercy feature}", + "You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn." + ] + }, + { + "name": "Hand of Healing", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "consumes": { + "name": "Ki" + }, + "entries": [ + "{@i 3rd-level Way of Mercy feature}", + "Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.", + "When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing." + ] + }, + { + "name": "Implements of Mercy", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Way of Mercy feature}", + "You gain proficiency in the {@skill Insight} and {@skill Medicine} skills, and you gain proficiency with the {@item herbalism kit|PHB}.", + "You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.", + { + "type": "table", + "caption": "Merciful Mask", + "colLabels": [ + "d6", + "Mask Appearance" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Raven" + ], + [ + "2", + "Blank and white" + ], + [ + "3", + "Crying visage" + ], + [ + "4", + "Laughing visage" + ], + [ + "5", + "Skull" + ], + [ + "6", + "Butterfly" + ] + ] + } + ] + }, + { + "name": "Physician's Touch", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Way of Mercy feature}", + "You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.", + "When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}.", + "When you use Hand of Harm on a creature, you can subject that creature to the {@condition poisoned} condition until the end of your next turn." + ] + }, + { + "name": "Flurry of Healing and Harm", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 11, + "header": 2, + "entries": [ + "{@i 11th-level Way of Mercy feature}", + "You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.", + "In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn." + ] + }, + { + "name": "Hand of Ultimate Mercy", + "source": "TCE", + "page": 49, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Mercy", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 5 + }, + "entries": [ + "{@i 17th-level Way of Mercy feature}", + "Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to {@dice 4d10} + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, and {@condition stunned}.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Way of the Cobalt Soul", + "source": "TDCSR", + "page": 173, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 3, + "header": 1, + "entries": [ + "Driven by the pursuit of knowledge and its scholars' worship of {@deity The Knowing Mentor|Exandria|TDCSR}, the {@book Library of the Cobalt Soul|TDCSR|2|Library of the Cobalt Soul} is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the {@book Cobalt Soul's|TDCSR|2|Library of the Cobalt Soul} cause. To become a member of the {@book Cobalt Soul|TDCSR|2|Library of the Cobalt Soul} is to give oneself over to a quest dedicated to unveiling life's mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.", + "The monks of the {@book Cobalt Soul|TDCSR|2|Library of the Cobalt Soul} are the embodiment of the maxim: \"Know your enemy.\" Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes' mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.", + { + "type": "refSubclassFeature", + "subclassFeature": "Extract Aspects|Monk|PHB|Cobalt Soul|TDCSR|3" + } + ] + }, + { + "name": "Extract Aspects", + "source": "TDCSR", + "page": 173, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. This benefit lasts until you finish a {@quickref resting|PHB|2|0|short or long rest}.", + "Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities." + ] + }, + { + "name": "Extort Truth", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma {@quickref saving throws|PHB|2|1|saving throw}. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with {@quickref Advantage and Disadvantage|PHB|2|0|advantage} for up to 10 minutes. You know if it succeeded or failed on its {@quickref saving throws|PHB|2|1|saving throw}.", + "An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.", + "If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit." + ] + }, + { + "name": "Mystical Erudition", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "Also by 6th level, you have extensively studied the history and lore within the archives of the {@book Cobalt Soul|TDCSR|2|Library of the Cobalt Soul}. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, or {@skill Religion}. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency." + ] + }, + { + "name": "Mind of Mercury", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 11, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect." + ] + }, + { + "name": "Mystical Erudition (11th Level)", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 11, + "header": 2, + "entries": [ + "You gain an additional language and an additional skill proficiency from the list: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, or {@skill Religion}\u2014(or you can double the bonus of an existing proficiency from the list) at 11th level." + ] + }, + { + "name": "Debilitating Barrage", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 17, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 3 + }, + "entries": [ + "Upon reaching 17th level, you've gained the knowledge to manipulate a creature's ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.", + "If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours." + ] + }, + { + "name": "Mystical Erudition (17th Level)", + "source": "TDCSR", + "page": 174, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Cobalt Soul", + "subclassSource": "TDCSR", + "level": 17, + "header": 2, + "entries": [ + "You gain an additional language and an additional skill proficiency from the list: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, or {@skill Religion}\u2014(or you can double the bonus of an existing proficiency from the list) at 17th level." + ] + }, + { + "name": "Way of the Drunken Master", + "source": "XGE", + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Drunken Master", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.", + "A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Monk||Drunken Master|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Drunken Technique|Monk||Drunken Master|XGE|3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "XGE", + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Drunken Master", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you choose this tradition at 3rd level, you gain proficiency in the {@skill Performance} skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with {@item brewer's supplies|phb} if you don't already have it." + ] + }, + { + "name": "Drunken Technique", + "source": "XGE", + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Drunken Master", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the {@action Disengage} action, and your walking speed increases by 10 feet until the end of the current turn." + ] + }, + { + "name": "Tipsy Sway", + "source": "XGE", + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Drunken Master", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.", + { + "type": "options", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Leap to Your Feet|Monk|XGE|Drunken Master|XGE|6" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Redirect Attack|Monk|XGE|Drunken Master|XGE|6" + } + ] + } + ] + }, + { + "name": "Drunkard's Luck", + "source": "XGE", + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Drunken Master", + "subclassSource": "XGE", + "level": 11, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 2 + }, + "entries": [ + "Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll." + ] + }, + { + "name": "Intoxicated Frenzy", + "source": "XGE", + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Drunken Master", + "subclassSource": "XGE", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn." + ] + }, + { + "name": "Way of the Kensei", + "source": "XGE", + "page": 34, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Kensei", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.", + "A kensei sees a weapon in much the same way a calligrapher or 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.", + { + "type": "refSubclassFeature", + "subclassFeature": "Path of the Kensei|Monk||Kensei|XGE|3" + } + ] + }, + { + "name": "Path of the Kensei", + "source": "XGE", + "page": 34, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Kensei", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.", + { + "type": "entries", + "name": "Kensei Weapons", + "entries": [ + "Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon\u2014either melee or ranged\u2014to be a kensei weapon for you, following the criteria above." + ] + }, + { + "type": "options", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Agile Parry|Monk|XGE|Kensei|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Kensei's Shot|Monk|XGE|Kensei|XGE|3" + } + ] + }, + { + "type": "entries", + "name": "Way of the Brush", + "entries": [ + "You gain proficiency with your choice of {@item calligrapher's supplies|phb} or {@item painter's supplies|phb}." + ] + } + ] + }, + { + "name": "One with the Blade", + "source": "XGE", + "page": 34, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Kensei", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.", + { + "type": "entries", + "name": "Magic Kensei Weapons", + "entries": [ + "Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ] + }, + { + "type": "entries", + "name": "Deft Strike", + "entries": [ + "When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns." + ] + } + ] + }, + { + "name": "Sharpen the Blade", + "source": "XGE", + "page": 34, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Kensei", + "subclassSource": "XGE", + "level": 11, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 3 + }, + "entries": [ + "At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls." + ] + }, + { + "name": "Unerring Accuracy", + "source": "XGE", + "page": 34, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Kensei", + "subclassSource": "XGE", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns." + ] + }, + { + "name": "Way of the Sun Soul", + "source": "XGE", + "page": 35, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sun Soul", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.", + { + "type": "refSubclassFeature", + "subclassFeature": "Radiant Sun Bolt|Monk||Sun Soul|XGE|3" + } + ] + }, + { + "name": "Radiant Sun Bolt", + "source": "XGE", + "page": 35, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sun Soul", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.", + "You gain a new attack option that you can use with the {@action Attack} action. The special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a {@dice d4}. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.", + "When you take the {@action Attack} action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the {@action Attack} action." + ] + }, + { + "name": "Searing Arc Strike", + "source": "XGE", + "page": 35, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sun Soul", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 2 + }, + "entries": [ + "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the {@action Attack} action on your turn, you can spend 2 ki points to cast the {@spell burning hands} spell as a bonus action.", + "You can spend additional ki points to cast {@spell burning hands} as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level." + ] + }, + { + "name": "Searing Sunburst", + "source": "XGE", + "page": 35, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sun Soul", + "subclassSource": "XGE", + "level": 11, + "header": 2, + "entries": [ + "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.", + "Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take {@damage 2d6} radiant damage. A creature doesn't need to make the save if the creature is behind {@quickref Cover||3||total cover} that is opaque.", + "You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by {@dice 2d6}." + ] + }, + { + "name": "Sun Shield", + "source": "XGE", + "page": 35, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sun Soul", + "subclassSource": "XGE", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.", + "If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier." + ] + }, + { + "name": "Leap to Your Feet", + "source": "XGE", + "page": 34, + "className": "Monk", + "classSource": "XGE", + "subclassShortName": "Drunken Master", + "subclassSource": "XGE", + "level": 6, + "entries": [ + "When you're {@condition prone}, you can stand up by spending 5 feet of movement, rather than half your speed." + ] + }, + { + "name": "Redirect Attack", + "source": "XGE", + "page": 34, + "className": "Monk", + "classSource": "XGE", + "subclassShortName": "Drunken Master", + "subclassSource": "XGE", + "level": 6, + "consumes": { + "name": "Ki" + }, + "entries": [ + "When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you." + ] + }, + { + "name": "Agile Parry", + "source": "XGE", + "page": 34, + "className": "Monk", + "classSource": "XGE", + "subclassShortName": "Kensei", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "If you make an unarmed strike as part of the {@action Attack} action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't {@condition incapacitated}." + ] + }, + { + "name": "Kensei's Shot", + "source": "XGE", + "page": 34, + "className": "Monk", + "classSource": "XGE", + "subclassShortName": "Kensei", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "You can use a bonus action on your turn to 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 extra {@damage 1d4} damage of the weapon's type. You retain this benefit until the end of the current turn." + ] + }, + { + "name": "Elemental Attunement", + "source": "XPHB", + "page": 106, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Elements", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the {@condition Incapacitated|XPHB} condition. You gain the following benefits while this feature is active.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Reach", + "entries": [ + "When you make an {@variantrule Unarmed Strike|XPHB}, your reach is 10 feet greater than normal, as elemental energy extends from you." + ] + }, + { + "type": "entries", + "name": "Elemental Strikes", + "entries": [ + "Whenever you hit with your {@variantrule Unarmed Strike|XPHB}, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it." + ] + } + ] + } + ] + }, + { + "name": "Manipulate Elements", + "source": "XPHB", + "page": 106, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Elements", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You know the {@spell Elementalism|XPHB} spell. Wisdom is your spellcasting ability for it." + ] + }, + { + "name": "Warrior of the Elements", + "source": "XPHB", + "page": 106, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Elements", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Wield Strikes and Bursts of Elemental Power}", + "Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.", + { + "type": "refSubclassFeature", + "subclassFeature": "Elemental Attunement|Monk|XPHB|Elements|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Manipulate Elements|Monk|XPHB|Elements|XPHB|3" + } + ] + }, + { + "name": "Elemental Burst", + "source": "XPHB", + "page": 106, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Elements", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "As a {@action Magic|XPHB} action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.", + "Each creature in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage." + ] + }, + { + "name": "Stride of the Elements", + "source": "XPHB", + "page": 106, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Elements", + "subclassSource": "XPHB", + "level": 11, + "header": 2, + "entries": [ + "While your Elemental Attunement is active, you also have a {@variantrule Fly Speed|XPHB} and a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}." + ] + }, + { + "name": "Elemental Epitome", + "source": "XPHB", + "page": 106, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Elements", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "While your Elemental Attunement is active, you also gain the following benefits.", + { + "type": "entries", + "name": "Damage Resistance", + "entries": [ + "You gain {@variantrule Resistance|XPHB} to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice." + ] + }, + { + "type": "entries", + "name": "Destructive Stride", + "entries": [ + "When you use your Step of the Wind, your {@variantrule Speed|XPHB} increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn." + ] + }, + { + "type": "entries", + "name": "Empowered Strikes", + "entries": [ + "Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an {@variantrule Unarmed Strike|XPHB}. The extra damage is the same type dealt by that strike." + ] + } + ] + }, + { + "name": "Warrior of Mercy", + "source": "XPHB", + "page": 104, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Mercy", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Manipulate Forces of Life and Death}", + "Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.", + { + "type": "refSubclassFeature", + "subclassFeature": "Hand of Harm|Monk|XPHB|Mercy|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hand of Healing|Monk|XPHB|Mercy|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Implements of Mercy|Monk|XPHB|Mercy|XPHB|3" + } + ] + }, + { + "name": "Hand of Harm", + "source": "XPHB", + "page": 104, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Mercy", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Focus Point" + }, + "entries": [ + "Once per turn when you hit a creature with an {@variantrule Unarmed Strike|XPHB} and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier." + ] + }, + { + "name": "Hand of Healing", + "source": "XPHB", + "page": 104, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Mercy", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Focus Point" + }, + "entries": [ + "As a {@action Magic|XPHB} action, you can expend 1 Focus Point to touch a creature and restore a number of {@variantrule Hit Points|XPHB} equal to a roll of your Martial Arts die plus your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing." + ] + }, + { + "name": "Implements of Mercy", + "source": "XPHB", + "page": 104, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Mercy", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You gain proficiency in the {@skill Insight|XPHB} and {@skill Medicine|XPHB} skills and proficiency with the {@item Herbalism Kit|XPHB}." + ] + }, + { + "name": "Physician's Touch", + "source": "XPHB", + "page": 104, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Mercy", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "Your Hand of Harm and Hand of Healing improve, as detailed below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hand of Harm", + "entries": [ + "When you use Hand of Harm on a creature, you can also give that creature the {@condition Poisoned|XPHB} condition until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "Hand of Healing", + "entries": [ + "When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB}." + ] + } + ] + } + ] + }, + { + "name": "Flurry of Healing and Harm", + "source": "XPHB", + "page": 104, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Mercy", + "subclassSource": "XPHB", + "level": 11, + "header": 2, + "entries": [ + "When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.", + "In addition, when you make an {@variantrule Unarmed Strike|XPHB} with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.", + "You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Hand of Ultimate Mercy", + "source": "XPHB", + "page": 105, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Mercy", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "consumes": { + "name": "Focus Point", + "amount": 5 + }, + "entries": [ + "Your mastery of life energy opens the door to the ultimate mercy. As a {@action Magic|XPHB} action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of {@variantrule Hit Points|XPHB} equal to {@dice 4d10} plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, and {@condition Stunned|XPHB}.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Open Hand Technique", + "source": "XPHB", + "page": 107, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Open Hand", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.", + { + "type": "entries", + "name": "Addle", + "entries": [ + "The target can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of its next turn." + ] + }, + { + "type": "entries", + "name": "Push", + "entries": [ + "The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you." + ] + }, + { + "type": "entries", + "name": "Topple", + "entries": [ + "The target must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition." + ] + } + ] + }, + { + "name": "Warrior of the Open Hand", + "source": "XPHB", + "page": 107, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Open Hand", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Master Unarmed Combat Techniques}", + "Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.", + { + "type": "refSubclassFeature", + "subclassFeature": "Open Hand Technique|Monk|XPHB|Open Hand|XPHB|3" + } + ] + }, + { + "name": "Wholeness of Body", + "source": "XPHB", + "page": 107, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Open Hand", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You gain the ability to heal yourself. As a {@variantrule Bonus Action|XPHB}, you can roll your Martial Arts die. You regain a number of {@variantrule Hit Points|XPHB} equal to the number rolled plus your Wisdom modifier (minimum of 1 {@variantrule Hit Points|XPHB|Hit Point} regained).", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Fleet Step", + "source": "XPHB", + "page": 107, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Open Hand", + "subclassSource": "XPHB", + "level": 11, + "header": 2, + "entries": [ + "When you take a {@variantrule Bonus Action|XPHB} other than Step of the Wind, you can also use Step of the Wind immediately after that {@variantrule Bonus Action|XPHB}." + ] + }, + { + "name": "Quivering Palm", + "source": "XPHB", + "page": 107, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Open Hand", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an {@variantrule Unarmed Strike|XPHB}, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the {@action Attack|XPHB} action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking {@damage 10d12} Force damage on a failed save or half as much damage on a successful one.", + "You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required)." + ] + }, + { + "name": "Shadow Arts", + "source": "XPHB", + "page": 105, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Shadow", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You have learned to draw on the power of the Shadowfell, gaining the following benefits.", + { + "type": "entries", + "name": "Darkness", + "entries": [ + "You can expend 1 Focus Point to cast the {@spell Darkness|XPHB} spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of {@variantrule Darkness|XPHB} to a space within 60 feet of yourself at the start of each of your turns." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet." + ] + }, + { + "type": "entries", + "name": "Shadowy Figments", + "entries": [ + "You know the {@spell Minor Illusion|XPHB} spell. Wisdom is your spellcasting ability for it." + ] + } + ] + }, + { + "name": "Warrior of Shadow", + "source": "XPHB", + "page": 105, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Shadow", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Harness Shadow Power for Stealth and Subterfuge}", + "Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.", + { + "type": "refSubclassFeature", + "subclassFeature": "Shadow Arts|Monk|XPHB|Shadow|XPHB|3" + } + ] + }, + { + "name": "Shadow Step", + "source": "XPHB", + "page": 105, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Shadow", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "While entirely within {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can use a {@variantrule Bonus Action|XPHB} to teleport up to 60 feet to an unoccupied space you can see that is also in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}. You then have {@variantrule Advantage|XPHB} on the next melee attack you make before the end of the current turn." + ] + }, + { + "name": "Improved Shadow Step", + "source": "XPHB", + "page": 105, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Shadow", + "subclassSource": "XPHB", + "level": 11, + "header": 2, + "entries": [ + "You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB} for that use of the feature. As part of this {@variantrule Bonus Action|XPHB}, you can make an {@variantrule Unarmed Strike|XPHB} immediately after you teleport." + ] + }, + { + "name": "Cloak of Shadows", + "source": "XPHB", + "page": 105, + "className": "Monk", + "classSource": "XPHB", + "subclassShortName": "Shadow", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "As a {@action Magic|XPHB} action while entirely within {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the {@condition Incapacitated|XPHB} condition, or until you end your turn in {@variantrule Bright Light|XPHB}. While shrouded by these shadows, you gain the following benefits.", + { + "type": "entries", + "name": "Invisibility", + "entries": [ + "You have the {@condition Invisible|XPHB} condition." + ] + }, + { + "type": "entries", + "name": "Partially Incorporeal", + "entries": [ + "You can move through occupied spaces as if they were {@variantrule Difficult Terrain|XPHB}. If you end your turn in such a space, you are shunted to the last unoccupied space you were in." + ] + }, + { + "type": "entries", + "name": "Shadow Flurry", + "entries": [ + "You can use your Flurry of Blows without expending any Focus Points." + ] + } + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-mystic.json b/src/ttfrog/five_e_tools/sources/class/class-mystic.json new file mode 100644 index 0000000..0746d4a --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-mystic.json @@ -0,0 +1,1378 @@ +{ + "class": [ + { + "name": "Mystic", + "source": "UATheMysticClass", + "page": 1, + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "int", + "wis" + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "skills": [ + { + "choose": { + "from": [ + "arcana", + "history", + "insight", + "medicine", + "nature", + "perception", + "religion" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item spear|phb} or (b) a {@item mace|phb}", + "(a) {@item leather armor|phb} or (b) {@item studded leather armor|phb}", + "(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "(a) a {@item scholar's pack|phb} or (b) an {@item explorer's pack|phb}" + ], + "goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + "spear|phb" + ], + "b": [ + "mace|phb" + ] + }, + { + "a": [ + "leather armor|phb" + ], + "b": [ + "studded leather armor|phb" + ] + }, + { + "a": [ + "light crossbow|phb", + "crossbow bolts (20)|phb" + ], + "b": [ + { + "equipmentType": "weaponSimple" + } + ] + }, + { + "a": [ + "scholar's pack|phb" + ], + "b": [ + "explorer's pack|phb" + ] + } + ] + }, + "classTableGroups": [ + { + "colLabels": [ + "{@filter Talents Known|psionics|type=T}", + "{@filter Disciplines Known|psionics|type=D}", + "Psi Points", + "Psi Limit" + ], + "rows": [ + [ + 1, + 1, + 4, + 2 + ], + [ + 1, + 1, + 6, + 2 + ], + [ + 2, + 2, + 14, + 3 + ], + [ + 2, + 2, + 17, + 3 + ], + [ + 2, + 3, + 27, + 5 + ], + [ + 2, + 3, + 32, + 5 + ], + [ + 2, + 4, + 38, + 6 + ], + [ + 2, + 4, + 44, + 6 + ], + [ + 2, + 5, + 57, + 7 + ], + [ + 3, + 5, + 64, + 7 + ], + [ + 3, + 5, + 64, + 7 + ], + [ + 3, + 6, + 64, + 7 + ], + [ + 3, + 6, + 64, + 7 + ], + [ + 3, + 6, + 64, + 7 + ], + [ + 3, + 7, + 64, + 7 + ], + [ + 3, + 7, + 64, + 7 + ], + [ + 4, + 7, + 64, + 7 + ], + [ + 4, + 8, + 71, + 7 + ], + [ + 4, + 8, + 71, + 7 + ], + [ + 4, + 8, + 71, + 7 + ] + ] + } + ], + "classFeatures": [ + "Psionics|Mystic|UATheMysticClass|1", + "Psionic Disciplines and Talents|Mystic|UATheMysticClass|1", + "Using a Discipline|Mystic|UATheMysticClass|1", + { + "classFeature": "Mystic Order|Mystic|UATheMysticClass|1", + "gainSubclassFeature": true + }, + "Mystical Recovery|Mystic|UATheMysticClass|2", + "Telepathy|Mystic|UATheMysticClass|2", + { + "classFeature": "Mystic Order feature|Mystic|UATheMysticClass|3", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Mystic|UATheMysticClass|4", + "Strength of Mind|Mystic|UATheMysticClass|4", + { + "classFeature": "Mystic Order feature|Mystic|UATheMysticClass|6", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Mystic|UATheMysticClass|8", + "Potent Psionics (1d8)|Mystic|UATheMysticClass|8", + "Consumptive Power|Mystic|UATheMysticClass|10", + "Psionic Mastery (1/Day)|Mystic|UATheMysticClass|11", + "Ability Score Improvement|Mystic|UATheMysticClass|12", + "Psionic Mastery (2/Day)|Mystic|UATheMysticClass|13", + { + "classFeature": "Mystic Order feature|Mystic|UATheMysticClass|14", + "gainSubclassFeature": true + }, + "Potent Psionics (2d8)|Mystic|UATheMysticClass|14", + "Psionic Mastery (3/Day)|Mystic|UATheMysticClass|15", + "Ability Score Improvement|Mystic|UATheMysticClass|16", + "Psionic Mastery (4/Day)|Mystic|UATheMysticClass|17", + "Ability Score Improvement|Mystic|UATheMysticClass|19", + "Psionic Body|Mystic|UATheMysticClass|20" + ], + "subclassTitle": "Mystic Order", + "hasFluff": true + } + ], + "subclass": [ + { + "name": "Order of the Avatar", + "shortName": "Avatar", + "source": "UATheMysticClass", + "className": "Mystic", + "classSource": "UATheMysticClass", + "page": 5, + "edition": "classic", + "subclassFeatures": [ + "Order of the Avatar|Mystic|UATheMysticClass|Avatar|UATheMysticClass|1", + "Avatar of Battle|Mystic|UATheMysticClass|Avatar|UATheMysticClass|3", + "Avatar of Healing|Mystic|UATheMysticClass|Avatar|UATheMysticClass|6", + "Avatar of Speed|Mystic|UATheMysticClass|Avatar|UATheMysticClass|14" + ] + }, + { + "name": "Order of the Awakened", + "shortName": "Awakened", + "source": "UATheMysticClass", + "className": "Mystic", + "classSource": "UATheMysticClass", + "page": 6, + "edition": "classic", + "subclassFeatures": [ + "Order of the Awakened|Mystic|UATheMysticClass|Awakened|UATheMysticClass|1", + "Psionic Investigation|Mystic|UATheMysticClass|Awakened|UATheMysticClass|3", + "Psionic Surge|Mystic|UATheMysticClass|Awakened|UATheMysticClass|6", + "Spectral Form|Mystic|UATheMysticClass|Awakened|UATheMysticClass|14" + ] + }, + { + "name": "Order of the Immortal", + "shortName": "Immortal", + "source": "UATheMysticClass", + "className": "Mystic", + "classSource": "UATheMysticClass", + "page": 6, + "edition": "classic", + "subclassFeatures": [ + "Order of the Immortal|Mystic|UATheMysticClass|Immortal|UATheMysticClass|1", + "Psionic Resilience|Mystic|UATheMysticClass|Immortal|UATheMysticClass|3", + "Surge of Health|Mystic|UATheMysticClass|Immortal|UATheMysticClass|6", + "Immortal Will|Mystic|UATheMysticClass|Immortal|UATheMysticClass|14" + ] + }, + { + "name": "Order of the Nomad", + "shortName": "Nomad", + "source": "UATheMysticClass", + "className": "Mystic", + "classSource": "UATheMysticClass", + "page": 7, + "edition": "classic", + "subclassFeatures": [ + "Order of the Nomad|Mystic|UATheMysticClass|Nomad|UATheMysticClass|1", + "Memory of One Thousand Steps|Mystic|UATheMysticClass|Nomad|UATheMysticClass|3", + "Superior Teleportation|Mystic|UATheMysticClass|Nomad|UATheMysticClass|6", + "Effortless Journey|Mystic|UATheMysticClass|Nomad|UATheMysticClass|14" + ] + }, + { + "name": "Order of the Soul Knife", + "shortName": "Soul Knife", + "source": "UATheMysticClass", + "className": "Mystic", + "classSource": "UATheMysticClass", + "page": 7, + "edition": "classic", + "subclassFeatures": [ + "Order of the Soul Knife|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|1", + "Hone the Blade|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|3", + "Consumptive Knife|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|6", + "Phantom Knife|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|14" + ] + }, + { + "name": "Order of the Wu Jen", + "shortName": "Wu Jen", + "source": "UATheMysticClass", + "className": "Mystic", + "classSource": "UATheMysticClass", + "page": 8, + "edition": "classic", + "subclassFeatures": [ + "Order of the Wu Jen|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|1", + "Elemental Attunement|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|3", + "Arcane Dabbler|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|6", + "Elemental Mastery|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|14" + ] + } + ], + "classFeature": [ + { + "name": "Mystic Order", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 1, + "entries": [ + "At 1st level, you choose a Mystic Order from the list of available orders. Each order specializes in a specific approach to psionics.", + "Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level." + ] + }, + { + "name": "Psionic Disciplines and Talents", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 1, + "entries": [ + "{@filter Psionic talents|psionics|type=T} and {@filter disciplines|psionics|type=D} are the heart of a mystic's craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.", + "Psionic disciplines were each discovered by different orders and tend to reflect their creators' specialties. However, a mystic can learn any discipline regardless of its associated order." + ] + }, + { + "name": "Psionics", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 1, + "entries": [ + "As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.", + { + "type": "entries", + "name": "Psionic Talents", + "entries": [ + "A {@filter psionic talent|psionics|type=T} is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent." + ] + }, + { + "type": "entries", + "name": "Psionic Disciplines", + "entries": [ + "A {@filter psionic discipline|psionics|type=D} is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time.", + "At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline.", + "In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice." + ] + }, + { + "type": "entries", + "name": "Psi Points", + "entries": [ + "You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.", + "The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum." + ] + }, + { + "type": "entries", + "name": "Psi Limit", + "entries": [ + "Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have." + ] + }, + { + "type": "entries", + "name": "Psychic Focus", + "entries": [ + "You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are {@condition incapacitated} or until you use another bonus action to choose a different focus benefit.", + "You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines." + ] + }, + { + "type": "entries", + "name": "Psionic Ability", + "entries": [ + "Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Discipline", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Discipline", + "attributes": [ + "int" + ] + } + ] + } + ] + }, + { + "name": "Using a Discipline", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 1, + "entries": [ + "Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.", + "The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.", + { + "type": "entries", + "name": "Psychic Focus", + "entries": [ + "The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus." + ] + }, + { + "type": "entries", + "name": "Effect Options and Psi Points", + "entries": [ + "A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don't have enough psi points left, or the cost is above your psi limit, you can't use the option.", + "Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can't decide to spend additional points once you see the discipline in action.", + "Each option notes specific information about its effect, including any action required to use it and its range." + ] + }, + { + "type": "entries", + "name": "Components", + "entries": [ + "Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind." + ] + }, + { + "type": "entries", + "name": "Duration", + "entries": [ + "An effect option in a discipline specifies how long its effect lasts.", + { + "type": "entries", + "name": "Instantaneous", + "entries": [ + "If no duration is specified, the effect of the option is instantaneous." + ] + }, + { + "type": "entries", + "name": "Concentration", + "entries": [ + "Some options require {@status concentration} to maintain their effects. This requirement is noted with \"conc.\" after the option's psi point cost. The \"conc.\" notation is followed by the maximum duration of the {@status concentration}. For example, if an option says \"conc., 1 min.,\" you can concentrate on its effect for up to 1 minute.", + "Concentrating on a discipline follows the same rules as {@status concentration||concentrating} on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See {@book chapter 10|PHB|10}, \"Spellcasting,\" in the Player's Handbook for how {@status concentration} works." + ] + } + ] + }, + { + "type": "entries", + "name": "Targets and Areas of Effect", + "entries": [ + "Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in {@book chapter 10|PHB|10}, \"Spellcasting,\" of the Player's Handbook." + ] + }, + { + "type": "entries", + "name": "Saving Throws and Attack Rolls", + "entries": [ + "If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.", + "Some disciplines require you to make an attack roll to determine whether the discipline's effect hits its target. The attack roll uses your psionic ability." + ] + }, + { + "type": "entries", + "name": "Combining Psionic Effects", + "entries": [ + "The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if the option is used multiple times. Instead, the most potent effect\u2014usually dependent on how many psi points were used to create the effect\u2014applies while the durations of the effects overlap.", + "Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule." + ] + } + ] + }, + { + "name": "Mystical Recovery", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 2, + "entries": [ + "Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.", + "Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent." + ] + }, + { + "name": "Telepathy", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 2, + "entries": [ + "At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself." + ] + }, + { + "name": "Mystic Order feature", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 3, + "entries": [ + "At 3rd level, you gain another feature from your Mystic Order." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 4, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 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." + ] + }, + { + "name": "Strength of Mind", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 4, + "entries": [ + "Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.", + "Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest." + ] + }, + { + "name": "Mystic Order feature", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 6, + "entries": [ + "At 6th level, you gain another feature from your Mystic Order." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 8, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 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." + ] + }, + { + "name": "Potent Psionics (1d8)", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 8, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra {@damage 1d8} psychic damage to that target. When you reach 14th level, this extra damage increases to {@dice 2d8}.", + "In addition, you add your Intelligence modifier to any damage roll you make for a {@filter psionic talent|psionics|type=T}." + ] + }, + { + "name": "Consumptive Power", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 10, + "entries": [ + "At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Psionic Mastery (1/Day)", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 11, + "entries": [ + "Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent.", + "If more than one of the disciplines you activate with these points require {@status concentration}, you can concentrate on all of them. Activating one of them ends any effect you were already {@status concentration||concentrating} on, and if you begin {@status concentration||concentrating} on an effect that doesn't use these special points, the disciplines end that you're {@status concentration||concentrating} on.", + "At 15th level, the pool of psi points you gain from this feature increases to 11.", + "You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 12, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 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." + ] + }, + { + "name": "Psionic Mastery (2/Day)", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 13, + "entries": [ + "At 13th level, you can use your Psionic Mastery twice per day." + ] + }, + { + "name": "Mystic Order feature", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 14, + "entries": [ + "At 14th level, you gain another feature from your Mystic Order." + ] + }, + { + "name": "Potent Psionics (2d8)", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 14, + "entries": [ + "At 14th level, your Potent Psionics damage increased to {@dice 2d8}." + ] + }, + { + "name": "Psionic Mastery (3/Day)", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 15, + "entries": [ + "At 15th level, you can use your Psionic Mastery three times per day." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 16, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 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." + ] + }, + { + "name": "Psionic Mastery (4/Day)", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 17, + "entries": [ + "At 17th level, you can use your Psionic Mastery four times per day." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 19, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 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." + ] + }, + { + "name": "Psionic Body", + "source": "UATheMysticClass", + "page": 1, + "className": "Mystic", + "classSource": "UATheMysticClass", + "level": 20, + "entries": [ + "At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain resistance to bludgeoning, piercing, and slashing damage.", + "You no longer age.", + "You are immune to disease, poison damage, and the {@condition poisoned} condition.", + "If you die, roll a {@dice d20}. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall {@condition unconscious}. You and your gear disappear. You appear at a spot of your choice {@dice 1d3} days later on the plane of existence where you died, having gained the benefits of one long rest." + ] + } + ] + } + ], + "subclassFeature": [ + { + "name": "Order of the Avatar", + "source": "UATheMysticClass", + "page": 5, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Avatar", + "subclassSource": "UATheMysticClass", + "level": 1, + "entries": [ + "Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers.", + "Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Disciplines|Mystic|UATheMysticClass|Avatar|UATheMysticClass|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Armor Training|Mystic|UATheMysticClass|Avatar|UATheMysticClass|1" + } + ] + }, + { + "name": "Armor Training", + "source": "UATheMysticClass", + "page": 5, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Avatar", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain proficiency with medium armor and shields." + ] + }, + { + "name": "Bonus Disciplines", + "source": "UATheMysticClass", + "page": 5, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Avatar", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Avatar disciplines|psionics|type=D|order=Avatar}." + ] + }, + { + "name": "Avatar of Battle", + "source": "UATheMysticClass", + "page": 5, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Avatar", + "subclassSource": "UATheMysticClass", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you project an inspiring aura. While you aren't {@condition incapacitated}, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls." + ] + }, + { + "name": "Avatar of Healing", + "source": "UATheMysticClass", + "page": 5, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Avatar", + "subclassSource": "UATheMysticClass", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you project an aura of resilience. While you aren't {@condition incapacitated}, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline." + ] + }, + { + "name": "Avatar of Speed", + "source": "UATheMysticClass", + "page": 5, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Avatar", + "subclassSource": "UATheMysticClass", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you project an aura of speed. While you aren't {@condition incapacitated}, any ally within 30 feet of you who can see you can take the {@action Dash} action as a bonus action." + ] + }, + { + "name": "Order of the Awakened", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Awakened", + "subclassSource": "UATheMysticClass", + "level": 1, + "entries": [ + "Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.", + "The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Disciplines|Mystic|UATheMysticClass|Awakened|UATheMysticClass|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Awakened Talent|Mystic|UATheMysticClass|Awakened|UATheMysticClass|1" + } + ] + }, + { + "name": "Awakened Talent", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Awakened", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Investigation}, {@skill Perception}, and {@skill Persuasion}." + ] + }, + { + "name": "Bonus Disciplines", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Awakened", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Awakened disciplines|psionics|type=D|order=Awakened}." + ] + }, + { + "name": "Psionic Investigation", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Awakened", + "subclassSource": "UATheMysticClass", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if {@status concentration||concentrating} on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.", + "You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.", + "Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Psionic Surge", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Awakened", + "subclassSource": "UATheMysticClass", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can overload your psychic focus to batter down an opponent's defenses. You can impose disadvantage on a target's saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.", + "You can't use this feature if you can't use your psychic focus." + ] + }, + { + "name": "Spectral Form", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Awakened", + "subclassSource": "UATheMysticClass", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can't willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Order of the Immortal", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Immortal", + "subclassSource": "UATheMysticClass", + "level": 1, + "entries": [ + "The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.", + "Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Disciplines|Mystic|UATheMysticClass|Immortal|UATheMysticClass|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Immortal Durability|Mystic|UATheMysticClass|Immortal|UATheMysticClass|1" + } + ] + }, + { + "name": "Bonus Disciplines", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Immortal", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Immortal disciplines|psionics|type=D|order=Immortal}." + ] + }, + { + "name": "Immortal Durability", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Immortal", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, your hit point maximum increases by 1 per mystic level.", + "In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier." + ] + }, + { + "name": "Psionic Resilience", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Immortal", + "subclassSource": "UATheMysticClass", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point." + ] + }, + { + "name": "Surge of Health", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Immortal", + "subclassSource": "UATheMysticClass", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.", + "You can't use this feature if you can't use your psychic focus." + ] + }, + { + "name": "Immortal Will", + "source": "UATheMysticClass", + "page": 6, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Immortal", + "subclassSource": "UATheMysticClass", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier." + ] + }, + { + "name": "Order of the Nomad", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Nomad", + "subclassSource": "UATheMysticClass", + "level": 1, + "entries": [ + "Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.", + "Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Disciplines|Mystic|UATheMysticClass|Nomad|UATheMysticClass|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Breadth of Knowledge|Mystic|UATheMysticClass|Nomad|UATheMysticClass|1" + } + ] + }, + { + "name": "Bonus Disciplines", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Nomad", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Nomad disciplines|psionics|type=D|order=Nomad}." + ] + }, + { + "name": "Breadth of Knowledge", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Nomad", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest." + ] + }, + { + "name": "Memory of One Thousand Steps", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Nomad", + "subclassSource": "UATheMysticClass", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Superior Teleportation", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Nomad", + "subclassSource": "UATheMysticClass", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet." + ] + }, + { + "name": "Effortless Journey", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Nomad", + "subclassSource": "UATheMysticClass", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see." + ] + }, + { + "name": "Order of the Soul Knife", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Soul Knife", + "subclassSource": "UATheMysticClass", + "level": 1, + "entries": [ + "The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.", + "Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.", + { + "type": "refSubclassFeature", + "subclassFeature": "Martial Training|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Soul Knife|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|1" + } + ] + }, + { + "name": "Martial Training", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Soul Knife", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain proficiency with medium armor and martial weapons." + ] + }, + { + "name": "Soul Knife", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Soul Knife", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.", + "For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals {@damage 1d8} psychic damage on a hit.", + "As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are {@condition incapacitated}." + ] + }, + { + "name": "Hone the Blade", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Soul Knife", + "subclassSource": "UATheMysticClass", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you can spend psi points to augment your soul knife's attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.", + { + "type": "table", + "colLabels": [ + "Psi Points", + "Attack and Damage Bonus" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "2", + "+1" + ], + [ + "5", + "+2" + ], + [ + "7", + "+4" + ] + ] + } + ] + }, + { + "name": "Consumptive Knife", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Soul Knife", + "subclassSource": "UATheMysticClass", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points." + ] + }, + { + "name": "Phantom Knife", + "source": "UATheMysticClass", + "page": 7, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Soul Knife", + "subclassSource": "UATheMysticClass", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target's AC as 10 against this attack, regardless of the target's actual AC." + ] + }, + { + "name": "Order of the Wu Jen", + "source": "UATheMysticClass", + "page": 8, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Wu Jen", + "subclassSource": "UATheMysticClass", + "level": 1, + "entries": [ + "The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it.", + "In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Disciplines|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hermit's Study|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|1" + } + ] + }, + { + "name": "Bonus Disciplines", + "source": "UATheMysticClass", + "page": 8, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Wu Jen", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Wu Jen disciplines|psionics|type=D|order=Wu Jen}." + ] + }, + { + "name": "Hermit's Study", + "source": "UATheMysticClass", + "page": 8, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Wu Jen", + "subclassSource": "UATheMysticClass", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Arcana}, {@skill History}, {@skill Insight}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Religion}, or {@skill Survival}." + ] + }, + { + "name": "Elemental Attunement", + "source": "UATheMysticClass", + "page": 8, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Wu Jen", + "subclassSource": "UATheMysticClass", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, when a creature's resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature's resistance. You can't spend this point if doing so would increase the discipline's cost above your psi limit." + ] + }, + { + "name": "Arcane Dabbler", + "source": "UATheMysticClass", + "page": 8, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Wu Jen", + "subclassSource": "UATheMysticClass", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of {@filter 1st through 3rd level|spells|level=1;2;3|class=wizard}.", + "As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.", + { + "type": "table", + "colLabels": [ + "Spell Slot Level", + "Psi Cost" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "1st", + "2" + ], + [ + "2nd", + "3" + ], + [ + "3rd", + "5" + ], + [ + "4th", + "6" + ], + [ + "5th", + "7" + ] + ] + }, + "The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot.", + "Whenever you gain a level in this class, you can replace on of the chosen wizard spells with a different {@filter wizard spell of 1st through 3rd level|spells|level=1;2;3|class=wizard}." + ] + }, + { + "name": "Elemental Mastery", + "source": "UATheMysticClass", + "page": 8, + "className": "Mystic", + "classSource": "UATheMysticClass", + "subclassShortName": "Wu Jen", + "subclassSource": "UATheMysticClass", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-paladin.json b/src/ttfrog/five_e_tools/sources/class/class-paladin.json new file mode 100644 index 0000000..48e6697 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-paladin.json @@ -0,0 +1,5385 @@ +{ + "_meta": { + "internalCopies": [ + "subclass" + ] + }, + "class": [ + { + "name": "Paladin", + "source": "PHB", + "page": 82, + "srd": true, + "reprintedAs": [ + "Paladin|XPHB" + ], + "edition": "classic", + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "wis", + "cha" + ], + "spellcastingAbility": "cha", + "casterProgression": "1/2", + "preparedSpells": "<$level$> / 2 + <$cha_mod$>", + "optionalfeatureProgression": [ + { + "name": "Fighting Style", + "featureType": [ + "FS:P" + ], + "progression": { + "2": 1 + } + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "athletics", + "insight", + "intimidation", + "medicine", + "persuasion", + "religion" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon} and a {@item shield|phb} or (b) two {@filter martial weapons|items|source=phb|category=basic|type=martial weapon}", + "(a) five {@item javelin|phb|javelins} or (b) any {@filter simple melee weapon|items|source=phb|category=basic|type=simple weapon;melee weapon=sand}", + "(a) a {@item priest's pack|phb} or (b) an {@item explorer's pack|phb}", + "{@item Chain mail|phb} and a {@item holy symbol|phb}" + ], + "goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + { + "equipmentType": "weaponMartial" + }, + "shield|phb" + ], + "b": [ + { + "equipmentType": "weaponMartial", + "quantity": 2 + } + ] + }, + { + "a": [ + { + "item": "javelin|phb", + "quantity": 5 + } + ], + "b": [ + { + "equipmentType": "weaponSimpleMelee" + } + ] + }, + { + "a": [ + "priest's pack|phb" + ], + "b": [ + "explorer's pack|phb" + ] + }, + { + "_": [ + "Chain mail|phb", + { + "equipmentType": "focusSpellcastingHoly" + } + ] + } + ] + }, + "multiclassing": { + "requirements": { + "str": 13, + "cha": 13 + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "simple", + "martial" + ] + } + }, + "classTableGroups": [ + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "{@filter 1st|spells|level=1|class=Paladin}", + "{@filter 2nd|spells|level=2|class=Paladin}", + "{@filter 3rd|spells|level=3|class=Paladin}", + "{@filter 4th|spells|level=4|class=Paladin}", + "{@filter 5th|spells|level=5|class=Paladin}" + ], + "rowsSpellProgression": [ + [ + 0, + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, 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"FS", + "FS:P" + ], + "progression": { + "2": 1 + } + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "athletics", + "insight", + "intimidation", + "medicine", + "persuasion", + "religion" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "entries": [ + "{@i Choose A or B:} (A) {@item Chain Mail|XPHB}, {@item Shield|XPHB}, {@item Longsword|XPHB}, 6 {@item Javelin|XPHB|Javelins}, {@item Holy Symbol|XPHB}, {@item Priest's Pack|XPHB}, and 9 GP; or (B) 150 GP" + ], + "defaultData": [ + { + "A": [ + { + "item": "chain mail|xphb" + }, + { + "item": "shield|xphb" + }, + { + "item": "longsword|xphb" + }, + { + "item": "javelin|xphb", + "quantity": 6 + }, + { + "item": "holy symbol|xphb" + }, + { + "item": "priest's pack|xphb" + }, + { + "value": 900 + } + ], + "B": [ + { + "value": 15000 + } + ] + } + ] + }, + "multiclassing": { + "proficienciesGained": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "martial" + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Channel Divinity", + "Prepared Spells" + ], + "rows": [ + [ + 0, + 2 + ], + [ + 0, + 3 + ], + [ + 2, + 4 + ], + [ + 2, + 5 + ], + [ + 2, + 6 + ], + [ + 2, + 6 + ], + [ + 2, + 7 + ], + [ + 2, + 7 + ], + [ + 2, + 9 + ], + [ + 2, + 9 + ], + [ + 3, + 10 + ], + [ + 3, + 10 + ], + [ + 3, + 11 + ], + [ + 3, + 11 + ], + [ + 3, + 12 + ], + [ + 3, + 12 + ], + [ + 3, + 14 + ], + [ + 3, + 14 + ], + [ + 3, + 15 + ], + [ + 3, + 15 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "{@filter 1st|spells|level=1|class=Paladin}", + "{@filter 2nd|spells|level=2|class=Paladin}", + "{@filter 3rd|spells|level=3|class=Paladin}", + "{@filter 4th|spells|level=4|class=Paladin}", + "{@filter 5th|spells|level=5|class=Paladin}" + ], + "rowsSpellProgression": [ + [ + 2, + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0, + 0 + ], 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Attack|Paladin|XPHB|5", + "Faithful Steed|Paladin|XPHB|5", + "Aura of Protection|Paladin|XPHB|6", + { + "classFeature": "Subclass Feature|Paladin|XPHB|7", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Paladin|XPHB|8", + "Abjure Foes|Paladin|XPHB|9", + "Aura of Courage|Paladin|XPHB|10", + "Radiant Strikes|Paladin|XPHB|11", + "Ability Score Improvement|Paladin|XPHB|12", + "Restoring Touch|Paladin|XPHB|14", + { + "classFeature": "Subclass Feature|Paladin|XPHB|15", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Paladin|XPHB|16", + "Aura Expansion|Paladin|XPHB|18", + "Epic Boon|Paladin|XPHB|19", + { + "classFeature": "Subclass Feature|Paladin|XPHB|20", + "gainSubclassFeature": true + } + ], + "subclassTitle": "Paladin Subclass", + "hasFluff": true, + "hasFluffImages": true + } + ], + "subclass": [ + { + "name": "Oath of Devotion", + "shortName": "Devotion", + "source": "PHB", + "className": "Paladin", + "classSource": "PHB", + "page": 85, + "srd": true, + "reprintedAs": [ + "Devotion|Paladin|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "protection from evil and good", + "sanctuary" + ], + "5": [ + "lesser restoration", + "zone of truth" + ], + "9": [ + "beacon of hope", + "dispel magic" + ], + "13": [ + "freedom of movement", + "guardian of faith" + ], + "17": [ + "commune", + "flame strike" + ] + } + } + ], + "subclassFeatures": [ + "Oath of Devotion|Paladin||Devotion||3", + "Aura of Devotion|Paladin||Devotion||7", + "Purity of Spirit|Paladin||Devotion||15", + "Holy Nimbus|Paladin||Devotion||20" + ] + }, + { + "name": "Oath of Devotion", + "shortName": "Devotion", + "source": "PHB", + "className": "Paladin", + "classSource": "XPHB", + "_copy": { + "name": "Oath of Devotion", + "source": "PHB", + "shortName": "Devotion", + "className": "Paladin", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "Oath of the Ancients", + "shortName": "Ancients", + "source": "PHB", + "className": "Paladin", + "classSource": "PHB", + "page": 86, + "reprintedAs": [ + "Ancients|Paladin|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "ensnaring strike", + "speak with animals" + ], + "5": [ + "moonbeam", + "misty step" + ], + "9": [ + "plant growth", + "protection from energy" + ], + "13": [ + "ice storm", + "stoneskin" + ], + "17": [ + "commune with nature", + "tree stride" + ] + } + } + ], + "subclassFeatures": [ + "Oath of the Ancients|Paladin||Ancients||3", + "Aura of Warding|Paladin||Ancients||7", + "Undying Sentinel|Paladin||Ancients||15", + "Elder Champion|Paladin||Ancients||20" + ] + }, + { + "name": "Oath of the Ancients", + "shortName": "Ancients", + "source": "PHB", + "className": "Paladin", + "classSource": "XPHB", + "_copy": { + "name": "Oath of the Ancients", + "source": "PHB", + "shortName": "Ancients", + "className": "Paladin", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "Oath of Vengeance", + "shortName": "Vengeance", + "source": "PHB", + "className": "Paladin", + "classSource": "PHB", + "page": 87, + "reprintedAs": [ + "Vengeance|Paladin|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "bane", + "hunter's mark" + ], + "5": [ + "hold person", + "misty step" + ], + "9": [ + "haste", + "protection from energy" + ], + "13": [ + "banishment", + "dimension door" + ], + "17": [ + "hold monster", + "scrying" + ] + } + } + ], + "subclassFeatures": [ + "Oath of Vengeance|Paladin||Vengeance||3", + "Relentless Avenger|Paladin||Vengeance||7", + "Soul of Vengeance|Paladin||Vengeance||15", + "Avenging Angel|Paladin||Vengeance||20" + ] + }, + { + "name": "Oath of Vengeance", + "shortName": "Vengeance", + "source": "PHB", + "className": "Paladin", + "classSource": "XPHB", + "_copy": { + "name": "Oath of Vengeance", + "source": "PHB", + "shortName": "Vengeance", + "className": "Paladin", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "Oathbreaker", + "shortName": "Oathbreaker", + "source": "DMG", + "className": "Paladin", + "classSource": "PHB", + "page": 97, + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "hellish rebuke", + "inflict wounds" + ], + "5": [ + "crown of madness", + "darkness" + ], + "9": [ + "animate dead", + "bestow curse" + ], + "13": [ + "blight", + "confusion" + ], + "17": [ + "contagion", + "dominate person" + ] + } + } + ], + "subclassFeatures": [ + "Oathbreaker|Paladin||Oathbreaker|DMG|3", + "Aura of Hate|Paladin||Oathbreaker|DMG|7", + "Supernatural Resistance|Paladin||Oathbreaker|DMG|15", + "Dread Lord|Paladin||Oathbreaker|DMG|20" + ] + }, + { + "name": "Oathbreaker", + "shortName": "Oathbreaker", + "source": "DMG", + "className": "Paladin", + "classSource": "XPHB", + "_copy": { + "name": "Oathbreaker", + "source": "DMG", + "shortName": "Oathbreaker", + "className": "Paladin", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "Oath of the Crown", + "shortName": "Crown", + "source": "SCAG", + "className": "Paladin", + "classSource": "PHB", + "page": 132, + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "command", + "compelled duel" + ], + "5": [ + "warding bond", + "zone of truth" + ], + "9": [ + "aura of vitality", + "spirit guardians" + ], + "13": [ + "banishment", + "guardian of faith" + ], + "17": [ + "circle of power", + "geas" + ] + } + } + ], + "subclassFeatures": [ + "Oath of the Crown|Paladin||Crown|SCAG|3", + "Divine Allegiance|Paladin||Crown|SCAG|7", + "Unyielding Spirit|Paladin||Crown|SCAG|15", + "Exalted Champion|Paladin||Crown|SCAG|20" + ] + }, + { + "name": "Oath of the Crown", + "shortName": "Crown", + "source": "SCAG", + "className": "Paladin", + "classSource": "XPHB", + "_copy": { + "name": "Oath of the Crown", + "source": "SCAG", + "shortName": "Crown", + "className": "Paladin", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "Oath of Conquest", + "shortName": "Conquest", + "source": "XGE", + "className": "Paladin", + "classSource": "PHB", + "page": 37, + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "armor of Agathys", + "command" + ], + "5": [ + "hold person", + "spiritual weapon" + ], + "9": [ + "bestow curse", + "fear" + ], + "13": [ + "dominate beast", + "stoneskin" + ], + "17": [ + "cloudkill", + "dominate person" + ] + } + } + ], + "subclassFeatures": [ + "Oath of Conquest|Paladin||Conquest|XGE|3", + "Aura of Conquest|Paladin||Conquest|XGE|7", + "Scornful Rebuke|Paladin||Conquest|XGE|15", + "Invincible Conqueror|Paladin||Conquest|XGE|20" + ], + "hasFluffImages": true + }, + { + "name": "Oath of Conquest", + "shortName": "Conquest", + "source": "XGE", + "className": "Paladin", + "classSource": "XPHB", + "_copy": { + "name": "Oath of Conquest", + "source": "XGE", + "shortName": "Conquest", + "className": "Paladin", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "Oath of Conquest", + "source": "XGE", + "shortName": "Conquest", + "className": "Paladin", + "classSource": "PHB" + } + } + }, + { + "name": "Oath of Redemption", + "shortName": "Redemption", + "source": "XGE", + "className": "Paladin", + "classSource": "PHB", + "page": 38, + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "sanctuary", + "sleep" + ], + "5": [ + "calm emotions", + "hold person" + ], + "9": [ + "counterspell", + "hypnotic pattern" + ], + "13": [ + "Otiluke's resilient sphere", + "stoneskin" + ], + "17": [ + "hold monster", + "wall of force" + ] + } + } + ], + "subclassFeatures": [ + "Oath of Redemption|Paladin||Redemption|XGE|3", + "Aura of the Guardian|Paladin||Redemption|XGE|7", + "Protective Spirit|Paladin||Redemption|XGE|15", + "Emissary of Redemption|Paladin||Redemption|XGE|20" + ], + "hasFluffImages": true + }, + { + "name": "Oath of Redemption", + "shortName": "Redemption", + "source": "XGE", + "className": "Paladin", + "classSource": "XPHB", + "_copy": { + "name": "Oath of Redemption", + "source": "XGE", + "shortName": "Redemption", + "className": "Paladin", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "Oath of Redemption", + "source": "XGE", + "shortName": "Redemption", + "className": "Paladin", + "classSource": "PHB" + } + } + }, + { + "name": "Oath of Glory", + "shortName": "Glory", + "source": "TCE", + "className": "Paladin", + "classSource": "PHB", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "reprintedAs": [ + "Glory|Paladin|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "guiding bolt", + "heroism" + ], + "5": [ + "enhance ability", + "magic weapon" + ], + "9": [ + "haste", + "protection from energy" + ], + "13": [ + "compulsion", + "freedom of movement" + ], + "17": [ + "commune", + "flame strike" + ] + } + } + ], + "subclassFeatures": [ + "Oath of Glory|Paladin||Glory|TCE|3", + "Aura of Alacrity|Paladin||Glory|TCE|7", + "Glorious Defense|Paladin||Glory|TCE|15", + "Living Legend|Paladin||Glory|TCE|20" + ], + "hasFluffImages": true + }, + { + "name": "Oath of Glory", + "shortName": "Glory", + "source": "TCE", + "className": "Paladin", + "classSource": "XPHB", + "_copy": { + "name": "Oath of Glory", + "source": "TCE", + "shortName": "Glory", + "className": "Paladin", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "Oath of Glory", + "source": "TCE", + "shortName": "Glory", + "className": "Paladin", + "classSource": "PHB" + } + } + }, + { + "name": "Oath of the Watchers", + "shortName": "Watchers", + "source": "TCE", + "className": "Paladin", + "classSource": "PHB", + "page": 54, + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "alarm", + "detect magic" + ], + "5": [ + "moonbeam", + "see invisibility" + ], + "9": [ + "counterspell", + "nondetection" + ], + "13": [ + "aura of purity", + "banishment" + ], + "17": [ + "hold monster", + "scrying" + ] + } + } + ], + "subclassFeatures": [ + "Oath of the Watchers|Paladin||Watchers|TCE|3", + "Aura of the Sentinel|Paladin||Watchers|TCE|7", + "Vigilant Rebuke|Paladin||Watchers|TCE|15", + "Mortal Bulwark|Paladin||Watchers|TCE|20" + ], + "hasFluffImages": true + }, + { + "name": "Oath of the Watchers", + "shortName": "Watchers", + "source": "TCE", + "className": "Paladin", + "classSource": "XPHB", + "_copy": { + "name": "Oath of the Watchers", + "source": "TCE", + "shortName": "Watchers", + "className": "Paladin", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "Oath of the Watchers", + "source": "TCE", + "shortName": "Watchers", + "className": "Paladin", + "classSource": "PHB" + } + } + }, + { + "name": "Oath of the Open Sea", + "shortName": "Open Sea", + "source": "TDCSR", + "className": "Paladin", + "classSource": "PHB", + "page": 174, + "edition": "classic", + "additionalSpells": [ + { + "prepared": { + "3": [ + "create or destroy water", + "expeditious retreat" + ], + "5": [ + "augury", + "misty step" + ], + "9": [ + "call lightning", + "freedom of the waves|TDCSR" + ], + "13": [ + "control water", + "freedom of movement" + ], + "17": [ + "commune with nature", + "freedom of the winds|TDCSR" + ] + } + } + ], + "subclassFeatures": [ + "Oath of the Open Sea|Paladin|PHB|Open Sea|TDCSR|3", + "Aura of Liberation|Paladin|PHB|Open Sea|TDCSR|7", + "Stormy Waters|Paladin|PHB|Open Sea|TDCSR|15", + "Aura of Liberation (18th Level)|Paladin|PHB|Open Sea|TDCSR|18", + "Mythic Swashbuckler|Paladin|PHB|Open Sea|TDCSR|20" + ], + "hasFluffImages": true + }, + { + "name": "Oath of the Open Sea", + "shortName": "Open Sea", + "source": "TDCSR", + "className": "Paladin", + "classSource": "XPHB", + "_copy": { + "name": "Oath of the Open Sea", + "source": "TDCSR", + "shortName": "Open Sea", + "className": "Paladin", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "Oath of the Open Sea", + "source": "TDCSR", + "shortName": "Open Sea", + "className": "Paladin", + "classSource": "PHB" + } + } + }, + { + "name": "Oath of Devotion", + "shortName": "Devotion", + "source": "XPHB", + "className": "Paladin", + "classSource": "XPHB", + "page": 113, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "protection from evil and good|xphb", + "shield of faith|xphb" + ], + "5": [ + "aid|xphb", + "zone of truth|xphb" + ], + "9": [ + "beacon of hope|xphb", + "dispel magic|xphb" + ], + "13": [ + "freedom of movement|xphb", + "guardian of faith|xphb" + ], + "17": [ + "commune|xphb", + "flame strike|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Oath of Devotion|Paladin|XPHB|Devotion|XPHB|3", + "Aura of Devotion|Paladin|XPHB|Devotion|XPHB|7", + "Smite of Protection|Paladin|XPHB|Devotion|XPHB|15", + "Holy Nimbus|Paladin|XPHB|Devotion|XPHB|20" + ], + "hasFluffImages": true + }, + { + "name": "Oath of Glory", + "shortName": "Glory", + "source": "XPHB", + "className": "Paladin", + "classSource": "XPHB", + "page": 114, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "guiding bolt|xphb", + "heroism|xphb" + ], + "5": [ + "enhance ability|xphb", + "magic weapon|xphb" + ], + "9": [ + "haste|xphb", + "protection from energy|xphb" + ], + "13": [ + "compulsion|xphb", + "freedom of movement|xphb" + ], + "17": [ + "legend lore|xphb", + "yolande's regal presence|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Oath of Glory|Paladin|XPHB|Glory|XPHB|3", + "Aura of Alacricity|Paladin|XPHB|Glory|XPHB|7", + "Glorious Defense|Paladin|XPHB|Glory|XPHB|15", + "Living Legend|Paladin|XPHB|Glory|XPHB|20" + ], + "hasFluffImages": true + }, + { + "name": "Oath of the Ancients", + "shortName": "Ancients", + "source": "XPHB", + "className": "Paladin", + "classSource": "XPHB", + "page": 115, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "ensnaring strike|xphb", + "speak with animals|xphb" + ], + "5": [ + "misty step|xphb", + "moonbeam|xphb" + ], + "9": [ + "plant growth|xphb", + "protection from energy|xphb" + ], + "13": [ + "ice storm|xphb", + "stoneskin|xphb" + ], + "17": [ + "commune with nature|xphb", + "tree stride|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Oath of the Ancients|Paladin|XPHB|Ancients|XPHB|3", + "Aura of Warding|Paladin|XPHB|Ancients|XPHB|7", + "Undying Sentinel|Paladin|XPHB|Ancients|XPHB|15", + "Elder Champion|Paladin|XPHB|Ancients|XPHB|20" + ], + "hasFluffImages": true + }, + { + "name": "Oath of Vengeance", + "shortName": "Vengeance", + "source": "XPHB", + "className": "Paladin", + "classSource": "XPHB", + "page": 116, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "bane|xphb", + "hunter's mark|xphb" + ], + "5": [ + "hold person|xphb", + "misty step|xphb" + ], + "9": [ + "haste|xphb", + "protection from energy|xphb" + ], + "13": [ + "banishment|xphb", + "dimension door|xphb" + ], + "17": [ + "hold monster|xphb", + "scrying|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Oath of Vengeance|Paladin|XPHB|Vengeance|XPHB|3", + "Relentless Avenger|Paladin|XPHB|Vengeance|XPHB|7", + "Soul of Vengeance|Paladin|XPHB|Vengeance|XPHB|15", + "Avenging Angel|Paladin|XPHB|Vengeance|XPHB|20" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Divine Sense", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 1, + "entries": [ + "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind {@quickref Cover||3||total cover}. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the {@spell hallow} spell.", + "You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses." + ] + }, + { + "name": "Lay on Hands", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 1, + "entries": [ + "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.", + "As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.", + "Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.", + "This feature has no effect on undead and constructs." + ] + }, + { + "name": "Divine Smite", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 2, + "entries": [ + "Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is {@dice 2d8} for a 1st-level spell slot, plus {@dice 1d8} for each spell level higher than 1st, to a maximum of {@dice 5d8}. The damage increases by {@dice 1d8} if the target is an undead or a fiend, to a maximum of {@dice 6d8}." + ] + }, + { + "name": "Fighting Style", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 2, + "entries": [ + "At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Defense" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blessed Warrior|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blind Fighting|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Interception|TCE" + } + ] + } + ] + }, + { + "name": "Spellcasting", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 2, + "entries": [ + "By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter paladin spell list|spells|class=paladin}.", + { + "type": "entries", + "name": "Preparing and Casting Spells", + "entries": [ + "The Paladin table shows how many spell slots you have to cast your {@filter paladin spells|spells|class=paladin}. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "cha" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "cha" + ] + } + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item holy symbol|phb} as a spellcasting focus for your paladin spells." + ] + } + ] + }, + { + "name": "Channel Divinity", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 3, + "entries": [ + "Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.", + "Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC." + ] + }, + { + "name": "Channel Divinity: Harness Divine Power", + "source": "TCE", + "page": 52, + "className": "Paladin", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 3rd-level paladin {@variantrule optional class features|tce|optional feature}}", + "You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Divine Health", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 3, + "entries": [ + "By 3rd level, the divine magic flowing through you makes you immune to disease." + ] + }, + { + "name": "Sacred Oath", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 3, + "entries": [ + "When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.", + "Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.", + { + "name": "Oath Spells", + "type": "entries", + "entries": [ + "Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.", + "If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you." + ] + }, + { + "type": "refClassFeature", + "classFeature": "Channel Divinity|Paladin||3" + }, + { + "type": "refClassFeature", + "classFeature": "Channel Divinity: Harness Divine Power|Paladin||3|TCE" + }, + { + "name": "Breaking Your Oath", + "type": "inset", + "entries": [ + "A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.", + "A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.", + "If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide." + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Martial Versatility", + "source": "TCE", + "page": 52, + "className": "Paladin", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "{@i 4th-level paladin {@variantrule optional class features|tce|optional feature}}", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a {@filter fighting style|optionalfeatures|feature type=FS:P} you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice." + ] + }, + { + "name": "Extra Attack", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Aura of Protection", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 6, + "entries": [ + "Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Sacred Oath feature", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted to you by your Sacred Oath." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Aura of Courage", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 10, + "entries": [ + "Starting at 10th level, you and friendly creatures within 10 feet of you can't be {@condition frightened} while you are conscious.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Improved Divine Smite", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 11, + "entries": [ + "By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra {@damage 1d8} radiant damage." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Cleansing Touch", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 14, + "entries": [ + "Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.", + "You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest." + ] + }, + { + "name": "Sacred Oath feature", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 15, + "entries": [ + "At 15th level, you gain a feature granted to you by your Sacred Oath." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Aura improvements", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 18, + "entries": [ + "At 18th level, the range of your Aura of Protection increases to 30 feet." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Sacred Oath feature", + "source": "PHB", + "page": 82, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, you gain a feature granted to you by your Sacred Oath." + ] + }, + { + "name": "Lay on Hands", + "source": "XPHB", + "page": 109, + "className": "Paladin", + "classSource": "XPHB", + "level": 1, + "entries": [ + "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a {@variantrule Long Rest|XPHB}. With that pool, you can restore a total number of {@variantrule Hit Points|XPHB} equal to five times your Paladin level.", + "As a {@variantrule Bonus Action|XPHB}, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of {@variantrule Hit Points|XPHB} to that creature, up to the maximum amount remaining in the pool.", + "You can also expend 5 {@variantrule Hit Points|XPHB} from the pool of healing power to remove the {@condition Poisoned|XPHB} condition from the creature; those points don't also restore {@variantrule Hit Points|XPHB} to the creature." + ] + }, + { + "name": "Spellcasting", + "source": "XPHB", + "page": 109, + "className": "Paladin", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You have learned to cast spells through prayer and meditation. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the {@filter Paladin spell list|spells|class=Paladin} later in the class's description.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Prepared Spells of Level 1+", + "entries": [ + "You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two {@filter level 1 Paladin spells|spells|class=Paladin|level=1}. {@spell Heroism|XPHB} and {@spell Searing Smite|XPHB} are recommended.", + "The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.", + "If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you." + ] + }, + { + "type": "entries", + "name": "Changing Your Prepared Spells", + "entries": [ + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one spell on your list with another Paladin spell for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your Paladin spells." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item Holy Symbol|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Paladin spells." + ] + } + ] + } + ] + }, + { + "name": "Weapon Mastery", + "source": "XPHB", + "page": 110, + "className": "Paladin", + "classSource": "XPHB", + "level": 1, + "entries": [ + "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as {@item Longsword|XPHB|Longswords} and {@item Javelin|XPHB|Javelins}.", + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of {@item Halberd|XPHB|Halberds} and {@item Flail|XPHB|Flails}." + ] + }, + { + "name": "Fighting Style", + "source": "XPHB", + "page": 110, + "className": "Paladin", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You gain a {@filter Fighting Style feat|feats|category=FS} of your choice. Instead of choosing one of those feats, you can choose the option below.", + { + "type": "entries", + "entries": [ + { + "type": "refFeat", + "feat": "Blessed Warrior|XPHB" + } + ] + } + ] + }, + { + "name": "Paladin's Smite", + "source": "XPHB", + "page": 110, + "className": "Paladin", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You always have the {@spell Divine Smite|XPHB} spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a {@variantrule Long Rest|XPHB} before you can cast it in this way again." + ] + }, + { + "name": "Channel Divinity", + "source": "XPHB", + "page": 110, + "className": "Paladin", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.", + "You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You gain an additional use when you reach Paladin level 11.", + "If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.", + { + "type": "entries", + "entries": [ + { + "type": "refClassFeature", + "classFeature": "Divine Sense|Paladin|XPHB|3|XPHB" + } + ] + } + ] + }, + { + "name": "Divine Sense", + "source": "XPHB", + "page": 110, + "className": "Paladin", + "classSource": "XPHB", + "level": 3, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the {@condition Incapacitated|XPHB} condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the {@spell Hallow|XPHB} spell." + ] + }, + { + "name": "Paladin Subclass", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.", + { + "type": "inset", + "name": "Breaking Your Oath", + "entries": [ + "A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.", + "A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.", + "If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one." + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16." + ] + }, + { + "name": "Extra Attack", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 5, + "entries": [ + "You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn." + ] + }, + { + "name": "Faithful Steed", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 5, + "entries": [ + "You can call on the aid of an otherworldly steed. You always have the {@spell Find Steed|XPHB} spell prepared.", + "You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Aura of Protection", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You radiate a protective, unseeable aura in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that originates from you. The aura is inactive while you have the {@condition Incapacitated|XPHB} condition.", + "You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).", + "If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 7, + "entries": [ + "You gain a feature from your Paladin Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Abjure Foes", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 9, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a {@action Magic|XPHB} action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your {@item Holy Symbol|XPHB} or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute or until it takes any damage. While {@condition Frightened|XPHB} in this way, a target can do only one of the following on its turns: move, take an action, or take a {@variantrule Bonus Action|XPHB}." + ] + }, + { + "name": "Aura of Courage", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 10, + "entries": [ + "You and your allies have {@variantrule Immunity|XPHB} to the {@condition Frightened|XPHB} condition while in your Aura of Protection. If a {@condition Frightened|XPHB} ally enters the aura, that condition has no effect on that ally while there." + ] + }, + { + "name": "Radiant Strikes", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 11, + "entries": [ + "Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an {@variantrule Unarmed Strike|XPHB}, the target takes an extra {@damage 1d8} Radiant damage." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Restoring Touch", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 14, + "entries": [ + "When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: {@condition Blinded|XPHB}, {@condition Charmed|XPHB}, {@condition Deafened|XPHB}, {@condition Frightened|XPHB}, {@condition Paralyzed|XPHB}, or {@condition Stunned|XPHB}. You must expend 5 {@variantrule Hit Points|XPHB} from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore {@variantrule Hit Points|XPHB} to the creature." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 15, + "entries": [ + "You gain a feature from your Paladin Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Aura Expansion", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 18, + "entries": [ + "Your Aura of Protection is now a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation}." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Truesight|XPHB} is recommended." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 111, + "className": "Paladin", + "classSource": "XPHB", + "level": 20, + "entries": [ + "You gain a feature from your Paladin Subclass." + ] + } + ], + "subclassFeature": [ + { + "name": "Oathbreaker", + "source": "DMG", + "page": 97, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Oathbreaker", + "subclassSource": "DMG", + "level": 3, + "entries": [ + "An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.", + "A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.", + { + "type": "refSubclassFeature", + "subclassFeature": "Oathbreaker Spells|Paladin||Oathbreaker|DMG|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Oathbreaker|DMG|3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "DMG", + "page": 97, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Oathbreaker", + "subclassSource": "DMG", + "level": 3, + "header": 1, + "entries": [ + "An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Control Undead|Paladin||Oathbreaker|DMG|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dreadful Aspect|Paladin||Oathbreaker|DMG|3" + } + ] + }, + { + "name": "Control Undead", + "source": "DMG", + "page": 97, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Oathbreaker", + "subclassSource": "DMG", + "level": 3, + "header": 1, + "entries": [ + "As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect." + ] + }, + { + "name": "Dreadful Aspect", + "source": "DMG", + "page": 97, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Oathbreaker", + "subclassSource": "DMG", + "level": 3, + "header": 1, + "entries": [ + "As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is {@condition frightened} of the paladin for 1 minute. If a creature {@condition frightened} by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it." + ] + }, + { + "name": "Oathbreaker Spells", + "source": "DMG", + "page": 97, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Oathbreaker", + "subclassSource": "DMG", + "level": 3, + "header": 1, + "entries": [ + "You gain oathbreaker spells at the paladin levels listed.", + { + "type": "table", + "caption": "Oathbreaker Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell hellish rebuke}, {@spell inflict wounds}" + ], + [ + "5th", + "{@spell crown of madness}, {@spell darkness}" + ], + [ + "9th", + "{@spell animate dead}, {@spell bestow curse}" + ], + [ + "13th", + "{@spell blight}, {@spell confusion}" + ], + [ + "17th", + "{@spell contagion}, {@spell dominate person}" + ] + ] + } + ] + }, + { + "name": "Aura of Hate", + "source": "DMG", + "page": 97, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Oathbreaker", + "subclassSource": "DMG", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Supernatural Resistance", + "source": "DMG", + "page": 97, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Oathbreaker", + "subclassSource": "DMG", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons." + ] + }, + { + "name": "Dread Lord", + "source": "DMG", + "page": 97, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Oathbreaker", + "subclassSource": "DMG", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is {@condition frightened} by the paladin starts its turn in the aura, it takes {@damage 4d10} psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.", + "While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to {@dice 3d10} + the paladin's Charisma modifier.", + "After activating the aura, the paladin can't do so again until he or she finishes a long rest." + ] + }, + { + "name": "Oath of the Ancients", + "source": "PHB", + "page": 86, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Ancients", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things\u2014leaves, antlers, or flowers\u2014to reflect their commitment to preserving life and light in the world.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of the Ancients|Paladin||Ancients||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Ancients||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Ancients||3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "PHB", + "page": 86, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Ancients", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Nature's Wrath|Paladin||Ancients||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Turn the Faithless|Paladin||Ancients||3" + } + ] + }, + { + "name": "Nature's Wrath", + "source": "PHB", + "page": 86, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Ancients", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be {@condition restrained}. While {@condition restrained} by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish." + ] + }, + { + "name": "Oath Spells", + "source": "PHB", + "page": 86, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Ancients", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "caption": "Oath of the Ancients Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell ensnaring strike}, {@spell speak with animals}" + ], + [ + "5th", + "{@spell moonbeam}, {@spell misty step}" + ], + [ + "9th", + "{@spell plant growth}, {@spell protection from energy}" + ], + [ + "13th", + "{@spell ice storm}, {@spell stoneskin}" + ], + [ + "17th", + "{@spell commune with nature}, {@spell tree stride}" + ] + ] + } + ] + }, + { + "name": "Tenets of the Ancients", + "source": "PHB", + "page": 86, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Ancients", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Kindle the Light", + "entries": [ + "Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shelter the Light", + "entries": [ + "Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Preserve Your Own Light", + "entries": [ + "Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Be the Light", + "entries": [ + "Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds." + ] + } + ] + } + ] + }, + { + "name": "Turn the Faithless", + "source": "PHB", + "page": 86, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Ancients", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.", + "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the {@action Dodge} action.", + "If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned." + ] + }, + { + "name": "Aura of Warding", + "source": "PHB", + "page": 86, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Ancients", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Undying Sentinel", + "source": "PHB", + "page": 86, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Ancients", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.", + "Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically." + ] + }, + { + "name": "Elder Champion", + "source": "PHB", + "page": 86, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Ancients", + "subclassSource": "PHB", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.", + "Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:", + { + "type": "list", + "items": [ + "At the start of each of your turns, you regain 10 hit points.", + "Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead.", + "Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Oath of Devotion", + "source": "PHB", + "page": 85, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Devotion", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels\u2014the perfect servants of good\u2014as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of Devotion|Paladin||Devotion||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Devotion||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Devotion||3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "PHB", + "page": 85, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Devotion", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Sacred Weapon|Paladin||Devotion||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Turn the Unholy|Paladin||Devotion||3" + } + ] + }, + { + "name": "Oath Spells", + "source": "PHB", + "page": 85, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Devotion", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "caption": "Oath of Devotion Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell protection from evil and good}, {@spell sanctuary}" + ], + [ + "5th", + "{@spell lesser restoration}, {@spell zone of truth}" + ], + [ + "9th", + "{@spell beacon of hope}, {@spell dispel magic}" + ], + [ + "13th", + "{@spell freedom of movement}, {@spell guardian of faith}" + ], + [ + "17th", + "{@spell commune}, {@spell flame strike}" + ] + ] + } + ] + }, + { + "name": "Sacred Weapon", + "source": "PHB", + "page": 85, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Devotion", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.", + "You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall {@condition unconscious}, this effect ends." + ] + }, + { + "name": "Tenets of Devotion", + "source": "PHB", + "page": 85, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Devotion", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Honesty", + "entries": [ + "Don't lie or cheat. Let your word be your promise." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Courage", + "entries": [ + "Never fear to act, though caution is wise." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Compassion", + "entries": [ + "Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Honor", + "entries": [ + "Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Duty", + "entries": [ + "Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you." + ] + } + ] + } + ] + }, + { + "name": "Turn the Unholy", + "source": "PHB", + "page": 85, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Devotion", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.", + "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the {@action Dodge} action." + ] + }, + { + "name": "Aura of Devotion", + "source": "PHB", + "page": 85, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Devotion", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you and friendly creatures within 10 feet of you can't be {@condition charmed} while you are conscious.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Purity of Spirit", + "source": "PHB", + "page": 85, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Devotion", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "Beginning at 15th level, you are always under the effects of a {@spell protection from evil and good} spell." + ] + }, + { + "name": "Holy Nimbus", + "source": "PHB", + "page": 85, + "srd": true, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Devotion", + "subclassSource": "PHB", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.", + "Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.", + "In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Oath of Vengeance", + "source": "PHB", + "page": 87, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Vengeance", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside\u2014at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins\u2014sometimes called avengers or dark knights\u2014their own purity is not as important as delivering justice.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of Vengeance|Paladin||Vengeance||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Vengeance||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Vengeance||3" + } + ] + }, + { + "name": "Abjure Enemy", + "source": "PHB", + "page": 87, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Vengeance", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being {@condition frightened}. Fiends and undead have disadvantage on this saving throw.", + "On a failed save, the creature is {@condition frightened} for 1 minute or until it takes any damage. While {@condition frightened}, the creature's speed is 0, and it can't benefit from any bonus to its speed.", + "On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage." + ] + }, + { + "name": "Channel Divinity", + "source": "PHB", + "page": 87, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Vengeance", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Abjure Enemy|Paladin||Vengeance||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Vow of Enmity|Paladin||Vengeance||3" + } + ] + }, + { + "name": "Oath Spells", + "source": "PHB", + "page": 87, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Vengeance", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "caption": "Oath of Vengeance Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell bane}, {@spell hunter's mark}" + ], + [ + "5th", + "{@spell hold person}, {@spell misty step}" + ], + [ + "9th", + "{@spell haste}, {@spell protection from energy}" + ], + [ + "13th", + "{@spell banishment}, {@spell dimension door}" + ], + [ + "17th", + "{@spell hold monster}, {@spell scrying}" + ] + ] + } + ] + }, + { + "name": "Tenets of Vengeance", + "source": "PHB", + "page": 87, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Vengeance", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fight the Greater Evil", + "entries": [ + "Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "No Mercy for the Wicked", + "entries": [ + "Ordinary foes might win my mercy, but my sworn enemies do not." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "By Any Means Necessary", + "entries": [ + "My qualms can't get in the way of exterminating my foes." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Restitution", + "entries": [ + "If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds." + ] + } + ] + } + ] + }, + { + "name": "Vow of Enmity", + "source": "PHB", + "page": 87, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Vengeance", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls {@condition unconscious}." + ] + }, + { + "name": "Relentless Avenger", + "source": "PHB", + "page": 87, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Vengeance", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks." + ] + }, + { + "name": "Soul of Vengeance", + "source": "PHB", + "page": 87, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Vengeance", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range." + ] + }, + { + "name": "Avenging Angel", + "source": "PHB", + "page": 87, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Vengeance", + "subclassSource": "PHB", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:", + { + "type": "list", + "items": [ + "Wings sprout from your back and grant you a flying speed of 60 feet.", + "You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become {@condition frightened} of you for 1 minute or until it takes any damage. {@action Attack} rolls against the {@condition frightened} creature have advantage." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Oath of the Crown", + "source": "SCAG", + "page": 132, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Crown", + "subclassSource": "SCAG", + "level": 3, + "entries": [ + "The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of the Crown|Paladin||Crown|SCAG|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Crown|SCAG|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Crown|SCAG|3" + } + ] + }, + { + "name": "Champion Challenge", + "source": "SCAG", + "page": 132, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Crown", + "subclassSource": "SCAG", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are {@condition incapacitated} or die or if the creature is more than 30 feet away from you." + ] + }, + { + "name": "Channel Divinity", + "source": "SCAG", + "page": 132, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Crown", + "subclassSource": "SCAG", + "level": 3, + "header": 1, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Champion Challenge|Paladin||Crown|SCAG|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Turn the Tide|Paladin||Crown|SCAG|3" + } + ] + }, + { + "name": "Oath Spells", + "source": "SCAG", + "page": 132, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Crown", + "subclassSource": "SCAG", + "level": 3, + "header": 1, + "entries": [ + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "caption": "Oath of the Crown Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell command}, {@spell compelled duel}" + ], + [ + "5th", + "{@spell warding bond}, {@spell zone of truth}" + ], + [ + "9th", + "{@spell aura of vitality}, {@spell spirit guardians}" + ], + [ + "13th", + "{@spell banishment}, {@spell guardian of faith}" + ], + [ + "17th", + "{@spell circle of power}, {@spell geas}" + ] + ] + } + ] + }, + { + "name": "Tenets of the Crown", + "source": "SCAG", + "page": 132, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Crown", + "subclassSource": "SCAG", + "level": 3, + "header": 1, + "entries": [ + "The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Law", + "entries": [ + "The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Loyalty", + "entries": [ + "Your word is your bond. Without loyalty, oaths and laws are meaningless." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Courage", + "entries": [ + "You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?" + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Responsibility", + "entries": [ + "You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations." + ] + } + ] + } + ] + }, + { + "name": "Turn the Tide", + "source": "SCAG", + "page": 132, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Crown", + "subclassSource": "SCAG", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to {@dice 1d6} + your Charisma modifier (minimum of 1) if it has no more than half of its hit points." + ] + }, + { + "name": "Divine Allegiance", + "source": "SCAG", + "page": 132, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Crown", + "subclassSource": "SCAG", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way." + ] + }, + { + "name": "Unyielding Spirit", + "source": "SCAG", + "page": 132, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Crown", + "subclassSource": "SCAG", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you have advantage on saving throws to avoid becoming {@condition paralyzed} or {@condition stunned}." + ] + }, + { + "name": "Exalted Champion", + "source": "SCAG", + "page": 132, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Crown", + "subclassSource": "SCAG", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:", + { + "type": "list", + "items": [ + "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.", + "Your allies have advantage on death saving throws while within 30 feet of you.", + "You have advantage on Wisdom saving throws, as do your allies within 30 feet of you." + ] + }, + "This effect ends early if you are {@condition incapacitated} or die. Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Oath of Glory", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of Glory|Paladin||Glory|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Glory|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Glory|TCE|3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Oath of Glory feature}", + "You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.", + { + "type": "refSubclassFeature", + "subclassFeature": "Peerless Athlete|Paladin||Glory|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Inspiring Smite|Paladin||Glory|TCE|3" + } + ] + }, + { + "name": "Oath Spells", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Oath of Glory feature}", + "You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.", + { + "type": "table", + "caption": "Oath of Glory Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell guiding bolt}, {@spell heroism}" + ], + [ + "5th", + "{@spell enhance ability}, {@spell magic weapon}" + ], + [ + "9th", + "{@spell haste}, {@spell protection from energy}" + ], + [ + "13th", + "{@spell compulsion}, {@spell freedom of movement}" + ], + [ + "17th", + "{@spell commune}, {@spell flame strike}" + ] + ] + } + ] + }, + { + "name": "Tenets of Glory", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.", + { + "type": "entries", + "name": "Actions over Words", + "entries": [ + "Strive to be known by glorious deeds, not words." + ] + }, + { + "type": "entries", + "name": "Challenges Are but Tests", + "entries": [ + "Face hardships with courage, and encourage your allies to face them with you." + ] + }, + { + "type": "entries", + "name": "Hone the Body", + "entries": [ + "Like raw stone, your body must be worked so its potential can be realized." + ] + }, + { + "type": "entries", + "name": "Discipline the Soul", + "entries": [ + "You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends." + ] + } + ] + }, + { + "name": "Inspiring Smite", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 3, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals {@dice 2d8} + your level in this class, divided among the chosen creatures however you like." + ] + }, + { + "name": "Peerless Athlete", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 3, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength ({@skill Athletics}) and Dexterity ({@skill Acrobatics}) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal)." + ] + }, + { + "name": "Aura of Alacrity", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Oath of Glory feature}", + "You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't {@condition incapacitated}, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.", + "When you reach 18th level in this class, the range of the aura increases to 10 feet." + ] + }, + { + "name": "Glorious Defense", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Oath of Glory feature}", + "You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.", + "You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Living Legend", + "source": "TCE", + "page": 53, + "otherSources": [ + { + "source": "MOT", + "page": 29 + } + ], + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Glory", + "subclassSource": "TCE", + "level": 20, + "header": 2, + "entries": [ + "{@i 20th-level Oath of Glory feature}", + "You can empower yourself with the legends\u2014whether true or exaggerated\u2014of your great deeds. As a bonus action, you gain the following benefits for 1 minute:", + { + "type": "list", + "items": [ + "You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.", + "Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.", + "If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again." + ] + }, + { + "name": "Oath of the Watchers", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.", + "Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of the Watchers|Paladin||Watchers|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Watchers|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Watchers|TCE|3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Oath of the Watchers feature}", + "You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.", + { + "type": "refSubclassFeature", + "subclassFeature": "Watcher's Will|Paladin||Watchers|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Abjure the Extraplanar|Paladin||Watchers|TCE|3" + } + ] + }, + { + "name": "Oath Spells", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Oath of the Watchers feature}", + "You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.", + { + "type": "table", + "caption": "Oath of the Watchers Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell alarm}, {@spell detect magic}" + ], + [ + "5th", + "{@spell moonbeam}, {@spell see invisibility}" + ], + [ + "9th", + "{@spell counterspell}, {@spell nondetection}" + ], + [ + "13th", + "{@spell aura of purity}, {@spell banishment}" + ], + [ + "17th", + "{@spell hold monster}, {@spell scrying}" + ] + ] + } + ] + }, + { + "name": "Tenets of the Watchers", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.", + { + "type": "entries", + "name": "Vigilance", + "entries": [ + "The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption." + ] + }, + { + "type": "entries", + "name": "Loyalty", + "entries": [ + "Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty." + ] + }, + { + "type": "entries", + "name": "Discipline", + "entries": [ + "You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond." + ] + } + ] + }, + { + "name": "Abjure the Extraplanar", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 3, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.", + "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the {@action Dodge} action." + ] + }, + { + "name": "Watcher's Will", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 3, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws." + ] + }, + { + "name": "Aura of the Sentinel", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Oath of the Watchers feature}", + "You emit an aura of alertness while you aren't {@condition incapacitated}. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Vigilant Rebuke", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Oath of the Watchers feature}", + "You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal {@damage 2d8} + your Charisma modifier force damage to the creature that forced the saving throw." + ] + }, + { + "name": "Mortal Bulwark", + "source": "TCE", + "page": 54, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Watchers", + "subclassSource": "TCE", + "level": 20, + "header": 2, + "entries": [ + "{@i 20th-level Oath of the Watchers feature}", + "You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:", + { + "type": "list", + "items": [ + "You gain {@sense truesight} with a range of 120 feet.", + "You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.", + "When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours." + ] + }, + "Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again." + ] + }, + { + "name": "Oath of the Open Sea", + "source": "TDCSR", + "page": 174, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 3, + "header": 1, + "entries": [ + "The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.", + "Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities such as the {@deity The Wildmother|Exandria|TDCSR|Wildmother} or the {@deity The Stormlord|Exandria|TDCSR|Stormlord} who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of the Open Sea|Paladin|PHB|Open Sea|TDCSR|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin|PHB|Open Sea|TDCSR|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin|PHB|Open Sea|TDCSR|3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 3, + "header": 2, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Marine Layer|Paladin||Open Sea|TDCSR|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fury of the Tides|Paladin||Open Sea|TDCSR|3" + }, + { + "type": "inset", + "name": "Rules Tip: Visibility", + "page": 175, + "entries": [ + "Fog and other effects can obscure vision for you, your enemies, and your allies. When you heavily obscure an area using your Marine Layer Channel Divinity option, all creatures within the area have their vision completely blocked, and creatures outside the area can't see in. Creatures that can't see automatically fail {@quickref ability checks|PHB|2|0} that require sight. Also, attack rolls against creatures that can't see have {@quickref Advantage and Disadvantage|PHB|2|0|advantage}, and their own attack rolls have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}.", + "Creatures in a lightly obscured area have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} only on Wisdom ({@skill Perception}) checks that rely on sight. The rules for when your vision is obscured are described completely in the fifth edition core rules." + ] + } + ] + }, + { + "name": "Fury of the Tides", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 3, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier." + ] + }, + { + "name": "Marine Layer", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 3, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required)." + ] + }, + { + "name": "Oath Spells", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 3, + "header": 2, + "entries": [ + "You gain oath spells at the paladin levels listed in the Oath of the Open Sea Spells table. Spells marked with an asterisk are new spells described on the {@filter spells page|spells|source=TDCSR}.", + { + "type": "table", + "caption": "Oath of the Open Sea Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell create or destroy water}, {@spell expeditious retreat}" + ], + [ + "5th", + "{@spell augury}, {@spell misty step}" + ], + [ + "9th", + "{@spell call lightning}, {@spell freedom of the waves|TDCSR}*" + ], + [ + "13th", + "{@spell control water}, {@spell freedom of movement}" + ], + [ + "17th", + "{@spell commune with nature}, {@spell freedom of the winds|TDCSR}*" + ] + ] + } + ] + }, + { + "name": "Tenets of the Open Sea", + "source": "TDCSR", + "page": 174, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 3, + "header": 2, + "entries": [ + "Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.", + { + "type": "entries", + "name": "No Greater Life than a Life Lived Free", + "page": 175, + "entries": [ + "One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote." + ] + }, + { + "type": "entries", + "name": "Trust the Skies", + "page": 175, + "entries": [ + "The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded." + ] + }, + { + "type": "entries", + "name": "Adapt Like the Water", + "page": 175, + "entries": [ + "The waters of the ocean can shift around any obstacle\u2014or become the most impassable obstacle of all. They carve away the land to reveal the secrets of the past, or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge." + ] + }, + { + "type": "entries", + "name": "Explore the Uncharted", + "page": 175, + "entries": [ + "The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great." + ] + } + ] + }, + { + "name": "Aura of Liberation", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you fill nearby creatures with the energy of movement. While you're not {@condition incapacitated}, you and creatures of your choice within 10 feet of you cannot be {@condition grappled} or {@condition restrained}, and {@quickref Underwater Combat|PHB|3|0|ignore penalties on movement and attacks while underwater}. Creatures that are already {@condition grappled} or {@condition restrained} when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints." + ] + }, + { + "name": "Stormy Waters", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes {@damage 1d12} bludgeoning damage and must succeed on a Strength {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or be knocked {@condition prone}." + ] + }, + { + "name": "Aura of Liberation (18th Level)", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 18, + "header": 2, + "entries": [ + "When you reach 18th level in this class, the aura affects creatures within 30 feet of you." + ] + }, + { + "name": "Mythic Swashbuckler", + "source": "TDCSR", + "page": 175, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Open Sea", + "subclassSource": "TDCSR", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:", + { + "type": "list", + "items": [ + "You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Strength ({@skill Athletics}) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.", + "If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls against that creature.", + "You can take the {@action Dash} or {@action Disengage} action as a bonus action.", + "You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Dexterity checks and Dexterity {@quickref saving throws|PHB|2|1} against effects you can see." + ] + }, + "Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|long rest}." + ] + }, + { + "name": "Oath of Conquest", + "source": "XGE", + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Conquest", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.", + "Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins\u2014called hell knights\u2014as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of Conquest|Paladin||Conquest|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Conquest|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Conquest|XGE|3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "XGE", + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Conquest", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Conquering Presence|Paladin||Conquest|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Guided Strike|Paladin||Conquest|XGE|3" + } + ] + }, + { + "name": "Conquering Presence", + "source": "XGE", + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Conquest", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes {@condition frightened} of you for 1 minute. The {@condition frightened} creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Guided Strike", + "source": "XGE", + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Conquest", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses." + ] + }, + { + "name": "Oath Spells", + "source": "XGE", + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Conquest", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "caption": "Oath of Conquest Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell armor of Agathys}, {@spell command}" + ], + [ + "5th", + "{@spell hold person}, {@spell spiritual weapon}" + ], + [ + "9th", + "{@spell bestow curse}, {@spell fear}" + ], + [ + "13th", + "{@spell dominate beast}, {@spell stoneskin}" + ], + [ + "17th", + "{@spell cloudkill}, {@spell dominate person}" + ] + ] + } + ] + }, + { + "name": "Tenets of Conquest", + "source": "XGE", + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Conquest", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "A paladin who takes this oath has the tenets of conquest seared on the upper arm.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Douse the Flame of Hope", + "entries": [ + "It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire." + ] + }, + { + "type": "entries", + "name": "Rule with an Iron Fist", + "entries": [ + "Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow." + ] + }, + { + "type": "entries", + "name": "Strength Above All", + "entries": [ + "You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin." + ] + } + ] + } + ] + }, + { + "name": "Aura of Conquest", + "source": "XGE", + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Conquest", + "subclassSource": "XGE", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you constantly emanate a menacing aura while you're not {@condition incapacitated}. The aura extends 10 feet from you in every direction, but not through {@quickref Cover||3||total cover}.", + "If a creature is {@condition frightened} of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Scornful Rebuke", + "source": "XGE", + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Conquest", + "subclassSource": "XGE", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not {@condition incapacitated}." + ] + }, + { + "name": "Invincible Conqueror", + "source": "XGE", + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Conquest", + "subclassSource": "XGE", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:", + { + "type": "list", + "items": [ + "You have resistance to all damage.", + "When you take the {@action Attack} action on your turn, you can make one additional attack as part of that action.", + "Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the {@dice d20}." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Oath of Redemption", + "source": "XGE", + "page": 38, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Redemption", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.", + "While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of Redemption|Paladin||Redemption|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Redemption|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Redemption|XGE|3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "XGE", + "page": 38, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Redemption", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Emissary of Peace|Paladin||Redemption|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rebuke the Violent|Paladin||Redemption|XGE|3" + } + ] + }, + { + "name": "Emissary of Peace", + "source": "XGE", + "page": 38, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Redemption", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma ({@skill Persuasion}) checks for the next 10 minutes." + ] + }, + { + "name": "Oath Spells", + "source": "XGE", + "page": 38, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Redemption", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "caption": "Oath of Redemption Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell sanctuary}, {@spell sleep}" + ], + [ + "5th", + "{@spell calm emotions}, {@spell hold person}" + ], + [ + "9th", + "{@spell counterspell}, {@spell hypnotic pattern}" + ], + [ + "13th", + "{@spell Otiluke's resilient sphere}, {@spell stoneskin}" + ], + [ + "17th", + "{@spell hold monster}, {@spell wall of force}" + ] + ] + } + ] + }, + { + "name": "Rebuke the Violent", + "source": "XGE", + "page": 38, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Redemption", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage." + ] + }, + { + "name": "Tenets of Redemption", + "source": "XGE", + "page": 38, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Redemption", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Peace", + "entries": [ + "Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Innocence", + "entries": [ + "All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Patience", + "entries": [ + "Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Wisdom", + "entries": [ + "Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just." + ] + } + ] + } + ] + }, + { + "name": "Aura of the Guardian", + "source": "XGE", + "page": 38, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Redemption", + "subclassSource": "XGE", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Protective Spirit", + "source": "XGE", + "page": 38, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Redemption", + "subclassSource": "XGE", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to {@dice 1d6} + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't {@condition incapacitated}." + ] + }, + { + "name": "Emissary of Redemption", + "source": "XGE", + "page": 38, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Redemption", + "subclassSource": "XGE", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, you become an avatar of peace, which gives you two benefits:", + { + "type": "list", + "items": [ + "You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).", + "Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack." + ] + }, + "If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest." + ] + }, + { + "name": "Nature's Wrath", + "source": "XPHB", + "page": 115, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Ancients", + "subclassSource": "XPHB", + "level": 3, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a {@action Magic|XPHB} action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition for 1 minute. A {@condition Restrained|XPHB} creature repeats the save at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Oath of the Ancients", + "source": "XPHB", + "page": 115, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Ancients", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Preserve Life and Light in the World}", + "The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things\u2014leaves, antlers, or flowers\u2014to reflect their commitment to preserving life and light.", + "These paladins share the following tenets:", + { + "type": "list", + "items": [ + "Kindle the light of hope.", + "Shelter life.", + "Delight in art and laughter." + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath of the Ancients Spells|Paladin|XPHB|Ancients|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Nature's Wrath|Paladin|XPHB|Ancients|XPHB|3" + } + ] + }, + { + "name": "Oath of the Ancients Spells", + "source": "XPHB", + "page": 115, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Ancients", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Oath of the Ancients Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell Ensnaring Strike|XPHB}, {@spell Speak with Animals|XPHB}" + ], + [ + "5th", + "{@spell Misty Step|XPHB}, {@spell Moonbeam|XPHB}" + ], + [ + "9th", + "{@spell Plant Growth|XPHB}, {@spell Protection from Energy|XPHB}" + ], + [ + "13th", + "{@spell Ice Storm|XPHB}, {@spell Stoneskin|XPHB}" + ], + [ + "17th", + "{@spell Commune with Nature|XPHB}, {@spell Tree Stride|XPHB}" + ] + ] + } + ] + }, + { + "name": "Aura of Warding", + "source": "XPHB", + "page": 116, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Ancients", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have {@variantrule Resistance|XPHB} to Necrotic, Psychic, and Radiant damage while in your Aura of Protection." + ] + }, + { + "name": "Undying Sentinel", + "source": "XPHB", + "page": 116, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Ancients", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "When you are reduced to 0 {@variantrule Hit Points|XPHB} and not killed outright, you can drop to 1 {@variantrule Hit Points|XPHB|Hit Point} instead, and you regain a number of {@variantrule Hit Points|XPHB} equal to three times your Paladin level. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.", + "Additionally, you can't be aged magically, and you cease visibly aging." + ] + }, + { + "name": "Elder Champion", + "source": "XPHB", + "page": 116, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Ancients", + "subclassSource": "XPHB", + "level": 20, + "header": 2, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).", + { + "type": "entries", + "name": "Diminish Defiance", + "entries": [ + "Enemies in the aura have {@variantrule Disadvantage|XPHB} on saving throws against your spells and Channel Divinity options." + ] + }, + { + "type": "entries", + "name": "Regeneration", + "entries": [ + "At the start of each of your turns, you regain 10 {@variantrule Hit Points|XPHB}." + ] + }, + { + "type": "entries", + "name": "Swift Spells", + "entries": [ + "Whenever you cast a spell that has a casting time of an action, you can cast it using a {@variantrule Bonus Action|XPHB} instead." + ] + } + ] + }, + { + "name": "Oath of Devotion", + "source": "XPHB", + "page": 113, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Devotion", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Uphold the Ideals of Justice and Order}", + "The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some\u2014for better or worse\u2014hold the rest of the world to the same standards.", + "Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.", + "These paladins share the following tenets:", + { + "type": "list", + "items": [ + "Let your word be your promise.", + "Protect the weak and never fear to act.", + "Let your honorable deeds be an example." + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath of Devotion Spells|Paladin|XPHB|Devotion|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sacred Weapon|Paladin|XPHB|Devotion|XPHB|3" + } + ] + }, + { + "name": "Oath of Devotion Spells", + "source": "XPHB", + "page": 113, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Devotion", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Oath of Devotion Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell Protection from Evil And Good|XPHB}, {@spell Shield of Faith|XPHB}" + ], + [ + "5th", + "{@spell Aid|XPHB}, {@spell Zone of Truth|XPHB}" + ], + [ + "9th", + "{@spell Beacon of Hope|XPHB}, {@spell Dispel Magic|XPHB}" + ], + [ + "13th", + "{@spell Freedom of Movement|XPHB}, {@spell Guardian of Faith|XPHB}" + ], + [ + "17th", + "{@spell Commune|XPHB}, {@spell Flame Strike|XPHB}" + ] + ] + } + ] + }, + { + "name": "Sacred Weapon", + "source": "XPHB", + "page": 113, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Devotion", + "subclassSource": "XPHB", + "level": 3, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "When you take the {@action Attack|XPHB} action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.", + "The weapon also emits {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} 20 feet beyond that.", + "You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon." + ] + }, + { + "name": "Aura of Devotion", + "source": "XPHB", + "page": 114, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Devotion", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "You and your allies have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} condition while in your Aura of Protection. If a {@condition Charmed|XPHB} ally enters the aura, that condition has no effect on that ally while there." + ] + }, + { + "name": "Smite of Protection", + "source": "XPHB", + "page": 114, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Devotion", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "Your magical smite now radiates protective energy. Whenever you cast {@spell Divine Smite|XPHB}, you and your allies have {@variantrule Cover|XPHB|Half Cover} while in your Aura of Protection. The aura has this benefit until the start of your next turn." + ] + }, + { + "name": "Holy Nimbus", + "source": "XPHB", + "page": 114, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Devotion", + "subclassSource": "XPHB", + "level": 20, + "header": 2, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).", + { + "type": "entries", + "name": "Holy Ward", + "entries": [ + "You have {@variantrule Advantage|XPHB} on any saving throw you are forced to make by a Fiend or an Undead." + ] + }, + { + "type": "entries", + "name": "Radiant Damage", + "entries": [ + "Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your {@variantrule Proficiency|XPHB} Bonus." + ] + }, + { + "type": "entries", + "name": "Sunlight", + "entries": [ + "The aura is filled with {@variantrule Bright Light|XPHB} that is sunlight." + ] + } + ] + }, + { + "name": "Inspiring Smite", + "source": "XPHB", + "page": 115, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Glory", + "subclassSource": "XPHB", + "level": 3, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Immediately after you cast {@spell Divine Smite|XPHB}, you can expend one use of your Channel Divinity and distribute {@variantrule Temporary Hit Points|XPHB} to creatures of your choice within 30 feet of yourself, which can include you. The total number of {@variantrule Temporary Hit Points|XPHB} equals {@dice 2d8} plus your Paladin level, divided among the chosen creatures however you like." + ] + }, + { + "name": "Oath of Glory", + "source": "XPHB", + "page": 114, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Glory", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Strive for the Heights of Heroism}", + "Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they're all ready when destiny calls.", + "These paladins share the following tenets:", + { + "type": "list", + "items": [ + "Endeavor to be known by your deeds.", + "Face hardships with courage.", + "Inspire others to strive for glory." + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath of Glory Spells|Paladin|XPHB|Glory|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Inspiring Smite|Paladin|XPHB|Glory|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Peerless Athlete|Paladin|XPHB|Glory|XPHB|3" + } + ] + }, + { + "name": "Oath of Glory Spells", + "source": "XPHB", + "page": 115, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Glory", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Oath of Glory Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell Guiding Bolt|XPHB}, {@spell Heroism|XPHB}" + ], + [ + "5th", + "{@spell Enhance Ability|XPHB}, {@spell Magic Weapon|XPHB}" + ], + [ + "9th", + "{@spell Haste|XPHB}, {@spell Protection from Energy|XPHB}" + ], + [ + "13th", + "{@spell Compulsion|XPHB}, {@spell Freedom of Movement|XPHB}" + ], + [ + "17th", + "{@spell Legend Lore|XPHB}, {@spell Yolande's Regal Presence|XPHB}" + ] + ] + } + ] + }, + { + "name": "Peerless Athlete", + "source": "XPHB", + "page": 115, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Glory", + "subclassSource": "XPHB", + "level": 3, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have {@variantrule Advantage|XPHB} on Strength ({@skill Athletics|XPHB}) and Dexterity ({@skill Acrobatics|XPHB}) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal)." + ] + }, + { + "name": "Aura of Alacricity", + "source": "XPHB", + "page": 115, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Glory", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "Your Speed increases by 10 feet.", + "In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally's {@variantrule Speed|XPHB} increases by 10 feet until the end of their next turn." + ] + }, + { + "name": "Glorious Defense", + "source": "XPHB", + "page": 115, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Glory", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a {@variantrule Reaction|XPHB} to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this {@variantrule Reaction|XPHB} if the attacker is within your weapon's range.", + "You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Living Legend", + "source": "XPHB", + "page": 115, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Glory", + "subclassSource": "XPHB", + "level": 20, + "header": 2, + "entries": [ + "You can empower yourself with the legends\u2014whether true or exaggerated\u2014of your great deeds. As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).", + { + "type": "entries", + "name": "Charismatic", + "entries": [ + "You are blessed with an otherworldly presence and have {@variantrule Advantage|XPHB} on all Charisma checks." + ] + }, + { + "type": "entries", + "name": "Saving Throw Reroll", + "entries": [ + "If you fail a saving throw, you can take a {@variantrule Reaction|XPHB} to reroll it. You must use this new roll." + ] + }, + { + "type": "entries", + "name": "Unerring Strike", + "entries": [ + "Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead." + ] + } + ] + }, + { + "name": "Oath of Vengeance", + "source": "XPHB", + "page": 116, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Vengeance", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Punish Evildoers at Any Cost}", + "The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside\u2014at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.", + "These paladins share the following tenets:", + { + "type": "list", + "items": [ + "Show the wicked no mercy.", + "Fight injustice and its causes.", + "Aid those harmed by injustice." + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath of Vengeance Spells|Paladin|XPHB|Vengeance|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Vow of Enmity|Paladin|XPHB|Vengeance|XPHB|3" + } + ] + }, + { + "name": "Oath of Vengeance Spells", + "source": "XPHB", + "page": 116, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Vengeance", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Oath of Vengeance Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell Bane|XPHB}, {@spell Hunter's Mark|XPHB}" + ], + [ + "5th", + "{@spell Hold Person|XPHB}, {@spell Misty Step|XPHB}" + ], + [ + "9th", + "{@spell Haste|XPHB}, {@spell Protection from Energy|XPHB}" + ], + [ + "13th", + "{@spell Banishment|XPHB}, {@spell Dimension Door|XPHB}" + ], + [ + "17th", + "{@spell Hold Monster|XPHB}, {@spell Scrying|XPHB}" + ] + ] + } + ] + }, + { + "name": "Vow of Enmity", + "source": "XPHB", + "page": 117, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Vengeance", + "subclassSource": "XPHB", + "level": 3, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "When you take the {@action Attack|XPHB} action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have {@variantrule Advantage|XPHB} on attack rolls against the creature for 1 minute or until you use this feature again.", + "If the creature drops to 0 {@variantrule Hit Points|XPHB} before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required)." + ] + }, + { + "name": "Relentless Avenger", + "source": "XPHB", + "page": 117, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Vengeance", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an {@action Opportunity Attack|XPHB|Opportunity Attacks}, you can reduce the creature's {@variantrule Speed|XPHB} to 0 until the end of the current turn. You can then move up to half your {@variantrule Speed|XPHB} as part of the same {@variantrule Reaction|XPHB}. This movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}." + ] + }, + { + "name": "Soul of Vengeance", + "source": "XPHB", + "page": 117, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Vengeance", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a {@variantrule Reaction|XPHB} to make a melee attack against that creature if it's within range." + ] + }, + { + "name": "Avenging Angel", + "source": "XPHB", + "page": 117, + "className": "Paladin", + "classSource": "XPHB", + "subclassShortName": "Vengeance", + "subclassSource": "XPHB", + "level": 20, + "header": 2, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).", + { + "type": "entries", + "name": "Flight", + "entries": [ + "You sprout spectral wings on your back, have a {@variantrule Fly Speed|XPHB} of 60 feet, and can hover." + ] + }, + { + "type": "entries", + "name": "Frightful Aura", + "entries": [ + "Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute or until it takes any damage. {@action Attack|XPHB} rolls against the {@condition Frightened|XPHB} creature have {@variantrule Advantage|XPHB}." + ] + } + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-ranger.json b/src/ttfrog/five_e_tools/sources/class/class-ranger.json new file mode 100644 index 0000000..ee8d910 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-ranger.json @@ -0,0 +1,4378 @@ +{ + "_meta": { + "internalCopies": [ + 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"Hunter|Ranger|XPHB|XPHB" + ], + "edition": "classic", + "subclassFeatures": [ + "Hunter|Ranger||Hunter||3", + "Defensive Tactics|Ranger||Hunter||7", + "Multiattack|Ranger||Hunter||11", + "Superior Hunter's Defense|Ranger||Hunter||15" + ] + }, + { + "name": "Hunter", + "shortName": "Hunter", + "source": "PHB", + "className": "Ranger", + "classSource": "XPHB", + "_copy": { + "name": "Hunter", + "source": "PHB", + "shortName": "Hunter", + "className": "Ranger", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "Gloom Stalker", + "shortName": "Gloom Stalker", + "source": "XGE", + "className": "Ranger", + "classSource": "PHB", + "page": 41, + "reprintedAs": [ + "Gloom Stalker|Ranger|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "known": { + "3": [ + "disguise self" + ], + "5": [ + "rope trick" + ], + "9": [ + "fear" + ], + "13": [ + "greater 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[ + "banishment" + ], + "17": [ + "teleportation circle" + ] + } + } + ], + "subclassFeatures": [ + "Horizon Walker|Ranger||Horizon Walker|XGE|3", + "Ethereal Step|Ranger||Horizon Walker|XGE|7", + "Distant Strike|Ranger||Horizon Walker|XGE|11", + "Spectral Defense|Ranger||Horizon Walker|XGE|15" + ] + }, + { + "name": "Horizon Walker", + "shortName": "Horizon Walker", + "source": "XGE", + "className": "Ranger", + "classSource": "XPHB", + "_copy": { + "name": "Horizon Walker", + "source": "XGE", + "shortName": "Horizon Walker", + "className": "Ranger", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "Monster Slayer", + "shortName": "Monster Slayer", + "source": "XGE", + "className": "Ranger", + "classSource": "PHB", + "page": 43, + "edition": "classic", + "additionalSpells": [ + { + "known": { + "3": [ + "protection from evil and good" + ], + "5": [ + "zone of truth" + ], + "9": [ + "magic circle" + ], + "13": [ + "banishment" + ], + "17": [ + "hold monster" + ] + } + } + ], + "subclassFeatures": [ + "Monster Slayer|Ranger||Monster Slayer|XGE|3", + "Supernatural Defense|Ranger||Monster Slayer|XGE|7", + "Magic-User's Nemesis|Ranger||Monster Slayer|XGE|11", + "Slayer's Counter|Ranger||Monster Slayer|XGE|15" + ] + }, + { + "name": "Monster Slayer", + "shortName": "Monster Slayer", + "source": "XGE", + "className": "Ranger", + "classSource": "XPHB", + "_copy": { + "name": "Monster Slayer", + "source": "XGE", + "shortName": "Monster Slayer", + "className": "Ranger", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + } + }, + { + "name": "Fey Wanderer", + "shortName": "Fey Wanderer", + "source": "TCE", + "className": "Ranger", + "classSource": "PHB", + "page": 58, + "reprintedAs": [ + "Fey Wanderer|Ranger|XPHB|XPHB" + ], + "edition": "classic", + "additionalSpells": [ + { + "known": { + "3": [ + "charm person" + ], + "5": [ + "misty step" + ], + "9": [ + "dispel magic" + ], + "13": [ + "dimension door" + ], + "17": [ + "mislead" + ] + } + } + ], + "subclassFeatures": [ + "Fey Wanderer|Ranger||Fey Wanderer|TCE|3", + "Beguiling Twist|Ranger||Fey Wanderer|TCE|7", + "Fey Reinforcements|Ranger||Fey Wanderer|TCE|11", + "Misty Wanderer|Ranger||Fey Wanderer|TCE|15" + ], + "hasFluffImages": true + }, + { + "name": "Fey Wanderer", + "shortName": "Fey Wanderer", + "source": "TCE", + "className": "Ranger", + "classSource": "XPHB", + "_copy": { + "name": "Fey Wanderer", + "source": "TCE", + "shortName": "Fey Wanderer", + "className": "Ranger", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "Fey Wanderer", + "source": "TCE", + "shortName": "Fey Wanderer", + "className": "Ranger", + "classSource": "PHB" + } + } + }, + { + "name": "Swarmkeeper", + "shortName": "Swarmkeeper", + "source": "TCE", + "className": "Ranger", + "classSource": "PHB", + "page": 59, + "edition": "classic", + "additionalSpells": [ + { + "known": { + "3": [ + "mage hand#c", + "faerie fire" + ], + "5": [ + "web" + ], + "9": [ + "gaseous form" + ], + "13": [ + "arcane eye" + ], + "17": [ + "insect plague" + ] + } + } + ], + "subclassFeatures": [ + "Swarmkeeper|Ranger||Swarmkeeper|TCE|3", + "Writhing Tide|Ranger||Swarmkeeper|TCE|7", + "Mighty Swarm|Ranger||Swarmkeeper|TCE|11", + "Swarming Dispersal|Ranger||Swarmkeeper|TCE|15" + ], + "hasFluffImages": true + }, + { + "name": "Swarmkeeper", + "shortName": "Swarmkeeper", + "source": "TCE", + "className": "Ranger", + "classSource": "XPHB", + "_copy": { + "name": "Swarmkeeper", + "source": "TCE", + "shortName": "Swarmkeeper", + "className": "Ranger", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "Swarmkeeper", + "source": "TCE", + "shortName": "Swarmkeeper", + "className": "Ranger", + "classSource": "PHB" + } + } + }, + { + "name": "Drakewarden", + "shortName": "Drakewarden", + "source": "FTD", + "className": "Ranger", + "classSource": "PHB", + "page": 15, + "edition": "classic", + "additionalSpells": [ + { + "known": { + "3": [ + "thaumaturgy#c" + ] + } + } + ], + "subclassFeatures": [ + "Drakewarden|Ranger||Drakewarden|FTD|3", + "Bond of Fang and Scale|Ranger||Drakewarden|FTD|7", + "Drake's Breath|Ranger||Drakewarden|FTD|11", + "Perfected Bond|Ranger||Drakewarden|FTD|15" + ], + "hasFluffImages": true + }, + { + "name": "Drakewarden", + "shortName": "Drakewarden", + "source": "FTD", + "className": "Ranger", + "classSource": "XPHB", + "_copy": { + "name": "Drakewarden", + "source": "FTD", + "shortName": "Drakewarden", + "className": "Ranger", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "fluff": { + "_subclassFluff": { + "name": "Drakewarden", + "source": "FTD", + "shortName": "Drakewarden", + "className": "Ranger", + "classSource": "PHB" + } + } + }, + { + "name": "Beast Master", + "shortName": "Beast Master", + "source": "XPHB", + "className": "Ranger", + "classSource": "XPHB", + "page": 123, + "edition": "one", + "subclassFeatures": [ + "Beast Master|Ranger|XPHB|Beast Master|XPHB|3", + "Exceptional Training|Ranger|XPHB|Beast Master|XPHB|7", + "Bestial Fury|Ranger|XPHB|Beast Master|XPHB|11", + "Share Spells|Ranger|XPHB|Beast Master|XPHB|15" + ], + "hasFluffImages": true + }, + { + "name": "Fey Wanderer", + "shortName": "Fey Wanderer", + "source": "XPHB", + "className": "Ranger", + "classSource": "XPHB", + "page": 124, + "edition": "one", + "additionalSpells": [ + { + "known": { + "3": [ + "charm person|xphb" + ], + "5": [ + "misty step|xphb" + ], + "9": [ + "summon fey|xphb" + ], + "13": [ + "dimension door|xphb" + ], + "17": [ + "mislead|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Fey Wanderer|Ranger|XPHB|Fey Wanderer|XPHB|3", + "Beguiling Twist|Ranger|XPHB|Fey Wanderer|XPHB|7", + "Fey Reinforcements|Ranger|XPHB|Fey Wanderer|XPHB|11", + "Misty Wanderer|Ranger|XPHB|Fey Wanderer|XPHB|15" + ], + "hasFluffImages": true + }, + { + "name": "Gloom Stalker", + "shortName": "Gloom Stalker", + "source": "XPHB", + "className": "Ranger", + "classSource": "XPHB", + "page": 125, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "disguise self|xphb" + ], + "5": [ + "rope trick|xphb" + ], + "9": [ + "fear|xphb" + ], + "13": [ + "greater invisibility|xphb" + ], + "17": [ + "seeming|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Gloom Stalker|Ranger|XPHB|Gloom Stalker|XPHB|3", + "Iron Mind|Ranger|XPHB|Gloom Stalker|XPHB|7", + "Stalker's Flurry|Ranger|XPHB|Gloom Stalker|XPHB|11", + "Shadowy Dodge|Ranger|XPHB|Gloom Stalker|XPHB|15" + ], + "hasFluffImages": true + }, + { + "name": "Hunter", + "shortName": "Hunter", + "source": "XPHB", + "className": "Ranger", + "classSource": "XPHB", + "page": 127, + "edition": "one", + "subclassFeatures": [ + "Hunter|Ranger|XPHB|Hunter|XPHB|3", + "Defensive Tactics|Ranger|XPHB|Hunter|XPHB|7", + "Superior Hunter's Prey|Ranger|XPHB|Hunter|XPHB|11", + "Superior Hunter's Defense|Ranger|XPHB|Hunter|XPHB|15" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Deft Explorer", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 1, + "isClassFeatureVariant": true, + "entries": [ + "{@i 1st-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Natural Explorer feature}", + "You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.", + { + "name": "Canny", + "type": "entries", + "entries": [ + "Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.", + "You can also speak, read, and write two additional languages of your choice." + ] + } + ] + }, + { + "name": "Favored Enemy", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 1, + "entries": [ + "Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.", + "Choose a type of favored enemy: {@filter aberrations|bestiary|type=aberration}, {@filter beasts|bestiary|type=beast}, {@filter celestials|bestiary|type=celestial}, {@filter constructs|bestiary|type=construct}, {@filter dragons|bestiary|type=dragon}, {@filter elementals|bestiary|type=elemental}, {@filter fey|bestiary|type=fey}, {@filter fiends|bestiary|type=fiend}, {@filter giants|bestiary|type=giant}, {@filter monstrosities|bestiary|type=monstrosity}, {@filter oozes|bestiary|type=ooze}, {@filter plants|bestiary|type=plant}, or {@filter undead|bestiary|type=undead}. Alternatively, you can select two races of {@filter humanoid|bestiary|type=humanoid} (such as {@creature gnoll||gnolls} and {@creature orc||orcs}) as favored enemies.", + "You have advantage on Wisdom ({@skill Survival}) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.", + "When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.", + "You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures." + ] + }, + { + "name": "Favored Foe", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 1, + "isClassFeatureVariant": true, + "entries": [ + "{@i 1st-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Favored Enemy feature and works with the Foe Slayer feature}", + "When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell).", + "The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by {@dice 1d4}.", + "You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "This feature's extra damage increases when you reach certain levels in this class: to {@dice 1d6} at 6th level and to {@dice 1d8} at 14th level." + ] + }, + { + "name": "Natural Explorer", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 1, + "entries": [ + "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.", + "While traveling for an hour or more in your favored terrain, you gain the following benefits:", + { + "type": "list", + "items": [ + "Difficult terrain doesn't slow your group's travel.", + "Your group can't become lost except by magical means.", + "Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.", + "If you are traveling alone, you can move stealthily at a normal pace.", + "When you forage, you find twice as much food as you normally would.", + "While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area." + ] + }, + "You choose additional favored terrain types at 6th and 10th level." + ] + }, + { + "name": "Fighting Style", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 2, + "entries": [ + "At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Archery" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Defense" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blind Fighting|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Druidic Warrior|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Thrown Weapon Fighting|TCE" + } + ] + } + ] + }, + { + "name": "Spellcasting", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 2, + "entries": [ + "By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter ranger spell list|spells|class=ranger}.", + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Ranger table shows how many spell slots you have to cast your {@filter ranger spells|spells|class=ranger} 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.", + "For example, if you know the 1st-level spell {@spell animal friendship} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell animal friendship} using either slot." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st Level and Higher", + "entries": [ + "You know two 1st-level spells of your choice from the ranger spell list.", + "The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.", + "Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" + ] + } + ] + } + ] + }, + { + "name": "Spellcasting Focus", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 2, + "isClassFeatureVariant": true, + "entries": [ + "{@i 2nd-level ranger {@variantrule optional class features|tce|optional feature}}", + "You can use a {@item druidic focus|phb} as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals." + ] + }, + { + "name": "Primal Awareness", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Primeval Awareness feature}", + "You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Primal Awareness Spells", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell speak with animals}" + ], + [ + "5th", + "{@spell beast sense}" + ], + [ + "9th", + "{@spell speak with plants}" + ], + [ + "13th", + "{@spell locate creature}" + ], + [ + "17th", + "{@spell commune with nature}" + ] + ] + }, + "You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Primeval Awareness", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 3, + "entries": [ + "Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number." + ] + }, + { + "name": "Ranger Archetype", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 3, + "entries": [ + "At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Martial Versatility", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "{@i 4th-level ranger {@variantrule optional class features|tce|optional feature}}", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice." + ] + }, + { + "name": "Extra Attack", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Deft Explorer Improvement", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 6, + "isClassFeatureVariant": true, + "entries": [ + "You gain an additional benefit when you reach 6th level in this class.", + { + "type": "entries", + "name": "Roving", + "entries": [ + "Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed." + ] + } + ] + }, + { + "name": "Favored Enemy and Natural Explorer improvements", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you gain an additional favored terrain.", + "At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures." + ] + }, + { + "name": "Ranger Archetype feature", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted to you by your Ranger Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Land's Stride", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 8, + "entries": [ + "Starting at 8th level, moving through nonmagical {@quickref difficult terrain||3} costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.", + "In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the {@spell entangle} spell." + ] + }, + { + "name": "Deft Explorer Improvement", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 10, + "isClassFeatureVariant": true, + "entries": [ + "You gain an additional benefit when you reach 10th level in this class.", + { + "type": "entries", + "name": "Tireless", + "entries": [ + "As an action, you can give yourself a number of temporary hit points equal to {@dice 1d8} + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "In addition, whenever you finish a short rest, your {@condition exhaustion} level, if any, is decreased by 1." + ] + } + ] + }, + { + "name": "Hide in Plain Sight", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 10, + "entries": [ + "Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.", + "Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity ({@skill Stealth}) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit." + ] + }, + { + "name": "Natural Explorer improvement", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 10, + "entries": [ + "You gain an additional favored terrain." + ] + }, + { + "name": "Nature's Veil", + "source": "TCE", + "page": 56, + "className": "Ranger", + "classSource": "PHB", + "level": 10, + "isClassFeatureVariant": true, + "entries": [ + "{@i 10th-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Hide in Plain Sight feature}", + "You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become {@condition invisible}, along with any equipment you are wearing or carrying, until the start of your next turn.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Ranger Archetype feature", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 11, + "entries": [ + "At 11th level, you gain a feature granted to you by your Ranger Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Favored Enemy improvement", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 14, + "entries": [ + "At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures." + ] + }, + { + "name": "Vanish", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 14, + "entries": [ + "Starting at 14th level, you can use the {@action Hide} action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail." + ] + }, + { + "name": "Ranger Archetype feature", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 15, + "entries": [ + "At 15th level, you gain a feature granted to you by your Ranger Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Feral Senses", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 18, + "entries": [ + "At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any {@condition invisible} creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't {@condition blinded} or {@condition deafened}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Foe Slayer", + "source": "PHB", + "page": 89, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied." + ] + }, + { + "name": "Favored Enemy", + "source": "XPHB", + "page": 120, + "className": "Ranger", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You always have the {@spell Hunter's Mark|XPHB} spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a {@variantrule Long Rest|XPHB}.", + "The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored {@variantrule Enemy|XPHB} column of the Ranger Features table." + ] + }, + { + "name": "Spellcasting", + "source": "XPHB", + "page": 119, + "className": "Ranger", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You have learned to channel the magical essence of nature to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the {@filter Ranger spell list|spells|class=Ranger} later in the class's description.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Prepared Spells of Level 1+", + "entries": [ + "You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two {@filter level 1 Ranger spells|spells|class=Ranger|level=1}. {@spell Cure Wounds|XPHB} and {@spell Ensnaring Strike|XPHB} are recommended.", + "The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.", + "If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you." + ] + }, + { + "type": "entries", + "name": "Changing Your Prepared Spells", + "entries": [ + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one spell on your list with another Ranger spell for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Wisdom is your spellcasting ability for your Ranger spells." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Ranger spells." + ] + } + ] + } + ] + }, + { + "name": "Weapon Mastery", + "source": "XPHB", + "page": 120, + "className": "Ranger", + "classSource": "XPHB", + "level": 1, + "entries": [ + "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as {@item Longbow|XPHB|Longbows} and {@item Shortsword|XPHB|Shortswords}.", + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of {@item Scimitar|XPHB|Scimitars} and {@item Longsword|XPHB|Longswords}." + ] + }, + { + "name": "Deft Explorer", + "source": "XPHB", + "page": 120, + "className": "Ranger", + "classSource": "XPHB", + "level": 2, + "entries": [ + "Thanks to your travels, you gain the following benefits.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Expertise", + "entries": [ + "Choose one of your skill proficiencies with which you lack {@variantrule Expertise|XPHB}. You gain {@variantrule Expertise|XPHB} in that skill." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You know two languages of your choice from the language tables in {@book chapter 2|XPHB|2|Choose Languages}." + ] + } + ] + } + ] + }, + { + "name": "Fighting Style", + "source": "XPHB", + "page": 120, + "className": "Ranger", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You gain a {@filter Fighting Style feat|feats|category=FS} of your choice. Instead of choosing one of those feats, you can choose the option below.", + { + "type": "entries", + "entries": [ + { + "type": "refFeat", + "feat": "Druidic Warrior|XPHB" + } + ] + } + ] + }, + { + "name": "Ranger Subclass", + "source": "XPHB", + "page": 120, + "className": "Ranger", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 120, + "className": "Ranger", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16." + ] + }, + { + "name": "Extra Attack", + "source": "XPHB", + "page": 120, + "className": "Ranger", + "classSource": "XPHB", + "level": 5, + "entries": [ + "You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn." + ] + }, + { + "name": "Roving", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 6, + "entries": [ + "Your {@variantrule Speed|XPHB} increases by 10 feet while you aren't wearing Heavy armor. You also have a {@variantrule Climb Speed|XPHB} and a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 7, + "entries": [ + "You gain a feature from your Ranger Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Expertise", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 9, + "entries": [ + "Choose two of your skill proficiencies with which you lack {@variantrule Expertise|XPHB}. You gain {@variantrule Expertise|XPHB} in those skills." + ] + }, + { + "name": "Tireless", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 10, + "entries": [ + "Primal forces now help fuel you on your journeys, granting you the following benefits.", + { + "type": "entries", + "name": "Temporary Hit Points", + "entries": [ + "As a {@action Magic|XPHB} action, you can give yourself a number of {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d8} plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Decrease Exhaustion", + "entries": [ + "Whenever you finish a {@variantrule Short Rest|XPHB}, your {@condition Exhaustion|XPHB} level, if any, decreases by 1." + ] + } + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 11, + "entries": [ + "You gain a feature from your Ranger Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Relentless Hunter", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 13, + "entries": [ + "Taking damage can't break your {@status Concentration|XPHB} on Hunter's Mark." + ] + }, + { + "name": "Nature's Veil", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 14, + "entries": [ + "You invoke spirits of nature to magically hide yourself. As a {@variantrule Bonus Action|XPHB}, you can give yourself the {@condition Invisible|XPHB} condition until the end of your next turn.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 15, + "entries": [ + "You gain a feature from your Ranger Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Precise Hunter", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 17, + "entries": [ + "You have {@variantrule Advantage|XPHB} on attack rolls against the creature currently marked by your Hunter's Mark." + ] + }, + { + "name": "Feral Senses", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 18, + "entries": [ + "Your connection to the forces of nature grants you {@sense Blindsight|XPHB} with a range of 30 feet." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended." + ] + }, + { + "name": "Foe Slayer", + "source": "XPHB", + "page": 121, + "className": "Ranger", + "classSource": "XPHB", + "level": 20, + "entries": [ + "The damage die of your Hunter's Mark is a {@dice d10} rather than a {@dice d6}." + ] + } + ], + "subclassFeature": [ + { + "name": "Drakewarden", + "source": "FTD", + "page": 15, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 3, + "entries": [ + "Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.", + "Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.", + { + "type": "table", + "caption": "Drakewarden Origin", + "colLabels": [ + "d6", + "Origin" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic." + ], + [ + "2", + "A secret order of rangers who collect and guard draconic lore taught you their ways." + ], + [ + "3", + "A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone." + ], + [ + "4", + "You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power." + ], + [ + "5", + "An ancient Draconic inscription on a standing stone empowered you when you read it aloud." + ], + [ + "6", + "You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you." + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Draconic Gift|Ranger||Drakewarden|FTD|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Drake Companion|Ranger||Drakewarden|FTD|3" + } + ] + }, + { + "name": "Draconic Gift", + "source": "FTD", + "page": 15, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Drakewarden feature}", + "The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Thaumaturgy", + "entry": "You learn the {@spell thaumaturgy} cantrip, which is a ranger spell for you." + }, + { + "type": "item", + "name": "Tongue of Dragons", + "entry": "You learn to speak, read, and write Draconic or one other language of your choice." + } + ] + } + ] + }, + { + "name": "Drake Companion", + "source": "FTD", + "page": 15, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Drakewarden feature}", + "As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.", + "The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying {@creature Drake Companion|FTD} stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.", + "In combat, the drake 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 {@action 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 {@condition incapacitated}, the drake can take any action of its choice, not just {@action Dodge}.", + "The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.", + "Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it." + ] + }, + { + "name": "Bond of Fang and Scale", + "source": "FTD", + "page": 15, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Drakewarden feature}", + "The bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.", + "In addition, while your drake is summoned, you and the drake gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Drake Mount", + "entries": [ + "The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't use the flying speed of this feature." + ] + }, + { + "type": "item", + "name": "Magic Fang", + "entries": [ + "The drake's Bite attack deals an extra {@damage 1d6} damage of the type chosen for the drake's Draconic Essence." + ] + }, + { + "type": "item", + "name": "Resistance", + "entries": [ + "You gain resistance to the damage type chosen for the drake's Draconic Essence." + ] + } + ] + } + ] + }, + { + "name": "Drake's Breath", + "source": "FTD", + "page": 15, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 11, + "header": 2, + "entries": [ + "{@i 11th-level Drakewarden feature}", + "As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn't have to match your drake's Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking {@damage 8d6} damage on a failed save, or half as much damage on a successful one.", + "This damage increases to {@dice 10d6} when you reach 15th level in this class.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again." + ] + }, + { + "name": "Perfected Bond", + "source": "FTD", + "page": 15, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Drakewarden feature}", + "Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Empowered Bite", + "entries": [ + "The drake's Bite attack deals an extra {@damage 1d6} damage of the type chosen for its Draconic Essence (for a total of {@damage 2d6} extra damage)." + ] + }, + { + "type": "item", + "name": "Large Drake", + "entries": [ + "The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale." + ] + }, + { + "type": "item", + "name": "Reflexive Resistance", + "entries": [ + "When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Beast Master", + "source": "PHB", + "page": 93, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Beast Master", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.", + { + "type": "refSubclassFeature", + "subclassFeature": "Ranger's Companion|Ranger||Beast Master||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Primal Companion|Ranger||Beast Master||3|TCE" + } + ] + }, + { + "name": "Primal Companion", + "source": "TCE", + "page": 61, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Beast Master", + "subclassSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "header": 1, + "entries": [ + "{@i 3rd-level Beast Master variant feature, which replaces the Ranger's Companion feature}", + "You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block\u2014{@creature Beast of the Land|TCE}, {@creature Beast of the Sea|TCE}, or {@creature Beast of the Sky|TCE}\u2014which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.", + "In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the {@action 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. You can also sacrifice one of your attacks when you take the {@action Attack} action to command the beast to take the {@action Attack} action. If you are {@condition incapacitated}, the beast can take any action of its choice, not just {@action Dodge}.", + "If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.", + "When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die." + ] + }, + { + "name": "Ranger's Companion", + "source": "PHB", + "page": 93, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Beast Master", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a {@filter beast that is no larger than Medium and that has a challenge rating of 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=beast|size=f;d;t;s;m|miscellaneous=!swarm}. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.", + "The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the {@action Attack}, {@action Dash}, {@action Disengage}, or {@action Help} action. If you don't issue a command, the beast takes the {@action Dodge} action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the {@action Attack} action.", + "If you are {@condition incapacitated} or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.", + "While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.", + "If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements." + ] + }, + { + "name": "Exceptional Training", + "source": "PHB", + "page": 93, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Beast Master", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the {@action Dash}, {@action Disengage}, or {@action Help} action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ] + }, + { + "name": "Bestial Fury", + "source": "PHB", + "page": 93, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Beast Master", + "subclassSource": "PHB", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, when you command your beast companion to take the {@action Attack} action, the beast can make two attacks, or it can take the Multiattack action if it has that action." + ] + }, + { + "name": "Share Spells", + "source": "PHB", + "page": 93, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Beast Master", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you." + ] + }, + { + "name": "Hunter", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.", + { + "type": "refSubclassFeature", + "subclassFeature": "Hunter's Prey|Ranger||Hunter||3" + } + ] + }, + { + "name": "Horde Breaker", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon." + ] + }, + { + "name": "Hunter's Prey", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you gain one of the following features of your choice.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Colossus Slayer|Ranger||Hunter||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Giant Killer|Ranger||Hunter||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Horde Breaker|Ranger||Hunter||3" + } + ] + } + ] + }, + { + "name": "Colossus Slayer", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 3, + "header": 2, + "entries": [ + "Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra {@damage 1d8} damage if it's below its hit point maximum. You can deal this extra damage only once per turn." + ] + }, + { + "name": "Giant Killer", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 3, + "header": 2, + "entries": [ + "When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature." + ] + }, + { + "name": "Defensive Tactics", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, you gain one of the following features of your choice.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Escape the Horde|Ranger||Hunter||7" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Multiattack Defense|Ranger||Hunter||7" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Steel Will|Ranger||Hunter||7" + } + ] + } + ] + }, + { + "name": "Escape the Horde", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "Opportunity attacks against you are made with disadvantage." + ] + }, + { + "name": "Multiattack Defense", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn." + ] + }, + { + "name": "Steel Will", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 7, + "header": 2, + "entries": [ + "You have advantage on saving throws against being {@condition frightened}." + ] + }, + { + "name": "Multiattack", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 11, + "header": 2, + "entries": [ + "At 11th level, you gain one of the following features of your choice.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Volley|Ranger||Hunter||11" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Whirlwind Attack|Ranger||Hunter||11" + } + ] + } + ] + }, + { + "name": "Volley", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 11, + "header": 2, + "entries": [ + "You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target." + ] + }, + { + "name": "Whirlwind Attack", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 11, + "header": 2, + "entries": [ + "You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target." + ] + }, + { + "name": "Evasion", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a {@spell lightning bolt} spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail." + ] + }, + { + "name": "Stand Against the Tide", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice." + ] + }, + { + "name": "Superior Hunter's Defense", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, you gain one of the following features of your choice.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Evasion|Ranger||Hunter||15" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Stand Against the Tide|Ranger||Hunter||15" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Uncanny Dodge|Ranger||Hunter||15" + } + ] + } + ] + }, + { + "name": "Uncanny Dodge", + "source": "PHB", + "page": 93, + "srd": true, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Hunter", + "subclassSource": "PHB", + "level": 15, + "header": 2, + "entries": [ + "When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." + ] + }, + { + "name": "Fey Wanderer", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.", + { + "type": "refSubclassFeature", + "subclassFeature": "Dreadful Strikes|Ranger||Fey Wanderer|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fey Wanderer Magic|Ranger||Fey Wanderer|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Otherworldly Glamour|Ranger||Fey Wanderer|TCE|3" + } + ] + }, + { + "name": "Dreadful Strikes", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Fey Wanderer feature}", + "You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra {@damage 1d4} psychic damage to the target, which can take this extra damage only once per turn.", + "The extra damage increases to {@dice 1d6} when you reach 11th level in this class." + ] + }, + { + "name": "Fey Wanderer Magic", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Fey Wanderer feature}", + "You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Fey Wanderer Spells", + "colLabels": [ + "Ranger Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell charm person}" + ], + [ + "5th", + "{@spell misty step}" + ], + [ + "9th", + "{@spell dispel magic}" + ], + [ + "13th", + "{@spell dimension door}" + ], + [ + "17th", + "{@spell mislead}" + ] + ] + }, + "You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.", + { + "type": "table", + "caption": "Feywild Gifts", + "colLabels": [ + "d6", + "Gift" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Illusory butterflies flutter around you while you take a short or long rest." + ], + [ + "2", + "Fresh, seasonal flowers sprout from your hair each dawn." + ], + [ + "3", + "You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice." + ], + [ + "4", + "Your shadow dances while no one is looking directly at it." + ], + [ + "5", + "Horns or antlers sprout from your head." + ], + [ + "6", + "Your skin and hair change color to match the season at each dawn." + ] + ] + } + ] + }, + { + "name": "Otherworldly Glamour", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Fey Wanderer feature}", + "Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).", + "In addition, you gain proficiency in one of the following skills of your choice: {@skill Deception}, {@skill Performance}, or {@skill Persuasion}." + ] + }, + { + "name": "Beguiling Twist", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Fey Wanderer feature}", + "The magic of the Feywild guards your mind. You have advantage on saving throws against being {@condition charmed} or {@condition frightened}.", + "In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being {@condition charmed} or {@condition frightened}, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is {@condition charmed} or {@condition frightened} by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save." + ] + }, + { + "name": "Fey Reinforcements", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 11, + "header": 2, + "entries": [ + "{@i 11th-level Fey Wanderer feature}", + "The royal courts of the Feywild have blessed you with the assistance of fey beings: you know {@spell summon fey|tce}. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.", + "Whenever you start casting the spell, you can modify it so that it doesn't require {@status concentration}. If you do so, the spell's duration becomes 1 minute for that casting." + ] + }, + { + "name": "Misty Wanderer", + "source": "TCE", + "page": 58, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Fey Wanderer feature}", + "You can slip in and out of the Feywild to move in a blink of an eye: you can cast {@spell misty step} without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.", + "In addition, whenever you cast {@i misty step}, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space." + ] + }, + { + "name": "Swarmkeeper", + "source": "TCE", + "page": 59, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Swarmkeeper", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.", + { + "type": "refSubclassFeature", + "subclassFeature": "Gathered Swarm|Ranger||Swarmkeeper|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Swarmkeeper Magic|Ranger||Swarmkeeper|TCE|3" + } + ] + }, + { + "name": "Gathered Swarm", + "source": "TCE", + "page": 59, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Swarmkeeper", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Swarmkeeper feature}", + "A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.", + { + "type": "table", + "caption": "Swarm Appearance", + "colLabels": [ + "d4", + "Appearance" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Swarming insects" + ], + [ + "2", + "Miniature twig blights" + ], + [ + "3", + "Fluttering birds" + ], + [ + "4", + "Playful pixies" + ] + ] + }, + "Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:", + { + "type": "list", + "items": [ + "The attack's target takes {@damage 1d6} piercing damage from the swarm.", + "The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.", + "You are moved by the swarm 5 feet horizontally in a direction of your choice." + ] + }, + { + "type": "inset", + "name": "It's Your Swarm", + "entries": [ + "A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the {@spell arcane eye} spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the \"Personalizing Spells\" section in chapter 3.", + "Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!" + ] + } + ] + }, + { + "name": "Swarmkeeper Magic", + "source": "TCE", + "page": 59, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Swarmkeeper", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Swarmkeeper feature}", + "You learn the {@spell mage hand} cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.", + "You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Swarmkeeper Spells", + "colLabels": [ + "Ranger Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell faerie fire}" + ], + [ + "5th", + "{@spell web}" + ], + [ + "9th", + "{@spell gaseous form}" + ], + [ + "13th", + "{@spell arcane eye}" + ], + [ + "17th", + "{@spell insect plague}" + ] + ] + } + ] + }, + { + "name": "Writhing Tide", + "source": "TCE", + "page": 59, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Swarmkeeper", + "subclassSource": "TCE", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Swarmkeeper feature}", + "You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are {@condition incapacitated}.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Mighty Swarm", + "source": "TCE", + "page": 59, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Swarmkeeper", + "subclassSource": "TCE", + "level": 11, + "header": 2, + "entries": [ + "{@i 11th-level Swarmkeeper feature}", + "Your Gathered Swarm grows mightier in the following ways:", + { + "type": "list", + "items": [ + "The damage of Gathered Swarm increases to {@dice 1d8}.", + "If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature {@condition prone}.", + "When you are moved by Gathered Swarm, it gives you {@quickref Cover||3||half cover} until the start of your next turn." + ] + } + ] + }, + { + "name": "Swarming Dispersal", + "source": "TCE", + "page": 59, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Swarmkeeper", + "subclassSource": "TCE", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Swarmkeeper feature}", + "You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Gloom Stalker", + "source": "XGE", + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.", + { + "type": "refSubclassFeature", + "subclassFeature": "Gloom Stalker Magic|Ranger||Gloom Stalker|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dread Ambusher|Ranger||Gloom Stalker|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Umbral Sight|Ranger||Gloom Stalker|XGE|3" + } + ] + }, + { + "name": "Dread Ambusher", + "source": "XGE", + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.", + "At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the {@action Attack} action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra {@damage 1d8} damage of the weapon's damage type." + ] + }, + { + "name": "Gloom Stalker Magic", + "source": "XGE", + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Gloom Stalker Spells", + "colLabels": [ + "Ranger Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell disguise self}" + ], + [ + "5th", + "{@spell rope trick}" + ], + [ + "9th", + "{@spell fear}" + ], + [ + "13th", + "{@spell greater invisibility}" + ], + [ + "17th", + "{@spell seeming}" + ] + ] + } + ] + }, + { + "name": "Umbral Sight", + "source": "XGE", + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision} from your race, its range increases by 30 feet.", + "You are also adept at evading creatures that rely on {@sense darkvision}. While in darkness, you are {@condition invisible} to any creature that relies on {@sense darkvision} to see you in that darkness." + ] + }, + { + "name": "Iron Mind", + "source": "XGE", + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XGE", + "level": 7, + "header": 2, + "entries": [ + "By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)." + ] + }, + { + "name": "Stalker's Flurry", + "source": "XGE", + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XGE", + "level": 11, + "header": 2, + "entries": [ + "At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action." + ] + }, + { + "name": "Shadowy Dodge", + "source": "XGE", + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XGE", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll." + ] + }, + { + "name": "Horizon Walker", + "source": "XGE", + "page": 42, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Horizon Walker", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse\u2014especially benevolent dragons, fey, and elementals\u2014that work to preserve life and the order of the planes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Horizon Walker Magic|Ranger||Horizon Walker|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Detect Portal|Ranger||Horizon Walker|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Planar Warrior|Ranger||Horizon Walker|XGE|3" + } + ] + }, + { + "name": "Detect Portal", + "source": "XGE", + "page": 42, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Horizon Walker", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.", + "Once you use this feature, you can't use it again until you finish a short or long rest.", + "See the \"Planar Travel\" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals." + ] + }, + { + "name": "Horizon Walker Magic", + "source": "XGE", + "page": 42, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Horizon Walker", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Horizon Walker Spells", + "colLabels": [ + "Ranger Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell protection from evil and good}" + ], + [ + "5th", + "{@spell misty step}" + ], + [ + "9th", + "{@spell haste}" + ], + [ + "13th", + "{@spell banishment}" + ], + [ + "17th", + "{@spell teleportation circle}" + ] + ] + } + ] + }, + { + "name": "Planar Warrior", + "source": "XGE", + "page": 42, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Horizon Walker", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.", + "As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra {@damage 1d8} force damage from the attack. When you reach 11th level in this class, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Ethereal Step", + "source": "XGE", + "page": 42, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Horizon Walker", + "subclassSource": "XGE", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the {@spell etherealness} spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Distant Strike", + "source": "XGE", + "page": 42, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Horizon Walker", + "subclassSource": "XGE", + "level": 11, + "header": 2, + "entries": [ + "At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the {@action Attack} action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.", + "If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature." + ] + }, + { + "name": "Spectral Defense", + "source": "XGE", + "page": 42, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Horizon Walker", + "subclassSource": "XGE", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn." + ] + }, + { + "name": "Monster Slayer", + "source": "XGE", + "page": 43, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Monster Slayer", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Monster Slayer Magic|Ranger||Monster Slayer|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hunter's Sense|Ranger||Monster Slayer|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Slayer's Prey|Ranger||Monster Slayer|XGE|3" + } + ] + }, + { + "name": "Hunter's Sense", + "source": "XGE", + "page": 43, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Monster Slayer", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Monster Slayer Magic", + "source": "XGE", + "page": 43, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Monster Slayer", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Monster Slayer Spells", + "colLabels": [ + "Ranger Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell protection from evil and good}" + ], + [ + "5th", + "{@spell zone of truth}" + ], + [ + "9th", + "{@spell magic circle}" + ], + [ + "13th", + "{@spell banishment}" + ], + [ + "17th", + "{@spell hold monster}" + ] + ] + } + ] + }, + { + "name": "Slayer's Prey", + "source": "XGE", + "page": 43, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Monster Slayer", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra {@damage 1d6} damage from the weapon.", + "This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature." + ] + }, + { + "name": "Supernatural Defense", + "source": "XGE", + "page": 43, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Monster Slayer", + "subclassSource": "XGE", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add {@dice 1d6} to your roll." + ] + }, + { + "name": "Magic-User's Nemesis", + "source": "XGE", + "page": 43, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Monster Slayer", + "subclassSource": "XGE", + "level": 11, + "header": 2, + "entries": [ + "At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Slayer's Counter", + "source": "XGE", + "page": 43, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Monster Slayer", + "subclassSource": "XGE", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects." + ] + }, + { + "name": "Beast Master", + "source": "XPHB", + "page": 123, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Beast Master", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Bond with a Primal Beast}", + "A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.", + { + "type": "refSubclassFeature", + "subclassFeature": "Primal Companion|Ranger|XPHB|Beast Master|XPHB|3" + } + ] + }, + { + "name": "Primal Companion", + "source": "XPHB", + "page": 123, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Beast Master", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: {@creature Beast of the Land|XPHB}, {@creature Beast of the Sea|XPHB}, or {@creature Beast of the Sky|XPHB}. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.", + "The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "The Beast in Combat", + "entries": [ + "In combat, the beast acts during your turn. It can move and use its {@variantrule Reaction|XPHB} on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a {@variantrule Bonus Action|XPHB} to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the {@action Attack|XPHB} action to command the beast to take the Beast's Strike action. If you have the {@condition Incapacitated|XPHB} condition, the beast acts on its own and isn't limited to the {@action Dodge|XPHB} action." + ] + }, + { + "type": "entries", + "name": "Restoring or Replacing the Beast", + "entries": [ + "If the beast has died within the last hour, you can take a {@action Magic|XPHB} action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its {@variantrule Hit Points|XPHB} restored.", + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears." + ] + } + ] + } + ] + }, + { + "name": "Exceptional Training", + "source": "XPHB", + "page": 124, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Beast Master", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "When you take a {@variantrule Bonus Action|XPHB} to command your Primal Companion beast to take an action, you can also command it to take the {@action Dash|XPHB}, {@action Disengage|XPHB}, {@action Dodge|XPHB}, or {@action Help|XPHB} action using its {@variantrule Bonus Action|XPHB}.", + "In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type." + ] + }, + { + "name": "Bestial Fury", + "source": "XPHB", + "page": 124, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Beast Master", + "subclassSource": "XPHB", + "level": 11, + "header": 2, + "entries": [ + "When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.", + "In addition, the first time each turn it hits a creature under the effect of your {@spell Hunter's Mark|XPHB} spell, the beast deals extra Force damage equal to the bonus damage of that spell." + ] + }, + { + "name": "Share Spells", + "source": "XPHB", + "page": 124, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Beast Master", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you." + ] + }, + { + "name": "Fey Wanderer", + "source": "XPHB", + "page": 124, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Wield Fey Mirth and Fury}", + "A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.", + { + "type": "refSubclassFeature", + "subclassFeature": "Dreadful Strikes|Ranger|XPHB|Fey Wanderer|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fey Wanderer Spells|Ranger|XPHB|Fey Wanderer|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Otherworldly Glamour|Ranger|XPHB|Fey Wanderer|XPHB|3" + } + ] + }, + { + "name": "Dreadful Strikes", + "source": "XPHB", + "page": 124, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra {@damage 1d4} Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to {@dice 1d6} when you reach Ranger level 11." + ] + }, + { + "name": "Fey Wanderer Spells", + "source": "XPHB", + "page": 124, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Fey Wanderer Spells", + "colLabels": [ + "Ranger Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell Charm Person|XPHB}" + ], + [ + "5th", + "{@spell Misty Step|XPHB}" + ], + [ + "9th", + "{@spell Summon Fey|XPHB}" + ], + [ + "13th", + "{@spell Dimension Door|XPHB}" + ], + [ + "17th", + "{@spell Mislead|XPHB}" + ] + ] + }, + "You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.", + { + "type": "table", + "caption": "Feywild Gifts", + "colLabels": [ + "1d6", + "Gift" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Illusory butterflies flutter around you while you take a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}." + ], + [ + "2", + "Flowers bloom from your hair each dawn." + ], + [ + "3", + "You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice." + ], + [ + "4", + "Your shadow dances while no one is looking directly at it." + ], + [ + "5", + "Horns or antlers sprout from your head." + ], + [ + "6", + "Your skin and hair change color each dawn." + ] + ] + } + ] + }, + { + "name": "Otherworldly Glamour", + "source": "XPHB", + "page": 124, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).", + "You also gain proficiency in one of these skills of your choice: {@skill Deception|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}." + ] + }, + { + "name": "Beguiling Twist", + "source": "XPHB", + "page": 125, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "The magic of the Feywild guards your mind. You have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition.", + "In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can take a {@variantrule Reaction|XPHB} to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is {@condition Charmed|XPHB} or {@condition Frightened|XPHB} (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Fey Reinforcements", + "source": "XPHB", + "page": 125, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "XPHB", + "level": 11, + "header": 2, + "entries": [ + "You can cast {@spell Summon Fey|XPHB} without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a {@variantrule Long Rest|XPHB}.", + "Whenever you start casting the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting." + ] + }, + { + "name": "Misty Wanderer", + "source": "XPHB", + "page": 125, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Fey Wanderer", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "You can cast {@spell Misty Step|XPHB} without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.", + "In addition, whenever you cast {@spell Misty Step|XPHB}, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space." + ] + }, + { + "name": "Dread Ambusher", + "source": "XPHB", + "page": 125, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You have mastered the art of creating fearsome ambushes, granting you the following benefits.", + { + "type": "entries", + "name": "Ambusher's Leap", + "entries": [ + "At the start of your first turn of each combat, your {@variantrule Speed|XPHB} increases by 10 feet until the end of that turn." + ] + }, + { + "type": "entries", + "name": "Dreadful Strike", + "entries": [ + "When you attack a creature and hit it with a weapon, you can deal an extra {@damage 2d6} Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Initiative Bonus", + "entries": [ + "When you roll {@variantrule Initiative|XPHB}, you can add your Wisdom modifier to the roll." + ] + } + ] + }, + { + "name": "Gloom Stalker", + "source": "XPHB", + "page": 125, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Draw on Shadow Magic to Fight Your Foes}", + "Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.", + { + "type": "refSubclassFeature", + "subclassFeature": "Dread Ambusher|Ranger|XPHB|Gloom Stalker|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Gloom Stalker Spells|Ranger|XPHB|Gloom Stalker|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Umbral Sight|Ranger|XPHB|Gloom Stalker|XPHB|3" + } + ] + }, + { + "name": "Gloom Stalker Spells", + "source": "XPHB", + "page": 126, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Gloom Stalker Spells", + "colLabels": [ + "Ranger Level", + "Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "3rd", + "{@spell Disguise Self|XPHB}" + ], + [ + "5th", + "{@spell Rope Trick|XPHB}" + ], + [ + "9th", + "{@spell Fear|XPHB}" + ], + [ + "13th", + "{@spell Greater Invisibility|XPHB}" + ], + [ + "17th", + "{@spell Seeming|XPHB}" + ] + ] + } + ] + }, + { + "name": "Umbral Sight", + "source": "XPHB", + "page": 126, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB} when you gain this feature, its range increases by 60 feet.", + "You are also adept at evading creatures that rely on {@sense Darkvision|XPHB}. While entirely in {@variantrule Darkness|XPHB}, you have the {@condition Invisible|XPHB} condition to any creature that relies on {@sense Darkvision|XPHB} to see you in that {@variantrule Darkness|XPHB}." + ] + }, + { + "name": "Iron Mind", + "source": "XPHB", + "page": 126, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)." + ] + }, + { + "name": "Stalker's Flurry", + "source": "XPHB", + "page": 126, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XPHB", + "level": 11, + "header": 2, + "entries": [ + "The Psychic damage of your Dreadful Strike becomes {@dice 2d8}. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.", + { + "type": "entries", + "name": "Sudden Strike", + "entries": [ + "You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon's range." + ] + }, + { + "type": "entries", + "name": "Mass Fear", + "entries": [ + "The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the {@condition Frightened|XPHB} condition until the start of your next turn." + ] + } + ] + }, + { + "name": "Shadowy Dodge", + "source": "XPHB", + "page": 126, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Gloom Stalker", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "When a creature makes an attack roll against you, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see." + ] + }, + { + "name": "Hunter", + "source": "XPHB", + "page": 127, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Hunter", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Protect Nature and People from Destruction}", + "You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Hunter's Prey|Ranger|XPHB|Hunter|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hunter's Lore|Ranger|XPHB|Hunter|XPHB|3" + } + ] + }, + { + "name": "Hunter's Lore", + "source": "XPHB", + "page": 127, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Hunter", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are." + ] + }, + { + "name": "Hunter's Prey", + "source": "XPHB", + "page": 127, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Hunter", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You gain one of the following feature options of your choice. Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, you can replace the chosen option with the other one.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Colossus Slayer", + "entries": [ + "Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra {@damage 1d8} damage to the target if it's missing any of its {@variantrule Hit Points|XPHB}. You can deal this extra damage only once per turn." + ] + }, + { + "type": "entries", + "name": "Horde Breaker", + "entries": [ + "Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn." + ] + } + ] + } + ] + }, + { + "name": "Defensive Tactics", + "source": "XPHB", + "page": 127, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Hunter", + "subclassSource": "XPHB", + "level": 7, + "header": 2, + "entries": [ + "You gain one of the following feature options of your choice. Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, you can replace the chosen option with the other one.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Escape the Horde", + "entries": [ + "{@action Opportunity Attack|XPHB|Opportunity Attacks} have {@variantrule Disadvantage|XPHB} against you." + ] + }, + { + "type": "entries", + "name": "Multiattack Defense", + "entries": [ + "When a creature hits you with an attack roll, that creature has {@variantrule Disadvantage|XPHB} on all other attack rolls against you this turn." + ] + } + ] + } + ] + }, + { + "name": "Superior Hunter's Prey", + "source": "XPHB", + "page": 127, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Hunter", + "subclassSource": "XPHB", + "level": 11, + "header": 2, + "entries": [ + "Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature." + ] + }, + { + "name": "Superior Hunter's Defense", + "source": "XPHB", + "page": 127, + "className": "Ranger", + "classSource": "XPHB", + "subclassShortName": "Hunter", + "subclassSource": "XPHB", + "level": 15, + "header": 2, + "entries": [ + "When you take damage, you can take a {@variantrule Reaction|XPHB} to give yourself {@variantrule Resistance|XPHB} to that damage and any other damage of the same type until the end of the current turn." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-rogue.json b/src/ttfrog/five_e_tools/sources/class/class-rogue.json new file mode 100644 index 0000000..57db00f --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-rogue.json @@ -0,0 +1,4412 @@ +{ + "_meta": { + "internalCopies": [ + "subclass" + ] + }, + "class": [ + { + "name": "Rogue", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Rogue|XPHB" + ], + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "dex", + "int" + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "{@item hand crossbow|phb|hand crossbows}", + "{@item longsword|phb|longswords}", + "{@item rapier|phb|rapiers}", + "{@item shortsword|phb|shortswords}" + ], + "tools": [ + "{@item thieves' tools|PHB}" + ], + "toolProficiencies": [ + { + "thieves' tools": true + } + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics", + "deception", + "insight", + "intimidation", + "investigation", + "perception", + "performance", + "persuasion", + "sleight of hand", + "stealth" + ], + "count": 4 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item rapier|phb} or (b) a {@item shortsword|phb}", + "(a) a {@item shortbow|phb} and {@item quiver|phb} of {@item arrows (20)|phb|20 arrows} or (b) a {@item shortsword|phb}", + "(a) a {@item burglar's pack|phb}, (b) a {@item dungeoneer's pack|phb}, or (c) an {@item explorer's pack|phb}", + "{@item Leather armor|phb}, two {@item dagger|phb|daggers}, and {@item thieves' tools|phb}" + ], + "goldAlternative": "{@dice 4d4 × 10|4d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + "rapier|phb" + ], + "b": [ + "shortsword|phb" + ] + }, + { + "a": [ + "shortbow|phb", + "arrows (20)|phb" + ], + "b": [ + "shortsword|phb" + ] + }, + { + "a": [ + "burglar's pack|phb" + ], + "b": [ + "dungeoneer's pack|phb" + ], + "c": [ + "explorer's pack|phb" + ] + }, + { + "_": [ + "Leather armor|phb", + { + "item": "dagger|phb", + "quantity": 2 + }, + "thieves' tools|phb" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "dex": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics", + "deception", + "insight", + "intimidation", + "investigation", + "perception", + "performance", + "persuasion", + "sleight of hand", + "stealth" + ], + "count": 1 + } + } + ], + "tools": [ + "{@item thieves' tools|PHB}" + ], + "toolProficiencies": [ + { + "thieves' tools": true + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Sneak Attack" + ], + "rows": [ + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 2, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 2, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 3, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 3, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 4, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 4, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 5, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 5, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 6, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 6, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 7, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 7, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 8, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 8, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 9, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 9, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 10, + "faces": 6 + } + ], + "rollable": true + } + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 10, + "faces": 6 + } + ], + "rollable": true + } + ] + ] + } + ], + "classFeatures": [ + "Expertise|Rogue||1", + "Sneak Attack|Rogue||1", + "Thieves' Cant|Rogue||1", + "Cunning Action|Rogue||2", + { + "classFeature": "Roguish Archetype|Rogue||3", + "gainSubclassFeature": true + }, + "Steady Aim|Rogue||3|TCE", + "Ability Score Improvement|Rogue||4", + "Uncanny Dodge|Rogue||5", + "Expertise|Rogue||6", + "Evasion|Rogue||7", + "Ability Score Improvement|Rogue||8", + { + "classFeature": "Roguish Archetype feature|Rogue||9", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Rogue||10", + "Reliable Talent|Rogue||11", + "Ability Score Improvement|Rogue||12", + { + "classFeature": "Roguish Archetype feature|Rogue||13", + "gainSubclassFeature": true + }, + "Blindsense|Rogue||14", + "Slippery Mind|Rogue||15", + "Ability Score Improvement|Rogue||16", + { + "classFeature": "Roguish Archetype feature|Rogue||17", + "gainSubclassFeature": true + }, + "Elusive|Rogue||18", + "Ability Score Improvement|Rogue||19", + "Stroke of Luck|Rogue||20" + ], + "subclassTitle": "Roguish Archetype", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rogue", + "source": "XPHB", + "page": 128, + "freeRules2024": true, + "edition": "one", + "primaryAbility": [ + { + "dex": true + } + ], + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "dex", + "int" + ], + "spellcastingAbility": "wis", + "casterProgression": "full", + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "Martial weapons that have the {@filter Finesse or 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"classSource": "PHB", + "level": 1, + "entries": [ + "At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with {@item thieves' tools|phb}. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.", + "At 6th level, you can choose two more of your proficiencies (in skills or with {@item thieves' tools|phb}) to gain this benefit." + ] + }, + { + "name": "Sneak Attack", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 1, + "entries": [ + "Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll.", + "The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table." + ] + }, + { + "name": "Thieves' Cant", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 1, + "entries": [ + "During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.", + "In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run." + ] + }, + { + "name": "Cunning Action", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 2, + "entries": [ + "Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." + ] + }, + { + "name": "Roguish Archetype", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 3, + "entries": [ + "At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level." + ] + }, + { + "name": "Steady Aim", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level rogue {@variantrule optional class features|tce|optional feature}}", + "As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Uncanny Dodge", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 5, + "entries": [ + "Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." + ] + }, + { + "name": "Expertise", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you can choose two more of your proficiencies (in skills or with {@item thieves' tools|phb}) to gain the benefit of Expertise." + ] + }, + { + "name": "Evasion", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 7, + "entries": [ + "Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an {@spell ice storm} spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Roguish Archetype feature", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 9, + "entries": [ + "At 9th level, you gain a feature granted by your Roguish Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 10, + "entries": [ + "When you reach 10th 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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Reliable Talent", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 11, + "entries": [ + "By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a {@dice d20} roll of 9 or lower as a 10." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Roguish Archetype feature", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 13, + "entries": [ + "At 13th level, you gain a feature granted by your Roguish Archetype." + ] + }, + { + "name": "Blindsense", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 14, + "entries": [ + "Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or {@condition invisible} creature within 10 feet of you." + ] + }, + { + "name": "Slippery Mind", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 15, + "entries": [ + "By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Roguish Archetype feature", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 17, + "entries": [ + "At 17th level, you gain a feature granted by your Roguish Archetype." + ] + }, + { + "name": "Elusive", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 18, + "entries": [ + "Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't {@condition incapacitated}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Stroke of Luck", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the {@dice d20} roll as a 20.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Expertise", + "source": "XPHB", + "page": 128, + "className": "Rogue", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You gain {@variantrule Expertise|XPHB} in two of your skill proficiencies of your choice. {@skill Sleight of Hand|XPHB} and {@skill Stealth|XPHB} are recommended if you have proficiency in them.", + "At Rogue level 6, you gain {@variantrule Expertise|XPHB} in two more of your skill proficiencies of your choice." + ] + }, + { + "name": "Sneak Attack", + "source": "XPHB", + "page": 128, + "className": "Rogue", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 1d6} damage to one creature you hit with an attack roll if you have {@variantrule Advantage|XPHB} on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.", + "You don't need {@variantrule Advantage|XPHB} on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the {@condition Incapacitated|XPHB} condition, and you don't have {@variantrule Disadvantage|XPHB} on the attack roll.", + "The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table." + ] + }, + { + "name": "Thieves' Cant", + "source": "XPHB", + "page": 128, + "className": "Rogue", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in {@book chapter 2|XPHB|2|Choose Languages}." + ] + }, + { + "name": "Weapon Mastery", + "source": "XPHB", + "page": 128, + "className": "Rogue", + "classSource": "XPHB", + "level": 1, + "entries": [ + "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as {@item Dagger|XPHB|Daggers} and {@item Shortbow|XPHB|Shortbows}.", + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of {@item Scimitar|XPHB|Scimitars} and {@item Shortsword|XPHB|Shortswords}." + ] + }, + { + "name": "Cunning Action", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 2, + "entries": [ + "Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a {@variantrule Bonus Action|XPHB}: {@action Dash|XPHB}, {@action Disengage|XPHB}, or {@action Hide|XPHB}." + ] + }, + { + "name": "Rogue Subclass", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower." + ] + }, + { + "name": "Steady Aim", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 3, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you give yourself {@variantrule Advantage|XPHB} on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your {@variantrule Speed|XPHB} is 0 until the end of the current turn." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16." + ] + }, + { + "name": "Cunning Strike", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 5, + "entries": [ + "You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove {@dice 1d6} from the Sneak Attack's damage before rolling.", + "If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB} Bonus.", + { + "type": "entries", + "entries": [ + { + "type": "refClassFeature", + "classFeature": "Poison (Cost: 1d6)|Rogue|XPHB|5|XPHB" + }, + { + "type": "refClassFeature", + "classFeature": "Trip (Cost: 1d6)|Rogue|XPHB|5|XPHB" + }, + { + "type": "refClassFeature", + "classFeature": "Withdraw (Cost: 1d6)|Rogue|XPHB|5|XPHB" + } + ] + } + ] + }, + { + "name": "Poison (Cost: 1d6)", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 5, + "entries": [ + "You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the {@condition Poisoned|XPHB} condition for 1 minute. At the end of each of its turns, the {@condition Poisoned|XPHB} target repeats the save, ending the effect on itself on a success.", + "To use this effect, you must have a {@item Poisoner's Kit|XPHB} on your person." + ] + }, + { + "name": "Trip (Cost: 1d6)", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 5, + "entries": [ + "If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition." + ] + }, + { + "name": "Uncanny Dodge", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 5, + "entries": [ + "When an attacker that you can see hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to halve the attack's damage against you (round down)." + ] + }, + { + "name": "Withdraw (Cost: 1d6)", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 5, + "entries": [ + "Immediately after the attack, you move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}." + ] + }, + { + "name": "Expertise", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You gain {@variantrule Expertise|XPHB} in two of your Skill Proficiencies of your choice." + ] + }, + { + "name": "Evasion", + "source": "XPHB", + "page": 129, + "className": "Rogue", + "classSource": "XPHB", + "level": 7, + "entries": [ + "You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the {@condition Incapacitated|XPHB} condition." + ] + }, + { + "name": "Reliable Talent", + "source": "XPHB", + "page": 130, + "className": "Rogue", + "classSource": "XPHB", + "level": 7, + "entries": [ + "Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a {@dice d20} roll of 9 or lower as a 10." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 130, + "className": "Rogue", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 130, + "className": "Rogue", + "classSource": "XPHB", + "level": 9, + "entries": [ + "You gain a feature from your Rogue Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 130, + "className": "Rogue", + "classSource": "XPHB", + "level": 10, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Improved Cunning Strike", + "source": "XPHB", + "page": 130, + "className": "Rogue", + "classSource": "XPHB", + "level": 11, + "entries": [ + "You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 13, + "entries": [ + "You gain a feature from your Rogue Subclass." + ] + }, + { + "name": "Daze (Cost: 2d6)", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 14, + "entries": [ + "The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a {@variantrule Bonus Action|XPHB}." + ] + }, + { + "name": "Devious Strikes", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 14, + "entries": [ + "You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.", + { + "type": "entries", + "entries": [ + { + "type": "refClassFeature", + "classFeature": "Daze (Cost: 2d6)|Rogue|XPHB|14|XPHB" + }, + { + "type": "refClassFeature", + "classFeature": "Knock Out (Cost: 6d6)|Rogue|XPHB|14|XPHB" + }, + { + "type": "refClassFeature", + "classFeature": "Obscure (Cost: 3d6)|Rogue|XPHB|14|XPHB" + } + ] + } + ] + }, + { + "name": "Knock Out (Cost: 6d6)", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 14, + "entries": [ + "The target must succeed on a Constitution saving throw, or it has the {@condition Unconscious|XPHB} condition for 1 minute or until it takes any damage. The {@condition Unconscious|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Obscure (Cost: 3d6)", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 14, + "entries": [ + "The target must succeed on a Dexterity saving throw, or it has the {@condition Blinded|XPHB} condition until the end of its next turn." + ] + }, + { + "name": "Slippery Mind", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 15, + "entries": [ + "Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 17, + "entries": [ + "You gain a feature from your Rogue Subclass." + ] + }, + { + "name": "Elusive", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 18, + "entries": [ + "You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have {@variantrule Advantage|XPHB} against you unless you have the {@condition Incapacitated|XPHB} condition." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of the Night Spirit|XPHB} is recommended." + ] + }, + { + "name": "Stroke of Luck", + "source": "XPHB", + "page": 131, + "className": "Rogue", + "classSource": "XPHB", + "level": 20, + "entries": [ + "You have a marvelous knack for succeeding when you need to. If you fail a {@variantrule D20 Test|XPHB}, you can turn the roll into a 20.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}." + ] + } + ], + "subclassFeature": [ + { + "name": "Arcane Trickster", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Arcane Trickster", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.", + { + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Rogue||Arcane Trickster||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mage Hand Legerdemain|Rogue||Arcane Trickster||3" + } + ] + }, + { + "name": "Mage Hand Legerdemain", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Arcane Trickster", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, when you cast {@spell mage hand}, you can make the spectral hand {@condition invisible}, and you can perform the following additional tasks with it:", + { + "type": "list", + "items": [ + "You can stow one object the hand is holding in a container worn or carried by another creature.", + "You can retrieve an object in a container worn or carried by another creature.", + "You can use {@item thieves' tools|phb} to pick locks and disarm traps at range." + ] + }, + "You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity ({@skill Sleight of Hand}) check contested by the creature's Wisdom ({@skill Perception}) check.", + "In addition, you can use the bonus action granted by your Cunning Action to control the hand." + ] + }, + { + "name": "Spellcasting", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Arcane Trickster", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "When you reach 3rd level, you gain the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You learn three cantrips: {@spell mage hand} and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} 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.", + "For example, if you know the 1st-level spell {@spell charm person} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell charm person} using either slot." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spells Known of 1st-Level and Higher", + "entries": [ + "You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.", + "The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.", + "The spells you learn at 8th, 14th, and 20th level can come from any school of magic.", + "Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "int" + ] + } + ] + } + ] + } + ] + }, + { + "name": "Magical Ambush", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Arcane Trickster", + "subclassSource": "PHB", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn." + ] + }, + { + "name": "Versatile Trickster", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Arcane Trickster", + "subclassSource": "PHB", + "level": 13, + "header": 2, + "entries": [ + "At 13th level, you gain the ability to distract targets with your {@spell mage hand}. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn." + ] + }, + { + "name": "Spell Thief", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Arcane Trickster", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.", + "Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Assassin", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Assassin", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "You focus your training on the grim art of death. Those who adhere to this archetype are diverse\u2014hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.", + "Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.", + { + "type": "refSubclassFeature", + "subclassFeature": "Assassinate|Rogue||Assassin||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Rogue||Assassin||3" + } + ] + }, + { + "name": "Assassinate", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Assassin", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is {@status surprised} is a critical hit." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Assassin", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb} and the {@item poisoner's kit|phb}." + ] + }, + { + "name": "Infiltration Expertise", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Assassin", + "subclassSource": "PHB", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.", + "Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to." + ] + }, + { + "name": "Impostor", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Assassin", + "subclassSource": "PHB", + "level": 13, + "header": 2, + "entries": [ + "At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.", + "Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma ({@skill Deception}) check you make to avoid detection." + ] + }, + { + "name": "Death Strike", + "source": "PHB", + "page": 97, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Assassin", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is {@status surprised}, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature." + ] + }, + { + "name": "Thief", + "source": "PHB", + "page": 97, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Thief", + "subclassSource": "PHB", + "level": 3, + "entries": [ + "You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.", + { + "type": "refSubclassFeature", + "subclassFeature": "Fast Hands|Rogue||Thief||3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Second-Story Work|Rogue||Thief||3" + } + ] + }, + { + "name": "Fast Hands", + "source": "PHB", + "page": 97, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Thief", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity ({@skill Sleight of Hand}) check, use your {@item thieves' tools|phb} to disarm a trap or open a lock, or take the {@action Use an Object} action." + ] + }, + { + "name": "Second-Story Work", + "source": "PHB", + "page": 97, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Thief", + "subclassSource": "PHB", + "level": 3, + "header": 1, + "entries": [ + "When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.", + "In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier." + ] + }, + { + "name": "Supreme Sneak", + "source": "PHB", + "page": 97, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Thief", + "subclassSource": "PHB", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, you have advantage on a Dexterity ({@skill Stealth}) check if you move no more than half your speed on the same turn." + ] + }, + { + "name": "Use Magic Device", + "source": "PHB", + "page": 97, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Thief", + "subclassSource": "PHB", + "level": 13, + "header": 2, + "entries": [ + "By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items." + ] + }, + { + "name": "Thief's Reflexes", + "source": "PHB", + "page": 97, + "srd": true, + "basicRules": true, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Thief", + "subclassSource": "PHB", + "level": 17, + "header": 2, + "entries": [ + "When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are {@status surprised}." + ] + }, + { + "name": "Phantom", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.", + "Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.", + "How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?", + { + "type": "refSubclassFeature", + "subclassFeature": "Whispers of the Dead|Rogue||Phantom|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wails from the Grave|Rogue||Phantom|TCE|3" + } + ] + }, + { + "name": "Wails from the Grave", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Phantom feature}", + "As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Whispers of the Dead", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Phantom feature}", + "Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack." + ] + }, + { + "name": "Tokens of the Departed", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom", + "subclassSource": "TCE", + "level": 9, + "header": 2, + "entries": [ + "{@i 9th-level Phantom feature}", + "When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the {@item Trinket|phb|Trinkets} table in the {@i Player's Handbook} to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.", + "You can use soul trinkets in the following ways:", + { + "type": "list", + "items": [ + "While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.", + "When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.", + "As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM." + ] + } + ] + }, + { + "name": "Ghost Walk", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom", + "subclassSource": "TCE", + "level": 13, + "header": 2, + "entries": [ + "{@i 13th-level Phantom feature}", + "You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were {@quickref difficult terrain||3}, but you take {@damage 1d10} force damage if you end your turn inside a creature or an object.", + "You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk." + ] + }, + { + "name": "Death's Friend", + "source": "TCE", + "page": 62, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "{@i 17th-level Phantom feature}", + "Your association with death has become so close that you gain the following benefits:", + { + "type": "list", + "items": [ + "When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.", + "At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you." + ] + } + ] + }, + { + "name": "Soulknife", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "Most assassins strike with physical weapons, and many burglars and spies use {@item thieves' tools|PHB} to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.", + "Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.", + "As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.", + { + "type": "refSubclassFeature", + "subclassFeature": "Psionic Power|Rogue||Soulknife|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Psychic Blades|Rogue||Soulknife|TCE|3" + } + ] + }, + { + "name": "Psionic Power", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Soulknife feature}", + "You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a {@dice d6}. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.", + "Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.", + "When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).", + "The powers below use your Psionic Energy dice.", + { + "type": "options", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Psi-Bolstered Knack|Rogue|TCE|Soulknife|TCE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Psychic Whispers|Rogue|TCE|Soulknife|TCE|3" + } + ] + } + ] + }, + { + "name": "Psychic Blades", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Soulknife feature}", + "You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the {@action Attack} action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to {@dice 1d6} plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.", + "After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is {@dice 1d4}, instead of {@dice 1d6}." + ] + }, + { + "name": "Soul Blades", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 9, + "header": 2, + "entries": [ + "{@i 9th-level Soulknife feature}", + "Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:", + { + "type": "options", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Homing Strikes|Rogue|TCE|Soulknife|TCE|9" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Psychic Teleportation|Rogue|TCE|Soulknife|TCE|9" + } + ] + } + ] + }, + { + "name": "Psychic Veil", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 13, + "header": 2, + "entries": [ + "{@i 13th-level Soulknife feature}", + "You can weave a veil of psychic static to mask yourself. As an action, you can magically become {@condition invisible}, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again." + ] + }, + { + "name": "Rend Mind", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 17, + "header": 2, + "entries": [ + "{@i 17th-level Soulknife feature}", + "You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is {@condition stunned} for 1 minute. The {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again." + ] + }, + { + "name": "Inquisitive", + "source": "XGE", + "page": 45, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Inquisitive", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.", + { + "type": "refSubclassFeature", + "subclassFeature": "Ear for Deceit|Rogue||Inquisitive|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eye for Detail|Rogue||Inquisitive|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Insightful Fighting|Rogue||Inquisitive|XGE|3" + } + ] + }, + { + "name": "Ear for Deceit", + "source": "XGE", + "page": 45, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Inquisitive", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom ({@skill Insight}) check to determine whether a creature is lying, treat a roll of 7 or lower on the {@dice d20} as an 8." + ] + }, + { + "name": "Eye for Detail", + "source": "XGE", + "page": 45, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Inquisitive", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you can use a bonus action to make a Wisdom ({@skill Perception}) check to spot a hidden creature or object or to make an Intelligence ({@skill Investigation}) check to uncover or decipher clues." + ] + }, + { + "name": "Insightful Fighting", + "source": "XGE", + "page": 45, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Inquisitive", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom ({@skill Insight}) check against a creature you can see that isn't {@condition incapacitated}, contested by the target's Charisma ({@skill Deception}) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.", + "This benefit lasts for 1 minute or until you successfully use this feature against a different target." + ] + }, + { + "name": "Steady Eye", + "source": "XGE", + "page": 45, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Inquisitive", + "subclassSource": "XGE", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, you have advantage on any Wisdom ({@skill Perception}) or Intelligence ({@skill Investigation}) check if you move no more than half your speed on the same turn." + ] + }, + { + "name": "Unerring Eye", + "source": "XGE", + "page": 45, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Inquisitive", + "subclassSource": "XGE", + "level": 13, + "header": 2, + "entries": [ + "Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't {@condition blinded} or {@condition deafened}. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Eye for Weakness", + "source": "XGE", + "page": 45, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Inquisitive", + "subclassSource": "XGE", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by {@dice 3d6}." + ] + }, + { + "name": "Mastermind", + "source": "XGE", + "page": 46, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mastermind", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.", + { + "type": "refSubclassFeature", + "subclassFeature": "Master of Intrigue|Rogue||Mastermind|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Master of Tactics|Rogue||Mastermind|XGE|3" + } + ] + }, + { + "name": "Master of Intrigue", + "source": "XGE", + "page": 46, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mastermind", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb}, the {@item forgery kit|phb}, and one {@item gaming set|PHB} of your choice. You also learn two languages of your choice.", + "Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language." + ] + }, + { + "name": "Master of Tactics", + "source": "XGE", + "page": 46, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mastermind", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you can use the {@action Help} action as a bonus action. Additionally, when you use the {@action Help} action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you." + ] + }, + { + "name": "Insightful Manipulator", + "source": "XGE", + "page": 46, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mastermind", + "subclassSource": "XGE", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:", + { + "type": "list", + "items": [ + "Intelligence score", + "Wisdom score", + "Charisma score", + "Class levels (if any)" + ] + }, + "At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any." + ] + }, + { + "name": "Misdirection", + "source": "XGE", + "page": 46, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mastermind", + "subclassSource": "XGE", + "level": 13, + "header": 2, + "entries": [ + "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you." + ] + }, + { + "name": "Soul of Deceit", + "source": "XGE", + "page": 46, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mastermind", + "subclassSource": "XGE", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma ({@skill Deception}) check contested by the mind reader's Wisdom ({@skill Insight}) check.", + "Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic." + ] + }, + { + "name": "Scout", + "source": "XGE", + "page": 47, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Scout", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter\u2014these are just a few of the roles that Scouts assume as they range the world.", + { + "type": "refSubclassFeature", + "subclassFeature": "Skirmisher|Rogue||Scout|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Survivalist|Rogue||Scout|XGE|3" + } + ] + }, + { + "name": "Skirmisher", + "source": "XGE", + "page": 47, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Scout", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks." + ] + }, + { + "name": "Survivalist", + "source": "XGE", + "page": 47, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Scout", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you choose this archetype at 3rd level, you gain proficiency in the {@skill Nature} and {@skill Survival} skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies." + ] + }, + { + "name": "Superior Mobility", + "source": "XGE", + "page": 47, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Scout", + "subclassSource": "XGE", + "level": 9, + "header": 2, + "entries": [ + "At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well." + ] + }, + { + "name": "Ambush Master", + "source": "XGE", + "page": 47, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Scout", + "subclassSource": "XGE", + "level": 13, + "header": 2, + "entries": [ + "Starting at 13th level, you excel at leading ambushes and acting first in a fight.", + "You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn." + ] + }, + { + "name": "Sudden Strike", + "source": "XGE", + "page": 47, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Scout", + "subclassSource": "XGE", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can strike with deadly speed. If you take the {@action Attack} action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn." + ] + }, + { + "name": "Swashbuckler", + "source": "XGE", + "page": 48, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Swashbuckler", + "subclassSource": "XGE", + "level": 3, + "entries": [ + "You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.", + "A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.", + { + "type": "refSubclassFeature", + "subclassFeature": "Fancy Footwork|Rogue||Swashbuckler|XGE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rakish Audacity|Rogue||Swashbuckler|XGE|3" + } + ] + }, + { + "name": "Fancy Footwork", + "source": "XGE", + "page": 48, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Swashbuckler", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn." + ] + }, + { + "name": "Rakish Audacity", + "source": "XGE", + "page": 48, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Swashbuckler", + "subclassSource": "XGE", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.", + "You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you." + ] + }, + { + "name": "Panache", + "source": "XGE", + "page": 48, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Swashbuckler", + "subclassSource": "XGE", + "level": 9, + "header": 2, + "entries": [ + "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma ({@skill Persuasion}) check contested by a creature's Wisdom ({@skill Insight}) check. The creature must be able to hear you, and the two of you must share a language.", + "If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.", + "If you succeed on the check and the creature isn't hostile to you, it is {@condition charmed} by you for 1 minute. While {@condition charmed}, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it." + ] + }, + { + "name": "Elegant Maneuver", + "source": "XGE", + "page": 48, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Swashbuckler", + "subclassSource": "XGE", + "level": 13, + "header": 2, + "entries": [ + "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity ({@skill Acrobatics}) or Strength ({@skill Athletics}) check you make during the same turn." + ] + }, + { + "name": "Master Duelist", + "source": "XGE", + "page": 48, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Swashbuckler", + "subclassSource": "XGE", + "level": 17, + "header": 2, + "entries": [ + "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest." + ] + }, + { + "name": "Psi-Bolstered Knack", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "TCE", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 3, + "consumes": { + "name": "Psionic Energy Die" + }, + "entries": [ + "When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds." + ] + }, + { + "name": "Psychic Whispers", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "TCE", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 3, + "entries": [ + "You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.", + "The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die." + ] + }, + { + "name": "Homing Strikes", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "TCE", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 9, + "entries": [ + "If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die." + ] + }, + { + "name": "Psychic Teleportation", + "source": "TCE", + "page": 63, + "className": "Rogue", + "classSource": "TCE", + "subclassShortName": "Soulknife", + "subclassSource": "TCE", + "level": 9, + "entries": [ + "As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes." + ] + }, + { + "name": "Assassin", + "source": "XPHB", + "page": 134, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Assassin", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Practice the Grim Art of Death}", + "An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.", + { + "type": "refSubclassFeature", + "subclassFeature": "Assassinate|Rogue|XPHB|Assassin|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Assassin's Tools|Rogue|XPHB|Assassin|XPHB|3" + } + ] + }, + { + "name": "Assassin's Tools", + "source": "XPHB", + "page": 134, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Assassin", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You gain a {@item Disguise Kit|XPHB} and a {@item Poisoner's Kit|XPHB}, and you have proficiency with them." + ] + }, + { + "name": "Assassinate", + "source": "XPHB", + "page": 134, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Assassin", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You're adept at ambushing a target, granting you the following benefits.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Initiative", + "entries": [ + "You have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls." + ] + }, + { + "type": "entries", + "name": "Surprising Strikes", + "entries": [ + "During the first round of each combat, you have {@variantrule Advantage|XPHB} on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level." + ] + } + ] + } + ] + }, + { + "name": "Infiltration Expertise", + "source": "XPHB", + "page": 134, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Assassin", + "subclassSource": "XPHB", + "level": 9, + "header": 2, + "entries": [ + "You are expert at the following techniques that aid your infiltrations.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Masterful Mimicry", + "entries": [ + "You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them." + ] + }, + { + "type": "entries", + "name": "Roving Aim", + "entries": [ + "Your {@variantrule Speed|XPHB} isn't reduced to 0 by using Steady Aim." + ] + } + ] + } + ] + }, + { + "name": "Envenom Weapons", + "source": "XPHB", + "page": 134, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Assassin", + "subclassSource": "XPHB", + "level": 13, + "header": 2, + "entries": [ + "When you use the Poison option of your Cunning Strike, the target also takes {@damage 2d6} Poison damage whenever it fails the saving throw. This damage ignores {@variantrule Resistance|XPHB} to Poison damage." + ] + }, + { + "name": "Death Strike", + "source": "XPHB", + "page": 134, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Assassin", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw ({@dc 8} plus your Dexterity modifier and {@variantrule Proficiency|XPHB} Bonus), or the attack's damage is doubled against the target." + ] + }, + { + "name": "Soulknife", + "source": "XPHB", + "page": 135, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Soulknife", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Strike Foes with Psionic Blades}", + "A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.", + { + "type": "refSubclassFeature", + "subclassFeature": "Psionic Power|Rogue|XPHB|Soulknife|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Psychic Blades|Rogue|XPHB|Soulknife|XPHB|3" + } + ] + }, + { + "name": "Psionic Power", + "source": "XPHB", + "page": 135, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Soulknife", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.", + { + "type": "table", + "caption": "Soulknife Energy Dice", + "colLabels": [ + "Rogue Level", + "Die Size", + "Number" + ], + "colStyles": [ + "col-4 text-center", + "col-4 text-center", + "col-4 text-center" + ], + "rows": [ + [ + "3", + "{@dice D6}", + "4" + ], + [ + "5", + "{@dice D8}", + "6" + ], + [ + "9", + "{@dice D8}", + "8" + ], + [ + "11", + "{@dice D10}", + "8" + ], + [ + "13", + "{@dice D10}", + "10" + ], + [ + "17", + "{@dice D12}", + "12" + ] + ] + }, + "Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.", + "You regain one of your expended Psionic Energy Dice when you finish a {@variantrule Short Rest|XPHB}, and you regain all of them when you finish a {@variantrule Long Rest|XPHB}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Psi-Bolstered Knack", + "entries": [ + "If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds." + ] + }, + { + "type": "entries", + "name": "Psychic Whispers", + "entries": [ + "You can establish telepathic communication between yourself and others. As a {@action Magic|XPHB} action, choose one or more creatures you can see, up to a number of creatures equal to your {@variantrule Proficiency|XPHB} Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required)." + ] + } + ] + }, + "The first time you use this power after each {@variantrule Long Rest|XPHB}, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die." + ] + }, + { + "name": "Psychic Blades", + "source": "XPHB", + "page": 136, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Soulknife", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You can manifest shimmering blades of psychic energy. Whenever you take the {@action Attack|XPHB} action or make an {@action Opportunity Attack|XPHB}, you can manifest a {@item Psychic Blade|XPHB} in your free hand and make the attack with that blade. The magic blade has the following traits:", + { + "type": "statblock", + "tag": "item", + "name": "Psychic Blade", + "source": "XPHB" + }, + "The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.", + "After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a {@variantrule Bonus Action|XPHB} on the same turn if your other hand is free to create it. The damage die of this bonus attack is {@dice 1d4} instead of {@dice 1d6}." + ] + }, + { + "name": "Soul Blades", + "source": "XPHB", + "page": 136, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Soulknife", + "subclassSource": "XPHB", + "level": 9, + "header": 2, + "entries": [ + "You can now use the following powers with your Psychic Blades.", + { + "type": "entries", + "name": "Homing Strikes", + "entries": [ + "If you make an attack roll with your {@item Psychic Blade|XPHB} and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended." + ] + }, + { + "type": "entries", + "name": "Psychic Teleportation", + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you manifest a {@item Psychic Blade|XPHB}, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes." + ] + } + ] + }, + { + "name": "Psychic Veil", + "source": "XPHB", + "page": 136, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Soulknife", + "subclassSource": "XPHB", + "level": 13, + "header": 2, + "entries": [ + "You can weave a veil of psychic static to mask yourself. As a {@action Magic|XPHB} action, you gain the {@condition Invisible|XPHB} condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.", + "Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it." + ] + }, + { + "name": "Rend Mind", + "source": "XPHB", + "page": 136, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Soulknife", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "You can sweep your Psychic Blades through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw ({@dc 8} plus your Dexterity modifier and {@variantrule Proficiency|XPHB} Bonus). If the save fails, the target has the {@condition Stunned|XPHB} condition for 1 minute. The {@condition Stunned|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success.", + "Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you expend three Psionic Energy Dice (no action required) to restore your use of it." + ] + }, + { + "name": "Fast Hands", + "source": "XPHB", + "page": 137, + "freeRules2024": true, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Thief", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can do one of the following.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Sleight of Hand", + "entries": [ + "Make a Dexterity ({@skill Sleight of Hand|XPHB}) check to pick a lock or disarm a trap with {@item Thieves' Tools|XPHB} or to pick a pocket." + ] + }, + { + "type": "entries", + "name": "Use an Object", + "entries": [ + "Take the {@action Utilize|XPHB} action, or take the {@action Magic|XPHB} action to use a magic item that requires that action." + ] + } + ] + } + ] + }, + { + "name": "Second-Story Work", + "source": "XPHB", + "page": 137, + "freeRules2024": true, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Thief", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You've trained to get into especially hard-to-reach places, granting you these benefits.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Climber", + "entries": [ + "You gain a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}." + ] + }, + { + "type": "entries", + "name": "Jumper", + "entries": [ + "You can determine your jump distance using your Dexterity rather than your Strength." + ] + } + ] + } + ] + }, + { + "name": "Thief", + "source": "XPHB", + "page": 137, + "freeRules2024": true, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Thief", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Hunt for Treasure as a Classic Adventurer}", + "A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.", + { + "type": "refSubclassFeature", + "subclassFeature": "Fast Hands|Rogue|XPHB|Thief|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Second-Story Work|Rogue|XPHB|Thief|XPHB|3" + } + ] + }, + { + "name": "Supreme Sneak", + "source": "XPHB", + "page": 137, + "freeRules2024": true, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Thief", + "subclassSource": "XPHB", + "level": 9, + "header": 2, + "entries": [ + "You gain the following Cunning Strike option.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Stealth Attack (Cost: 1d6)", + "entries": [ + "If you have the {@action Hide|XPHB} action's {@condition Invisible|XPHB} condition, this attack doesn't end that condition on you if you end the turn behind {@variantrule Cover|XPHB|Three-Quarters Cover} or {@variantrule Cover|XPHB|Total Cover}." + ] + } + ] + } + ] + }, + { + "name": "Use Magic Device", + "source": "XPHB", + "page": 137, + "freeRules2024": true, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Thief", + "subclassSource": "XPHB", + "level": 13, + "header": 2, + "entries": [ + "You've learned how to maximize use of magic items, granting you the following benefits.", + { + "type": "entries", + "name": "Attunement", + "entries": [ + "You can attune to up to four magic items at once." + ] + }, + { + "type": "entries", + "name": "Charges", + "entries": [ + "Whenever you use a magic item property that expends charges, roll {@dice 1d6}. On a roll of 6, you use the property without expending the charges." + ] + }, + { + "type": "entries", + "name": "Scrolls", + "entries": [ + "You can use any {@item Spell Scroll}, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence ({@skill Arcana|XPHB}) check ({@dc 10} plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates." + ] + } + ] + }, + { + "name": "Thief's Reflexes", + "source": "XPHB", + "page": 137, + "freeRules2024": true, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Thief", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal {@variantrule Initiative|XPHB} and your second turn at your {@variantrule Initiative|XPHB} minus 10." + ] + }, + { + "name": "Arcane Trickster", + "source": "XPHB", + "page": 132, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Trickster", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Enhance Stealth with Arcane Spells}", + "Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.", + { + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Rogue|XPHB|Trickster|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mage Hand Legerdemain|Rogue|XPHB|Trickster|XPHB|3" + } + ] + }, + { + "name": "Mage Hand Legerdemain", + "source": "XPHB", + "page": 133, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Trickster", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "When you cast {@spell Mage Hand|XPHB}, you can cast it as a {@variantrule Bonus Action|XPHB}, and you can make the spectral hand {@condition Invisible|XPHB}. You can control the hand as a {@variantrule Bonus Action|XPHB}, and through it, you can make Dexterity ({@skill Sleight of Hand|XPHB}) checks." + ] + }, + { + "name": "Spellcasting", + "source": "XPHB", + "page": 132, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Trickster", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "You have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know three cantrips: {@spell Mage Hand|XPHB} and two other cantrips of your choice from the {@filter Wizard spell list|spells|class=Wizard} (see that class's section for its list). {@spell Mind Sliver|XPHB} and {@spell Minor Illusion|XPHB} are recommended.", + "Whenever you gain a Rogue level, you can replace one of your cantrips, except {@spell Mage Hand|XPHB}, with another Wizard cantrip of your choice.", + "When you reach Rogue level 10, you learn another Wizard cantrip of your choice." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Prepared Spells of 1st+ Level", + "entries": [ + "You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. {@spell Charm Person|XPHB}, {@spell Disguise Self|XPHB}, and {@spell Fog Cloud|XPHB} are recommended.", + "The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination." + ] + }, + { + "type": "entries", + "name": "Changing Your Prepared Spells", + "entries": [ + "Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Intelligence is your spellcasting ability for your Wizard spells." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells." + ] + } + ] + }, + { + "name": "Magical Ambush", + "source": "XPHB", + "page": 133, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Trickster", + "subclassSource": "XPHB", + "level": 9, + "header": 2, + "entries": [ + "If you have the {@condition Invisible|XPHB} condition when you cast a spell on a creature, it has {@variantrule Disadvantage|XPHB} on any saving throw it makes against the spell on the same turn." + ] + }, + { + "name": "Versatile Trickster", + "source": "XPHB", + "page": 133, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Trickster", + "subclassSource": "XPHB", + "level": 13, + "header": 2, + "entries": [ + "You gain the ability to distract targets with your {@spell Mage Hand|XPHB}. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand." + ] + }, + { + "name": "Spell Thief", + "source": "XPHB", + "page": 133, + "className": "Rogue", + "classSource": "XPHB", + "subclassShortName": "Trickster", + "subclassSource": "XPHB", + "level": 17, + "header": 2, + "entries": [ + "You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.", + "Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a {@variantrule Reaction|XPHB} to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it until the 8 hours have passed.", + "Once you steal a spell with this feature, you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-sidekick.json b/src/ttfrog/five_e_tools/sources/class/class-sidekick.json new file mode 100644 index 0000000..c804546 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-sidekick.json @@ -0,0 +1,1134 @@ +{ + "class": [ + { + "name": "Expert Sidekick", + "source": "TCE", + "page": 142, + "edition": "classic", + "isSidekick": true, + "classFeatures": [ + "Sidekick Class|Expert Sidekick|TCE|1", + "Bonus Proficiencies|Expert Sidekick|TCE|1", + "Helpful|Expert Sidekick|TCE|1", + "Cunning Action|Expert Sidekick|TCE|2", + "Expertise|Expert Sidekick|TCE|3", + "Ability Score Improvement|Expert Sidekick|TCE|4", + "Coordinated Strike|Expert Sidekick|TCE|6", + "Evasion|Expert Sidekick|TCE|7", + "Ability Score Improvement|Expert 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Sidekick|TCE|14", + "Extra Attack Improvement|Warrior Sidekick|TCE|15", + "Ability Score Improvement|Warrior Sidekick|TCE|16", + "Indomitable Improvement|Warrior Sidekick|TCE|18", + "Ability Score Improvement|Warrior Sidekick|TCE|19", + "Second Wind Improvement|Warrior Sidekick|TCE|20" + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Bonus Proficiencies", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 1, + "entries": [ + "{@i 1st-level Expert feature}", + "The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma.", + "In addition, the sidekick gains proficiency in five skills of your choice, and it gains proficiency with light armor. If it is a humanoid or has a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} in its stat block, it also gains proficiency with all simple weapons and with two tools of your choice." + ] + }, + { + "name": "Helpful", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 1, + "entries": [ + "{@i 1st-level Expert feature}", + "The sidekick is adept at giving well-timed assistance; the sidekick can take the {@action Help} action as a bonus action." + ] + }, + { + "name": "Sidekick Class", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 1, + "type": "inset", + "entries": [ + "To gain the Expert class, a creature must have at least one language in its stat block that it can speak.", + "{@note Note: this class is intended for NPC {@variantrule sidekicks|tce}.}" + ] + }, + { + "name": "Cunning Action", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 2, + "entries": [ + "{@i 2nd-level Expert feature}", + "The sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action." + ] + }, + { + "name": "Expertise", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 3, + "entries": [ + "{@i 3rd-level Expert feature}", + "Choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.", + "At 15th level, choose two more of the sidekick's skill proficiencies to gain this benefit." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 4, + "entries": [ + "{@i 4th-level Expert feature}", + "At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Coordinated Strike", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 6, + "entries": [ + "{@i 6th-level Expert feature}", + "The sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra {@damage 2d6} damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack." + ] + }, + { + "name": "Evasion", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 7, + "entries": [ + "{@i 7th-level Expert feature}", + "Because of extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn't benefit from this feature while {@condition incapacitated}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 8, + "entries": [ + "{@i 8th-level Expert feature}", + "At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 10, + "entries": [ + "{@i 10th-level Expert feature}", + "At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Inspiring Help", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 11, + "entries": [ + "{@i 11th-level Expert feature}", + "When the sidekick takes the {@action Help} action, the creature who receives the help also gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.", + "At 20th level, the bonus increases to {@dice 2d6}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 12, + "entries": [ + "{@i 12th-level Expert feature}", + "At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Reliable Talent", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 14, + "entries": [ + "{@i 14th-level Expert feature}", + "The sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a {@dice d20} roll of 9 or lower as a 10." + ] + }, + { + "name": "Expertise", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 15, + "entries": [ + "{@i 15th-level Expert feature}", + "Choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 16, + "entries": [ + "{@i 16th-level Expert feature}", + "At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Sharp Mind", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 18, + "entries": [ + "{@i 18th-level Expert feature}", + "The sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 19, + "entries": [ + "{@i 19th-level Expert feature}", + "At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Inspiring Help Improvement", + "source": "TCE", + "page": 142, + "className": "Expert Sidekick", + "classSource": "TCE", + "level": 20, + "entries": [ + "{@i 20th-level Expert feature}", + "At 20th level, the bonus dice granted by the sidekick's Inspiring Help increases to {@dice 2d6}." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 1, + "entries": [ + "{@i 1st-level Spellcaster feature}", + "The sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma.", + "In addition, the sidekick gains proficiency in two skills of your choice from the following list: {@skill Arcana}, {@skill History}, {@skill Insight}, {@skill Investigation}, {@skill Medicine}, {@skill Performance}, {@skill Persuasion}, and {@skill Religion}.", + "The sidekick gains proficiency with light armor, and if it is a humanoid or has a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} in its stat block, it also gains proficiency with all simple weapons." + ] + }, + { + "name": "Sidekick Class", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 1, + "type": "inset", + "entries": [ + "To gain the Spellcaster class, a creature must have at least one language in its stat block that it can speak.", + "{@note Note: this class is intended for NPC {@variantrule sidekicks|tce}.}" + ] + }, + { + "name": "Spellcasting", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 1, + "entries": [ + "{@i 1st-level Spellcaster feature}", + "The sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the Spellcaster's role: Mage, Healer, or Prodigy. This choice determines the spell list and spellcasting ability used by the sidekick, as shown on the Spellcasting table.", + { + "type": "table", + "caption": "Spellcasting", + "colLabels": [ + "Role", + "Spell List", + "Ability" + ], + "colStyles": [ + "col-4 text-center", + "col-4 text-center", + "col-4 text-center" + ], + "rows": [ + [ + "Mage", + "{@filter Wizard|spells|class=Wizard}", + "Intelligence" + ], + [ + "Healer", + "{@filter Cleric and Druid|spells|class=Cleric;Druid}", + "Wisdom" + ], + [ + "Prodigy", + "{@filter Bard and Warlock|spells|class=Bard;Warlock}", + "Charisma" + ] + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Spellcaster table shows how many spell slots the sidekick has to cast its Spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The sidekick regains all expended spell slots when it finishes a long rest." + ] + }, + { + "type": "entries", + "name": "Spells Known", + "entries": [ + "The sidekick knows two cantrips and one 1st-level spell of your choice from its spell list. Here are recommendations for a 1st-level spellcaster of each role:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Mage:", + "entry": "{@spell mage hand}, {@spell ray of frost}, {@spell thunderwave}" + }, + { + "type": "item", + "name": "Healer:", + "entry": "{@spell cure wounds}, {@spell guidance}, {@spell sacred flame}" + }, + { + "type": "item", + "name": "Prodigy:", + "entry": "{@spell eldritch blast}, {@spell healing word}, {@spell light}" + }, + "The Cantrips Known and Spells Known columns of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of the spells in the Spells Known column must be of a level for which the sidekick has spell slots, as shown on the table. For instance, when the sidekick reaches 5th level in this class, it can learn one new spell of 1st or 2nd level.", + "Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its spell list. The new spell must be a cantrip or of a level for which the sidekick has spell slots." + ] + } + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table.", + "The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "spellcasting" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "spellcasting" + ] + } + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table. A Mage can use an arcane focus, a Healer can use a holy symbol, and a Prodigy can use an arcane focus or a {@item musical instrument|PHB}." + ] + } + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 4, + "entries": [ + "{@i 4th-level Spellcaster feature}", + "At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Potent Cantrips", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 6, + "entries": [ + "{@i 6th-level Spellcaster feature}", + "The sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 8, + "entries": [ + "{@i 8th-level Spellcaster feature}", + "At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 12, + "entries": [ + "{@i 12th-level Spellcaster feature}", + "At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Empowered Spells", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 14, + "entries": [ + "{@i 14th-level Spellcaster feature}", + "Choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 16, + "entries": [ + "{@i 16th-level Spellcaster feature}", + "At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 18, + "entries": [ + "{@i 18th-level Spellcaster feature}", + "At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Focused Casting", + "source": "TCE", + "page": 144, + "className": "Spellcaster Sidekick", + "classSource": "TCE", + "level": 20, + "entries": [ + "{@i 20th-level Spellcaster feature}", + "Taking damage can't break the sidekick's {@status concentration} on a spell." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 1, + "entries": [ + "{@i 1st-level Warrior feature}", + "The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.", + "In addition, the sidekick gains proficiency in two skills of your choice from the following list: {@skill Acrobatics}, {@skill Animal Handling}, {@skill Athletics}, {@skill Intimidation}, {@skill Nature}, {@skill Perception}, and {@skill Survival}.", + "The sidekick gains proficiency with all armor, and if it is a humanoid or has a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} in its stat block, it gains proficiency with shields and all simple and martial weapons." + ] + }, + { + "name": "Martial Role", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 1, + "entries": [ + "{@i 1st-level Warrior feature}", + "Each warrior focuses on offense or defense in their training. Choose one of the following options:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Attacker", + "entry": "The sidekick gains a +2 bonus to all attack rolls." + }, + { + "type": "item", + "name": "Defender", + "entry": "The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the sidekick, provided the sidekick can see the attacker." + } + ] + } + ] + }, + { + "name": "Sidekick Class", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 1, + "type": "inset", + "entries": [ + "{@note Note: this class is intended for NPC {@variantrule sidekicks|tce}.}" + ] + }, + { + "name": "Second Wind", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 2, + "entries": [ + "{@i 2nd-level Warrior feature}", + "The sidekick can use a bonus action on its turn to regain hit points equal to {@dice 1d10} + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.", + "The sidekick can use this feature twice between rests starting at 20th level." + ] + }, + { + "name": "Improved Critical", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 3, + "entries": [ + "{@i 3rd-level Warrior feature}", + "The sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the {@dice d20}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 4, + "entries": [ + "{@i 4th-level Warrior feature}", + "At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 6, + "entries": [ + "{@i 6th-level Warrior feature}", + "The sidekick can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn.", + "The number of attacks increases to three when the sidekick reaches 15th level.", + "If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both." + ] + }, + { + "name": "Battle Readiness", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 7, + "entries": [ + "{@i 7th-level Warrior feature}", + "The sidekick has advantage on initiative rolls." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 8, + "entries": [ + "{@i 8th-level Warrior feature}", + "At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Improved Defense", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 10, + "entries": [ + "{@i 10th-level Warrior feature}", + "The sidekick's Armor Class increases by 1." + ] + }, + { + "name": "Indomitable", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 11, + "entries": [ + "{@i 11th-level Warrior feature}", + "The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again until it finishes a long rest.", + "The sidekick can use this feature twice between long rests starting at 18th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 12, + "entries": [ + "{@i 12th-level Warrior feature}", + "At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 14, + "entries": [ + "{@i 14th-level Warrior feature}", + "At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack Improvement", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 15, + "entries": [ + "{@i 15th-level Warrior feature}", + "The sidekick can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn.", + "The number of attacks increases to three when the sidekick reaches 15th level.", + "If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 16, + "entries": [ + "{@i 16th-level Warrior feature}", + "At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Indomitable Improvement", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 18, + "entries": [ + "{@i 18th-level Warrior feature}", + "The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again until it finishes a long rest.", + "The sidekick can use this feature twice between long rests starting at 18th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 19, + "entries": [ + "{@i 19th-level Warrior feature}", + "At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Second Wind Improvement", + "source": "TCE", + "page": 146, + "className": "Warrior Sidekick", + "classSource": "TCE", + "level": 20, + "entries": [ + "{@i 20th-level Warrior feature}", + "The sidekick can use their Second Wind feature twice between rests." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-sorcerer.json b/src/ttfrog/five_e_tools/sources/class/class-sorcerer.json new file mode 100644 index 0000000..7c3a085 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-sorcerer.json @@ -0,0 +1,5746 @@ +{ + "_meta": { + "internalCopies": [ + "subclass", + "subclassFeature" + ] + }, + "class": [ + { + "name": "Sorcerer", + "source": "PHB", + "page": 99, + "srd": true, + "reprintedAs": [ + "Sorcerer|XPHB" + ], + "edition": "classic", + "hd": { + "number": 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"page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "Runechild|Sorcerer|XPHB|Runechild|TDCSR|3", + "Glyph of Aegis (6th Level)|Sorcerer|PHB|Runechild|TDCSR|6", + "Sigilic Augmentation|Sorcerer|PHB|Runechild|TDCSR|6", + "Manifest Inscriptions|Sorcerer|PHB|Runechild|TDCSR|6", + "Glyph of Aegis (14th Level)|Sorcerer|PHB|Runechild|TDCSR|14", + "Runic Torrent|Sorcerer|PHB|Runechild|TDCSR|14", + "Arcane Exemplar|Sorcerer|PHB|Runechild|TDCSR|18" + ], + "fluff": { + "_subclassFluff": { + "name": "Runechild", + "source": "TDCSR", + "shortName": "Runechild", + "className": "Sorcerer", + "classSource": "PHB" + } + } + }, + { + "name": "Lunar Sorcery", + "shortName": "Lunar", + "source": "DSotDQ", + "className": "Sorcerer", + "classSource": "PHB", + "page": 34, + "edition": "classic", + "additionalSpells": [ + { + "name": "Full Moon", + "known": { + "1": [ + "shield", + "ray of sickness", + "color spray" + ], + "3": [ + "lesser restoration", + "blindness/deafness", + "alter self" + ], + "5": [ + "dispel magic", + "vampiric touch", + "phantom steed" + ], + "7": [ + "death ward", + "confusion", + "hallucinatory terrain" + ], + "9": [ + "Rary's telepathic bond", + "hold monster", + "mislead" + ] + } + } + ], + "subclassFeatures": [ + "Lunar Sorcery|Sorcerer||Lunar|DSotDQ|1", + "Lunar Boons|Sorcerer||Lunar|DSotDQ|6", + "Waxing and Waning|Sorcerer||Lunar|DSotDQ|6", + "Lunar Empowerment|Sorcerer||Lunar|DSotDQ|14", + "Lunar Phenomenon|Sorcerer||Lunar|DSotDQ|18" + ], + "hasFluffImages": true + }, + { + "name": "Lunar Sorcery", + "shortName": "Lunar", + "source": "DSotDQ", + "className": "Sorcerer", + "classSource": "XPHB", + "_copy": { + "name": "Lunar Sorcery", + "source": "DSotDQ", + "shortName": "Lunar", + "className": "Sorcerer", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "Lunar Sorcery|Sorcerer|XPHB|Lunar|DSotDQ|3", + "Lunar Boons|Sorcerer||Lunar|DSotDQ|6", + "Waxing and Waning|Sorcerer||Lunar|DSotDQ|6", + "Lunar Empowerment|Sorcerer||Lunar|DSotDQ|14", + "Lunar Phenomenon|Sorcerer||Lunar|DSotDQ|18" + ], + "fluff": { + "_subclassFluff": { + "name": "Lunar Sorcery", + "source": "DSotDQ", + "shortName": "Lunar", + "className": "Sorcerer", + "classSource": "PHB" + } + } + }, + { + "name": "Aberrant Sorcery", + "shortName": "Aberrant", + "source": "XPHB", + "className": "Sorcerer", + "classSource": "XPHB", + "page": 145, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "arms of hadar|xphb", + "calm emotions|xphb", + "detect thoughts|xphb", + "dissonant whispers|xphb", + "mind sliver|xphb#c" + ], + "5": [ + "hunger of hadar|xphb", + "sending|xphb" + ], + "7": [ + "evard's black tentacles|xphb", + "summon aberration|xphb" + ], + "9": [ + "rary's telepathic bond|xphb", + "telekinesis|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Aberrant Sorcery|Sorcerer|XPHB|Aberrant|XPHB|3", + "Psionic Sorcery|Sorcerer|XPHB|Aberrant|XPHB|6", + "Psychic Defenses|Sorcerer|XPHB|Aberrant|XPHB|6", + "Revelation in Flesh|Sorcerer|XPHB|Aberrant|XPHB|14", + "Warping Implosion|Sorcerer|XPHB|Aberrant|XPHB|18" + ], + "hasFluffImages": true + }, + { + "name": "Clockwork Sorcery", + "shortName": "Clockwork", + "source": "XPHB", + "className": "Sorcerer", + "classSource": "XPHB", + "page": 146, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "aid|xphb", + "alarm|xphb", + "lesser restoration|xphb", + "protection from evil and good|xphb" + ], + "5": [ + "dispel magic|xphb", + "protection from energy|xphb" + ], + "7": [ + "freedom of movement|xphb", + "summon construct|xphb" + ], + "9": [ + "greater restoration|xphb", + "wall of force|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Clockwork Sorcery|Sorcerer|XPHB|Clockwork|XPHB|3", + "Bastion of Law|Sorcerer|XPHB|Clockwork|XPHB|6", + "Trance of Order|Sorcerer|XPHB|Clockwork|XPHB|14", + "Clockwork Cavalcade|Sorcerer|XPHB|Clockwork|XPHB|18" + ], + "hasFluffImages": true + }, + { + "name": "Draconic Sorcery", + "shortName": "Draconic", + "source": "XPHB", + "className": "Sorcerer", + "classSource": "XPHB", + "page": 148, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "alter self|xphb", + "chromatic orb|xphb", + "command|xphb", + "dragon's breath|xphb" + ], + "5": [ + "fear|xphb", + "fly|xphb" + ], + "7": [ + "arcane eye|xphb", + "charm monster|xphb" + ], + "9": [ + "legend lore|xphb", + "summon dragon|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Draconic Sorcery|Sorcerer|XPHB|Draconic|XPHB|3", + "Elemental Affinity|Sorcerer|XPHB|Draconic|XPHB|6", + "Dragon Wings|Sorcerer|XPHB|Draconic|XPHB|14", + "Dragon Companion|Sorcerer|XPHB|Draconic|XPHB|18" + ], + "hasFluffImages": true + }, + { + "name": "Wild Magic Sorcery", + "shortName": "Wild Magic", + "source": "XPHB", + "className": "Sorcerer", + "classSource": "XPHB", + "page": 149, + "edition": "one", + "subclassFeatures": [ + "Wild Magic Sorcery|Sorcerer|XPHB|Wild Magic|XPHB|3", + "Bend Luck|Sorcerer|XPHB|Wild Magic|XPHB|6", + "Controlled Chaos|Sorcerer|XPHB|Wild Magic|XPHB|14", + "Tamed Surge|Sorcerer|XPHB|Wild Magic|XPHB|18" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Sorcerous Origin", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 1, + "entries": [ + "Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.", + "Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level." + ] + }, + { + "name": "Spellcasting", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 1, + "entries": [ + "An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter sorcerer spell list|spells|class=sorcerer}.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Sorcerer table shows how many spell slots you have to cast your {@filter sorcerer spells|spells|class=sorcerer} of 1st level and higher. To cast one of these sorcerer 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.", + "For example, if you know the 1st-level spell {@spell burning hands} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell burning hands} using either slot." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st Level and Higher", + "entries": [ + "You know two 1st-level spells of your choice from the sorcerer spell list.", + "You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.", + "Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "cha" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "cha" + ] + } + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use an {@item arcane focus|phb} as a spellcasting focus for your sorcerer spells." + ] + } + ] + }, + { + "name": "Flexible Casting", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.", + { + "type": "entries", + "name": "Creating Spell Slots", + "entries": [ + "You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.", + { + "type": "table", + "caption": "Creating Spell Slots", + "colLabels": [ + "Spell Slot Level", + "Sorcery Point Cost" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "1st", + "2" + ], + [ + "2nd", + "3" + ], + [ + "3rd", + "5" + ], + [ + "4th", + "6" + ], + [ + "5th", + "7" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Converting a Spell Slot to Sorcery Points", + "entries": [ + "As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level." + ] + } + ] + }, + { + "name": "Font of Magic", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 2, + "entries": [ + "At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.", + { + "type": "refClassFeature", + "classFeature": "Sorcery Points|Sorcerer||2" + }, + { + "type": "refClassFeature", + "classFeature": "Flexible Casting|Sorcerer||2" + } + ] + }, + { + "name": "Sorcery Points", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest." + ] + }, + { + "name": "Metamagic", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 3, + "entries": [ + "At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.", + "You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.", + { + "type": "options", + "count": 2, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Careful Spell", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Distant Spell", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Empowered Spell", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Extended Spell", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Heightened Spell", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Quickened Spell", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Subtle Spell", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Twinned Spell", + "preserve": { + "consumes": true + } + } + ] + } + ] + }, + { + "name": "Metamagic Options", + "source": "TCE", + "page": 65, + "className": "Sorcerer", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level sorcerer {@variantrule optional class features|tce|optional feature}}", + "When you choose Metamagic options, you have access to the following additional options.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Seeking Spell|TCE", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Transmuted Spell|TCE", + "preserve": { + "consumes": true + } + } + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Sorcerous Versatility", + "source": "TCE", + "page": 65, + "className": "Sorcerer", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "{@i 4th-level sorcerer {@variantrule optional class features|tce|optional feature}}", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:", + { + "type": "list", + "items": [ + "Replace one of the options you chose for the Metamagic feature with a different {@filter Metamagic option|optionalfeatures|Feature Type=MM} available to you.", + "Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter sorcerer spell list|spells|level=0|class=Sorcerer}." + ] + } + ] + }, + { + "name": "Magical Guidance", + "source": "TCE", + "page": 65, + "className": "Sorcerer", + "classSource": "PHB", + "level": 5, + "isClassFeatureVariant": true, + "consumes": { + "name": "Sorcery Point" + }, + "entries": [ + "{@i 5th-level sorcerer {@variantrule optional class features|tce|optional feature}}", + "You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the {@dice d20}, and you must use the new roll, potentially turning the failure into a success." + ] + }, + { + "name": "Sorcerous Origin feature", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you gain a feature granted by your Sorcerous Origin." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Metamagic", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 10, + "entries": [ + "At 10th level, you learn an additional metamagic option." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Sorcerous Origin feature", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 14, + "entries": [ + "At 14th level, you gain a feature granted by your Sorcerous Origin." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Metamagic", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 17, + "entries": [ + "At 17th level, you learn an additional metamagic option." + ] + }, + { + "name": "Sorcerous Origin feature", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 18, + "entries": [ + "At 18th level, you gain a feature granted by your Sorcerous Origin." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Sorcerous Restoration", + "source": "PHB", + "page": 99, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, you regain 4 expended sorcery points whenever you finish a short rest." + ] + }, + { + "name": "Innate Sorcery", + "source": "XPHB", + "page": 140, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 1, + "entries": [ + "An event in your past left an indelible mark on you, infusing you with simmering magic. As a {@variantrule Bonus Action|XPHB}, you can unleash that magic for 1 minute, during which you gain the following benefits:", + { + "type": "list", + "items": [ + "The spell save DC of your Sorcerer spells increases by 1.", + "You have {@variantrule Advantage|XPHB} on the attack rolls of Sorcerer spells you cast." + ] + }, + "You can use this feature twice, and you regain all expended uses of it when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Spellcasting", + "source": "XPHB", + "page": 139, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 1, + "entries": [ + "Drawing from your innate magic, you can cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the {@filter Sorcerer spell list|spells|class=Sorcerer} later in the class's description.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know four Sorcerer cantrips of your choice. {@spell Light|XPHB}, {@spell Prestidigitation|XPHB}, {@spell Shocking Grasp|XPHB}, and {@spell Sorcerous Burst|XPHB} are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.", + "When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Prepared Spells of Level 1+", + "entries": [ + "You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. {@spell Burning Hands|XPHB} and {@spell Detect Magic|XPHB} are recommended.", + "The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.", + "If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you." + ] + }, + { + "type": "entries", + "name": "Changing Your Prepared Spells", + "entries": [ + "Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your Sorcerer spells." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Sorcerer spells." + ] + } + ] + } + ] + }, + { + "name": "Font of Magic", + "source": "XPHB", + "page": 140, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.", + "You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a {@variantrule Long Rest|XPHB}.", + "You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Converting Spell Slots to Sorcery Points", + "entries": [ + "You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required)." + ] + }, + { + "type": "entries", + "name": "Creating Spell Slots", + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.", + "Any spell slot you create with this feature vanishes when you finish a {@variantrule Long Rest|XPHB}.", + { + "type": "table", + "caption": "Creating Spell Slots", + "colLabels": [ + "Spell Slot Level", + "Sorcery Point Cost", + "Min. Sorcerer Level" + ], + "colStyles": [ + "col-3 text-center", + "col-3 text-center", + "col-3 text-center" + ], + "rows": [ + [ + "1", + "2", + "2" + ], + [ + "2", + "3", + "3" + ], + [ + "3", + "5", + "5" + ], + [ + "4", + "6", + "7" + ], + [ + "5", + "7", + "9" + ] + ] + } + ] + } + ] + } + ] + }, + { + "name": "Metamagic", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 2, + "entries": [ + "Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from \"{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}\" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.", + "You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.", + "Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17." + ] + }, + { + "name": "Metamagic Options", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 2, + "entries": [ + "The following options are available to your Metamagic feature. The options are presented in alphabetical order.", + { + "type": "options", + "count": 2, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Careful Spell|XPHB", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Distant Spell|XPHB", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Empowered Spell|XPHB", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Extended Spell|XPHB", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Heightened Spell|XPHB", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Quickened Spell|XPHB", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Seeking Spell|XPHB", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Subtle Spell|XPHB", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Transmuted Spell|XPHB", + "preserve": { + "consumes": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Twinned Spell|XPHB", + "preserve": { + "consumes": true + } + } + ] + } + ] + }, + { + "name": "Sorcerer Subclass", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16." + ] + }, + { + "name": "Sorcerous Restoration", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 5, + "entries": [ + "When you finish a {@variantrule Short Rest|XPHB}, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You gain a feature from your Sorcerer subclass." + ] + }, + { + "name": "Sorcery Incarnate", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 7, + "entries": [ + "If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the {@variantrule Bonus Action|XPHB} to activate it.", + "In addition, while your Innate Sorcery feature is active, you can use up to two of your {@filter Metamagic options|optionalfeatures|feature type=MM} on each spell you cast." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Metamagic", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 10, + "entries": [ + "Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the \"{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}\" section later in this class's description.", + "You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.", + "Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 14, + "entries": [ + "You gain a feature from your Sorcerer subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Metamagic", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 17, + "entries": [ + "Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the \"{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}\" section later in this class's description.", + "You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.", + "Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 18, + "entries": [ + "You gain a feature from your Sorcerer subclass." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended." + ] + }, + { + "name": "Arcane Apotheosis", + "source": "XPHB", + "page": 141, + "className": "Sorcerer", + "classSource": "XPHB", + "level": 20, + "entries": [ + "While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it." + ] + } + ], + "subclassFeature": [ + { + "name": "Lunar Sorcery", + "source": "DSotDQ", + "page": 34, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 1, + "entries": [ + "On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.", + "You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells\u2014perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.", + { + "type": "entries", + "name": "Lunar Embodiment", + "entries": [ + "{@i 1st-Level Lunar Sorcery Feature}", + "You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + { + "type": "table", + "caption": "Lunar Spells", + "colLabels": [ + "Sorcerer Level", + "Full Moon Spell", + "New Moon Spell", + "Crescent Moon Spell" + ], + "colStyles": [ + "col-1-1 text-center", + "col-3-3", + "col-3-3", + "col-3-3" + ], + "rows": [ + [ + "1st", + "{@spell shield}", + "{@spell ray of sickness}", + "{@spell color spray}" + ], + [ + "3rd", + "{@spell lesser restoration}", + "{@spell blindness/deafness}", + "{@spell alter self}" + ], + [ + "5th", + "{@spell dispel magic}", + "{@spell vampiric touch}", + "{@spell phantom steed}" + ], + [ + "7th", + "{@spell death ward}", + "{@spell confusion}", + "{@spell hallucinatory terrain}" + ], + [ + "9th", + "{@spell Rary's telepathic bond}", + "{@spell hold monster}", + "{@spell mislead}" + ] + ] + }, + "Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Moon Fire", + "entries": [ + "{@i 1st-Level Lunar Sorcery Feature}", + "You can call down the radiant light of the moon on command. You learn the {@spell sacred flame} spell, which doesn't count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other." + ] + } + ] + }, + { + "name": "Lunar Boons", + "source": "DSotDQ", + "page": 34, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-Level Lunar Sorcery Feature}", + "The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Full Moon", + "entries": [ + "{@filter Abjuration and divination spells|spells|class=sorcerer|school=A;D}" + ] + }, + { + "type": "item", + "name": "New Moon", + "entries": [ + "{@filter Enchantment and necromancy spells|spells|class=sorcerer|school=E;N}" + ] + }, + { + "type": "item", + "name": "Crescent Moon", + "entries": [ + "{@filter Illusion and transmutation spells|spells|class=sorcerer|school=I;T}" + ] + } + ] + }, + "Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Waxing and Waning", + "source": "DSotDQ", + "page": 35, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 6, + "header": 2, + "consumes": { + "name": "Sorcery Point" + }, + "entries": [ + "{@i 6th-Level Lunar Sorcery Feature}", + "You gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.", + "You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Lunar Empowerment", + "source": "DSotDQ", + "page": 35, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-Level Lunar Sorcery Feature}", + "The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Full Moon", + "entries": [ + "You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Perception}) checks while within the bright light you shed." + ] + }, + { + "type": "item", + "name": "New Moon", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you." + ] + }, + { + "type": "item", + "name": "Crescent Moon", + "entries": [ + "You have resistance to necrotic and radiant damage." + ] + } + ] + } + ] + }, + { + "name": "Lunar Phenomenon", + "source": "DSotDQ", + "page": 35, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 18, + "header": 2, + "entries": [ + "{@i 18th-Level Lunar Sorcery feature}", + "As a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Full Moon", + "entries": [ + "You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be {@condition blinded} until the end of its next turn. In addition, one creature of your choice in that area regains {@dice 3d8} hit points." + ] + }, + { + "type": "item", + "name": "New Moon", + "entries": [ + "You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take {@damage 3d10} necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become {@condition invisible} until the end of your next turn, or until immediately after you make an attack roll or cast a spell." + ] + }, + { + "type": "item", + "name": "Crescent Moon", + "entries": [ + "You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn." + ] + } + ] + }, + "Once you use one of these bonus action benefits, you can't use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again." + ] + }, + { + "name": "Draconic Bloodline", + "source": "PHB", + "page": 102, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Draconic", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.", + { + "type": "refSubclassFeature", + "subclassFeature": "Dragon Ancestor|Sorcerer||Draconic||1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Draconic Resilience|Sorcerer||Draconic||1" + } + ] + }, + { + "name": "Draconic Resilience", + "source": "PHB", + "page": 102, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Draconic", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.", + "Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier." + ] + }, + { + "name": "Dragon Ancestor", + "source": "PHB", + "page": 102, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Draconic", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.", + { + "type": "table", + "caption": "Draconic Ancestry", + "colLabels": [ + "Dragon", + "Damage Type" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Black", + "{@filter Acid|spells|damage type=acid|class=sorcerer}" + ], + [ + "Blue", + "{@filter Lightning|spells|damage type=lightning|class=sorcerer}" + ], + [ + "Brass", + "{@filter Fire|spells|damage type=fire|class=sorcerer}" + ], + [ + "Bronze", + "{@filter Lightning|spells|damage type=lightning|class=sorcerer}" + ], + [ + "Copper", + "{@filter Acid|spells|damage type=acid|class=sorcerer}" + ], + [ + "Gold", + "{@filter Fire|spells|damage type=fire|class=sorcerer}" + ], + [ + "Green", + "{@filter Poison|spells|damage type=poison|class=sorcerer}" + ], + [ + "Red", + "{@filter Fire|spells|damage type=fire|class=sorcerer}" + ], + [ + "Silver", + "{@filter Cold|spells|damage type=cold|class=sorcerer}" + ], + [ + "White", + "{@filter Cold|spells|damage type=cold|class=sorcerer}" + ] + ] + }, + "You can speak, read, and write {@language Draconic}. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check." + ] + }, + { + "name": "Elemental Affinity", + "source": "PHB", + "page": 102, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Draconic", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "consumes": { + "name": "Sorcery Point" + }, + "entries": [ + "Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour." + ] + }, + { + "name": "Dragon Wings", + "source": "PHB", + "page": 102, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Draconic", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.", + "You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them." + ] + }, + { + "name": "Draconic Presence", + "source": "PHB", + "page": 102, + "srd": true, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Draconic", + "subclassSource": "PHB", + "level": 18, + "header": 2, + "consumes": { + "name": "Sorcery Point", + "amount": 5 + }, + "entries": [ + "Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or {@condition frightened}. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your {@status concentration} (as if you were casting a {@status concentration} spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be {@condition charmed} (if you chose awe) or {@condition frightened} (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours." + ] + }, + { + "name": "Wild Magic", + "source": "PHB", + "page": 103, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Wild", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wild Magic Surge|Sorcerer||Wild||1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tides of Chaos|Sorcerer||Wild||1" + } + ] + }, + { + "name": "Tides of Chaos", + "source": "PHB", + "page": 103, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Wild", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.", + "Any time before you regain the use of this feature, the DM can have you roll on the {@table Wild Magic Surge|PHB} table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature." + ] + }, + { + "name": "Wild Magic Surge", + "source": "PHB", + "page": 103, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Wild", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a {@dice d20}. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.", + "If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires {@status concentration}, it doesn't require {@status concentration} in this case; the spell lasts for its full duration.", + { + "type": "table", + "caption": "Wild Magic Surge", + "colLabels": [ + "{@dice d100}", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01-02", + "Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls." + ], + [ + "03-04", + "For the next minute, you can see any {@condition invisible} creature if you have line of sight to it." + ], + [ + "05-06", + "A {@filter modron|bestiary|source=mm|search=modron} chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later." + ], + [ + "07-08", + "You cast {@spell fireball} as a 3rd-level spell centered on yourself." + ], + [ + "09-10", + "You cast {@spell magic missile} as a 5th-level spell." + ], + [ + "11-12", + "Roll a {@dice d10}. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow." + ], + [ + "13-14", + "You cast {@spell confusion} centered on yourself." + ], + [ + "15-16", + "For the next minute, you regain 5 hit points at the start of each of your turns." + ], + [ + "17-18", + "You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face." + ], + [ + "19-20", + "You cast {@spell grease} centered on yourself." + ], + [ + "21-22", + "Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw." + ], + [ + "23-24", + "Your skin turns a vibrant shade of blue. A {@spell remove curse} spell can end this effect." + ], + [ + "25-26", + "An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight." + ], + [ + "27-28", + "For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action." + ], + [ + "29-30", + "You teleport up to 60 feet to an unoccupied space of your choice that you can see." + ], + [ + "31-32", + "You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied." + ], + [ + "33-34", + "Maximize the damage of the next damaging spell you cast within the next minute." + ], + [ + "35-36", + "Roll a {@dice d10}. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older." + ], + [ + "37-38", + "{@dice 1d6} {@creature flumph||flumphs} controlled by the DM appear in unoccupied spaces within 60 feet of you and are {@condition frightened} of you. They vanish after 1 minute." + ], + [ + "39-40", + "You regain {@dice 2d10} hit points." + ], + [ + "41-42", + "You turn into a potted plant until the start of your next turn. While a plant, you are {@condition incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts." + ], + [ + "43-44", + "For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns." + ], + [ + "45-46", + "You cast {@spell levitate} on yourself." + ], + [ + "47-48", + "A {@creature unicorn} controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later." + ], + [ + "49-50", + "You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth." + ], + [ + "51-52", + "A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell magic missile}." + ], + [ + "53-54", + "You are immune to being intoxicated by alcohol for the next {@dice 5d6} days." + ], + [ + "55-56", + "Your hair falls out but grows back within 24 hours." + ], + [ + "57-58", + "For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame." + ], + [ + "59-60", + "You regain your lowest-level expended spell slot." + ], + [ + "61-62", + "For the next minute, you must shout when you speak." + ], + [ + "63-64", + "You cast {@spell fog cloud} centered on yourself." + ], + [ + "65-66", + "Up to three creatures you choose within 30 feet of you take {@damage 4d10} lightning damage." + ], + [ + "67-68", + "You are {@condition frightened} by the nearest creature until the end of your next turn." + ], + [ + "69-70", + "Each creature within 30 feet of you becomes {@condition invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell." + ], + [ + "71-72", + "You gain resistance to all damage for the next minute." + ], + [ + "73-74", + "A random creature within 60 feet of you becomes {@condition poisoned} for {@dice 1d4} hours." + ], + [ + "75-76", + "You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is {@condition blinded} until the end of its next turn." + ], + [ + "77-78", + "You cast {@spell polymorph} on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration." + ], + [ + "79-80", + "Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute." + ], + [ + "81-82", + "You can take one additional action immediately." + ], + [ + "83-84", + "Each creature within 30 feet of you takes {@damage 1d10} necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt." + ], + [ + "85-86", + "You cast {@spell mirror image}." + ], + [ + "87-88", + "You cast {@spell fly} on a random creature within 60 feet of you." + ], + [ + "89-90", + "You become {@condition invisible} for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell." + ], + [ + "91-92", + "If you die within the next minute, you immediately come back to life as if by the {@spell reincarnate} spell." + ], + [ + "93-94", + "Your size increases by one size category for the next minute." + ], + [ + "95-96", + "You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute." + ], + [ + "97-98", + "You are surrounded by faint, ethereal music for the next minute." + ], + [ + "99-00", + "You regain all expended sorcery points." + ] + ], + "data": { + "tableInclude": true + } + } + ] + }, + { + "name": "Bend Luck", + "source": "PHB", + "page": 103, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Wild", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "consumes": { + "name": "Sorcery Point", + "amount": 2 + }, + "entries": [ + "Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll {@dice 1d4} and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur." + ] + }, + { + "name": "Controlled Chaos", + "source": "PHB", + "page": 103, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Wild", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the {@table Wild Magic Surge|PHB} table, you can roll twice and use either number." + ] + }, + { + "name": "Spell Bombardment", + "source": "PHB", + "page": 103, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Wild", + "subclassSource": "PHB", + "level": 18, + "header": 2, + "entries": [ + "Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn." + ] + }, + { + "name": "Pyromancer (PSK)", + "source": "PSK", + "page": 9, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Pyromancer (PSK)", + "subclassSource": "PSK", + "level": 1, + "entries": [ + "Your innate magic manifests in fire. You are your fire, and your fire is you.", + { + "type": "refSubclassFeature", + "subclassFeature": "Heart of Fire|Sorcerer||Pyromancer (PSK)|PSK|1" + } + ] + }, + { + "name": "Heart of Fire", + "source": "PSK", + "page": 9, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Pyromancer (PSK)", + "subclassSource": "PSK", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1)." + ] + }, + { + "name": "Fire in the Veins", + "source": "PSK", + "page": 9, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Pyromancer (PSK)", + "subclassSource": "PSK", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage." + ] + }, + { + "name": "Pyromancer's Fury", + "source": "PSK", + "page": 9, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Pyromancer (PSK)", + "subclassSource": "PSK", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage." + ] + }, + { + "name": "Fiery Soul", + "source": "PSK", + "page": 9, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Pyromancer (PSK)", + "subclassSource": "PSK", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage." + ] + }, + { + "name": "Aberrant Mind", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?", + "As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.", + { + "type": "table", + "caption": "Aberrant Origins", + "colLabels": [ + "d6", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it." + ], + [ + "2", + "A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you." + ], + [ + "3", + "You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind." + ], + [ + "4", + "You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus." + ], + [ + "5", + "As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary." + ], + [ + "6", + "Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Psionic Spells|Sorcerer||Aberrant Mind|TCE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Telepathic Speech|Sorcerer||Aberrant Mind|TCE|1" + } + ] + }, + { + "name": "Psionic Spells", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Aberrant Mind feature}", + "You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a {@filter divination or an enchantment spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=D;E|level=1;2;3;4;5}.", + { + "type": "table", + "caption": "Psionic Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell arms of Hadar}, {@spell dissonant whispers}, {@spell mind sliver|tce}" + ], + [ + "3rd", + "{@spell calm emotions}, {@spell detect thoughts}" + ], + [ + "5th", + "{@spell hunger of Hadar}, {@spell sending}" + ], + [ + "7th", + "{@spell Evard's black tentacles}, {@spell summon aberration|TCE}" + ], + [ + "9th", + "{@spell Rary's telepathic bond}, {@spell telekinesis}" + ] + ] + } + ] + }, + { + "name": "Telepathic Speech", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Aberrant Mind feature}", + "You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.", + "The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are {@condition incapacitated} or die or if you use this ability to form a connection with a different creature." + ] + }, + { + "name": "Psionic Sorcery", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Aberrant Mind feature}", + "When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.", + "If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell." + ] + }, + { + "name": "Psychic Defenses", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Aberrant Mind feature}", + "You gain resistance to psychic damage, and you have advantage on saving throws against being {@condition charmed} or {@condition frightened}." + ] + }, + { + "name": "Revelation in Flesh", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Aberrant Mind feature}", + "You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:", + { + "type": "list", + "items": [ + "You can see any {@condition invisible} creature within 60 feet of you, provided it isn't behind {@quickref Cover||3||total cover}. Your eyes also turn black or become writhing sensory tendrils.", + "You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.", + "You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.", + "Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}." + ] + } + ] + }, + { + "name": "Warping Implosion", + "source": "TCE", + "page": 66, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 18, + "header": 2, + "entries": [ + "{@i 18th-level Aberrant Mind feature}", + "You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes {@damage 3d10} force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again." + ] + }, + { + "name": "Clockwork Soul", + "source": "TCE", + "page": 68, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.", + { + "type": "refSubclassFeature", + "subclassFeature": "Clockwork Magic|Sorcerer||Clockwork Soul|TCE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Restore Balance|Sorcerer||Clockwork Soul|TCE|1" + } + ] + }, + { + "name": "Clockwork Magic", + "source": "TCE", + "page": 68, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Clockwork Soul feature}", + "You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an {@filter abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=A;T|level=1;2;3;4;5}.", + { + "type": "table", + "caption": "Clockwork Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell alarm}, {@spell protection from evil and good}" + ], + [ + "3rd", + "{@spell aid}, {@spell lesser restoration}" + ], + [ + "5th", + "{@spell dispel magic}, {@spell protection from energy}" + ], + [ + "7th", + "{@spell freedom of movement}, {@spell summon construct|TCE}" + ], + [ + "9th", + "{@spell greater restoration}, {@spell wall of force}" + ] + ] + }, + "In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.", + { + "type": "table", + "caption": "Manifestations of Order", + "colLabels": [ + "d6", + "Manifestation" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Spectral cogwheels hover behind you." + ], + [ + "2", + "The hands of a clock spin in your eyes." + ], + [ + "3", + "Your skin glows with a brassy sheen." + ], + [ + "4", + "Floating equations and geometric objects overlay your body." + ], + [ + "5", + "Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism." + ], + [ + "6", + "The ticking of gears or ringing of a clock can be heard by you and those affected by your magic." + ] + ] + } + ] + }, + { + "name": "Restore Balance", + "source": "TCE", + "page": 68, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Clockwork Soul feature}", + "Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a {@dice d20} with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Bastion of Law", + "source": "TCE", + "page": 68, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "consumes": { + "name": "Sorcery Point" + }, + "entries": [ + "{@i 6th-level Clockwork Soul feature}", + "You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.", + "The ward is represented by a number of {@dice d8}s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice." + ] + }, + { + "name": "Trance of Order", + "source": "TCE", + "page": 68, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Clockwork Soul feature}", + "You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the {@dice d20} as a 10.", + "Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again." + ] + }, + { + "name": "Clockwork Cavalcade", + "source": "TCE", + "page": 68, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 18, + "header": 2, + "entries": [ + "{@i 18th-level Clockwork Soul feature}", + "You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:", + { + "type": "list", + "items": [ + "The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.", + "Any damaged objects entirely in the cube are repaired instantly.", + "Every spell of 6th level or lower ends on creatures and objects of your choice in the cube." + ] + }, + "Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again." + ] + }, + { + "name": "Runechild", + "source": "TDCSR", + "page": 176, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 1, + "header": 1, + "entries": [ + "The mysterious weave and flow of magic is feared by many folk across Exandria. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes\u2014and which sees a sorcerer named as a Runechild.", + "The talents of a Runechild are rare, and sorcerers with this origin are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets of their runes can help understand the mysteries of magic. Others sometimes seek to enslave Runechild sorcerers, using their bodies as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout the {@book Age of Arcanum|TDCSR|1|Age of Arcanum}, and many of their contemporaries now search for ways to hide their essence\u2014a task that isn't easy given the revealing nature of their gifts.", + { + "type": "refSubclassFeature", + "subclassFeature": "Essence Runes|Sorcerer|PHB|Runechild|TDCSR|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Runic Magic|Sorcerer|PHB|Runechild|TDCSR|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Glyph of Aegis|Sorcerer|PHB|Runechild|TDCSR|1" + } + ] + }, + { + "name": "Essence Runes", + "source": "TDCSR", + "page": 177, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 1, + "header": 2, + "entries": [ + "At 1st level, your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in this class. These runes can manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.", + "At the end of a turn during which you spent one or more sorcery points, a number of your essence runes equal to the number of sorcery points you spent begin to glow with stored energy, becoming charged runes. You use these charged runes to power your Runechild subclass features. Also, as a bonus action, you may spend a sorcery point to convert two essence runes into two charged runes.", + "If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.", + "If you have 5 or more charged runes, you emit bright light in a 5-foot radius and dim light for an additional 5 feet.", + "If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune. Any charged runes also revert to inert essence runes after you finish a {@quickref resting|PHB|2|0|long rest}." + ] + }, + { + "name": "Glyph of Aegis", + "source": "TDCSR", + "page": 177, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 1, + "header": 2, + "entries": [ + "Starting at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a reaction. Roll a number of {@dice d6|d6s} equal to the number of runes you expended, and reduce the damage by the total." + ] + }, + { + "name": "Runic Magic", + "source": "TDCSR", + "page": 177, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 1, + "header": 2, + "entries": [ + "Beginning at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Runic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "When you gain a level in this class, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be {@filter an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list|spells|school=A;T|class=Sorcerer;Warlock;Wizard}.", + { + "type": "table", + "caption": "Runic Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell longstrider}, {@spell protection from evil and good}" + ], + [ + "3rd", + "{@spell lesser restoration}, {@spell protection from poison}" + ], + [ + "5th", + "{@spell glyph of warding}, {@spell magic circle}" + ], + [ + "7th", + "{@spell death ward}, {@spell freedom of movement}" + ], + [ + "9th", + "{@spell greater restoration}, {@spell telekinesis}" + ] + ] + } + ] + }, + { + "name": "Glyph of Aegis (6th Level)", + "source": "TDCSR", + "page": 177, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "When you reach 6th level, you can touch a creature as an action and expend up to 3 charged runes to transfer your protective power to it for up to 1 hour. The next time that creature takes damage within the next hour, it rolls {@dice 1d6} per charged rune spent and reduces the damage by the total. You can't transfer this power to a creature already under the effect of Glyph of Aegis." + ] + }, + { + "name": "Manifest Inscriptions", + "source": "TDCSR", + "page": 178, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "Also at 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you expend one charged rune to reveal hidden or invisible arcane traps, marks, runes, wards, sensors, or glyphs within 60 feet of you. They glow with dim light in a 5-foot radius for 1 minute.", + "You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Intelligence ({@skill Arcana}) checks to discern the nature of any magic revealed in this way for the duration. If the glyphs you reveal mean something in a language you can't read, you can understand them while they are glowing as if you knew that language." + ] + }, + { + "name": "Sigilic Augmentation", + "source": "TDCSR", + "page": 178, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can channel your runes to temporarily bolster your physical capabilities. When you make a Strength, Dexterity, or Constitution ability check, you can expend a charged rune as a reaction to gain {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the roll.", + "In addition, when you are forced to make a Strength, Dexterity, or Constitution {@quickref saving throws|PHB|2|1|saving throw}, you can use your reaction and expend a charged rune to gain {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the {@quickref saving throws|PHB|2|1|saving throw}. Once you use this feature in this way, you can't use it in this way again until you complete a {@quickref resting|PHB|2|0|long rest}." + ] + }, + { + "name": "Glyph of Aegis (14th Level)", + "source": "TDCSR", + "page": 177, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "Your Glyph of Aegis die becomes a {@dice d8} at 14th level." + ] + }, + { + "name": "Runic Torrent", + "source": "TDCSR", + "page": 178, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "Upon reaching 14th level, you can channel runic energy to overpower even the staunchest defenses. When you cast a spell, you can expend 2 charged runes to cause the spell to deal force damage instead of its usual damage types. Additionally, all creatures targeted by the spell or within the spell's area must succeed on a Strength {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or be knocked prone or pushed up to 15 feet away from the spell's point of origin (your choice).", + "Once you use this feature, you can't do so again until you complete a {@quickref resting|PHB|2|0|short or long rest}." + ] + }, + { + "name": "Arcane Exemplar", + "source": "TDCSR", + "page": 178, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, you can use a bonus action and expend a charged rune to become a being of pure magical energy. While in your exemplar form, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have a flying speed of 60 feet.", + "Creatures have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on {@quickref saving throws|PHB|2|1} against your sorcerer spells.", + "You have resistance to damage dealt by spells.", + "Whenever you cast a spell of 1st level or higher, you regain hit points equal to the spell's level." + ] + }, + "Your exemplar form lasts until the end of your turn. However, you can expend a charged rune at the end of your turn (no action required) to extend the duration until the end of your next turn. When your exemplar form ends, you are {@condition stunned} until the end of your next turn.", + "Once you use this feature, you can't use it again until you complete a {@quickref resting|PHB|2|0|long rest}." + ] + }, + { + "name": "Divine Soul", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Divine Soul", + "subclassSource": "XGE", + "level": 1, + "entries": [ + "Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.", + "Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.", + "A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.", + "In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.", + { + "type": "refSubclassFeature", + "subclassFeature": "Divine Magic|Sorcerer||Divine Soul|XGE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Favored by the Gods|Sorcerer||Divine Soul|XGE|1" + } + ] + }, + { + "name": "Divine Magic", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Divine Soul", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.", + "In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.", + { + "type": "table", + "colLabels": [ + "Affinity", + "Spell" + ], + "colStyles": [ + "col-6", + "col-6" + ], + "rows": [ + [ + "Good", + "{@spell cure wounds}" + ], + [ + "Evil", + "{@spell inflict wounds}" + ], + [ + "Law", + "{@spell bless}" + ], + [ + "Chaos", + "{@spell bane}" + ], + [ + "Neutrality", + "{@spell protection from evil and good}" + ] + ] + } + ] + }, + { + "name": "Favored by the Gods", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Divine Soul", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll {@dice 2d4} and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Empowered Healing", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Divine Soul", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "consumes": { + "name": "Sorcery Point" + }, + "entries": [ + "Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't {@condition incapacitated}. You can use this feature only once per turn." + ] + }, + { + "name": "Otherworldly Wings", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Divine Soul", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're {@condition incapacitated}, you die, or you dismiss them as a bonus action.", + "The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality." + ] + }, + { + "name": "Unearthly Recovery", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Divine Soul", + "subclassSource": "XGE", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Shadow Magic", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "XGE", + "level": 1, + "entries": [ + "You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.", + "The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.", + { + "type": "table", + "caption": "Shadow Sorcerer Quirks", + "colLabels": [ + "d6", + "Quirk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You are always icy cold to the touch." + ], + [ + "2", + "When you are asleep, you don't appear to breathe (though you must still breathe to survive)." + ], + [ + "3", + "You barely bleed, even when badly injured." + ], + [ + "4", + "Your heart beats once per minute. This event sometimes surprises you." + ], + [ + "5", + "You have trouble remembering that living creatures and corpses should be treated differently." + ], + [ + "6", + "You blinked. Once. Last week." + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eyes of the Dark|Sorcerer||Shadow|XGE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Strength of the Grave|Sorcerer||Shadow|XGE|1" + } + ] + }, + { + "name": "Eyes of the Dark", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you have {@sense darkvision} with a range of 120 feet.", + "When you reach 3rd level in this class, you learn the {@spell darkness} spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the {@spell darkness} created by the spell." + ] + }, + { + "name": "Strength of the Grave", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.", + "After the saving throw succeeds, you can't use this feature again until you finish a long rest." + ] + }, + { + "name": "Hound of Ill Omen", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "consumes": { + "name": "Sorcery Point", + "amount": 3 + }, + "entries": [ + "At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a {@creature hound of ill omen|XGE} to target one creature you can see within 120 feet of you. The hound uses the {@creature dire wolf}'s statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:", + { + "type": "list", + "items": [ + "The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.", + "It appears with a number of temporary hit points equal to half your sorcerer level.", + "It can move through other creatures and objects as if they were {@quickref difficult terrain||3}. The hound takes 5 force damage if it ends its turn inside an object.", + "At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound." + ] + }, + "The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes." + ] + }, + { + "name": "Shadow Walk", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness." + ] + }, + { + "name": "Umbral Form", + "source": "XGE", + "page": 50, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "XGE", + "level": 18, + "header": 2, + "consumes": { + "name": "Sorcery Point", + "amount": 6 + }, + "entries": [ + "Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were {@quickref difficult terrain||3}. You take 5 force damage if you end your turn inside an object.", + "You remain in this form for 1 minute. It ends early if you are {@condition incapacitated}, if you die, or if you dismiss it as a bonus action." + ] + }, + { + "name": "Storm Sorcery", + "source": "XGE", + "page": 51, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Storm", + "subclassSource": "XGE", + "level": 1, + "entries": [ + "Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.", + "Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wind Speaker|Sorcerer||Storm|XGE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tempestuous Magic|Sorcerer||Storm|XGE|1" + } + ] + }, + { + "name": "Tempestuous Magic", + "source": "XGE", + "page": 51, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Storm", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks." + ] + }, + { + "name": "Wind Speaker", + "source": "XGE", + "page": 51, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Storm", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "The arcane magic you command is infused with elemental air. You can speak, read, and write {@language Primordial}. Knowing this language allows you to understand and be understood by those who speak its dialects: {@language Primordial||Aquan}, {@language Primordial||Auran}, {@language Primordial||Ignan}, and {@language Primordial||Terran}." + ] + }, + { + "name": "Heart of the Storm", + "source": "XGE", + "page": 51, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Storm", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level." + ] + }, + { + "name": "Storm Guide", + "source": "XGE", + "page": 51, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Storm", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain the ability to subtly control the weather around you.", + "If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.", + "If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind." + ] + }, + { + "name": "Storm's Fury", + "source": "XGE", + "page": 51, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Storm", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you." + ] + }, + { + "name": "Wind Soul", + "source": "XGE", + "page": 51, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Storm", + "subclassSource": "XGE", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, you gain immunity to lightning and thunder damage.", + "You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest." + ] + }, + { + "name": "Lunar Sorcery", + "source": "DSotDQ", + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 3, + "_copy": { + "name": "Lunar Sorcery", + "source": "DSotDQ", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lunar", + "subclassSource": "DSotDQ", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Draconic Bloodline", + "source": "PHB", + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Draconic", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Draconic Bloodline", + "source": "PHB", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Draconic", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Wild Magic", + "source": "PHB", + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Wild", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "Wild Magic", + "source": "PHB", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Wild", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Pyromancer (PSK)", + "source": "PSK", + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Pyromancer (PSK)", + "subclassSource": "PSK", + "level": 3, + "_copy": { + "name": "Pyromancer (PSK)", + "source": "PSK", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Pyromancer (PSK)", + "subclassSource": "PSK", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Aberrant Mind", + "source": "TCE", + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Aberrant Mind", + "source": "TCE", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aberrant Mind", + "subclassSource": "TCE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Clockwork Soul", + "source": "TCE", + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Clockwork Soul", + "source": "TCE", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Clockwork Soul", + "subclassSource": "TCE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Runechild", + "source": "TDCSR", + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 3, + "_copy": { + "name": "Runechild", + "source": "TDCSR", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Runechild", + "subclassSource": "TDCSR", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Divine Soul", + "source": "XGE", + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Divine Soul", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "Divine Soul", + "source": "XGE", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Divine Soul", + "subclassSource": "XGE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Shadow Magic", + "source": "XGE", + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Shadow", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "Shadow Magic", + "source": "XGE", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "XGE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Storm Sorcery", + "source": "XGE", + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Storm", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "Storm Sorcery", + "source": "XGE", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Storm", + "subclassSource": "XGE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Aberrant Sorcery", + "source": "XPHB", + "page": 145, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Aberrant", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Wield Unnatural Psionic Power}", + "An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?", + "Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.", + { + "type": "refSubclassFeature", + "subclassFeature": "Psionic Spells|Sorcerer|XPHB|Aberrant|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Telepathic Speech|Sorcerer|XPHB|Aberrant|XPHB|3" + } + ] + }, + { + "name": "Psionic Spells", + "source": "XPHB", + "page": 145, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Aberrant", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Psionic Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell Arms of Hadar|XPHB}, {@spell Calm Emotions|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dissonant Whispers|XPHB}, {@spell Mind Sliver|XPHB}" + ], + [ + "5th", + "{@spell Hunger of Hadar|XPHB}, {@spell Sending|XPHB}" + ], + [ + "7th", + "{@spell Evard's Black Tentacles|XPHB}, {@spell Summon Aberration|XPHB}" + ], + [ + "9th", + "{@spell Rary's Telepathic Bond|XPHB}, {@spell Telekinesis|XPHB}" + ] + ] + } + ] + }, + { + "name": "Telepathic Speech", + "source": "XPHB", + "page": 145, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Aberrant", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You can form a telepathic connection between your mind and the mind of another. As a {@variantrule Bonus Action|XPHB}, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.", + "The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature." + ] + }, + { + "name": "Psionic Sorcery", + "source": "XPHB", + "page": 146, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Aberrant", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it." + ] + }, + { + "name": "Psychic Defenses", + "source": "XPHB", + "page": 146, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Aberrant", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You have {@variantrule Resistance|XPHB} to Psychic damage, and you have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition." + ] + }, + { + "name": "Revelation in Flesh", + "source": "XPHB", + "page": 146, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Aberrant", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "You can unleash the aberrant truth hidden within yourself. As a {@variantrule Bonus Action|XPHB}, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Aquatic Adaptation", + "entries": [ + "You gain a {@variantrule Swim Speed|XPHB} equal to twice your {@variantrule Speed|XPHB}, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia." + ] + }, + { + "type": "entries", + "name": "Glistening Flight", + "entries": [ + "You gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}, and you can hover. As you fly, your skin glistens with mucus or otherworldly light." + ] + }, + { + "type": "entries", + "name": "See the Invisible", + "entries": [ + "You can see any {@condition Invisible|XPHB} creature within 60 feet of yourself that isn't behind {@variantrule Cover|XPHB|Total Cover}. Your eyes also turn black or become writhing sensory tendrils." + ] + }, + { + "type": "entries", + "name": "Wormlike Movement", + "entries": [ + "Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the {@condition Grappled|XPHB} condition." + ] + } + ] + } + ] + }, + { + "name": "Warping Implosion", + "source": "XPHB", + "page": 146, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Aberrant", + "subclassSource": "XPHB", + "level": 18, + "header": 2, + "entries": [ + "You can unleash a space-warping anomaly. As a {@action Magic|XPHB} action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes {@damage 3d10} Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.", + "Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it." + ] + }, + { + "name": "Clockwork Sorcery", + "source": "XPHB", + "page": 146, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Clockwork", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Channel Cosmic Forces of Order}", + "The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it\u2014a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it's part of a vast and glorious system.", + { + "type": "refSubclassFeature", + "subclassFeature": "Clockwork Spells|Sorcerer|XPHB|Clockwork|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Restore Balance|Sorcerer|XPHB|Clockwork|XPHB|3" + } + ] + }, + { + "name": "Clockwork Spells", + "source": "XPHB", + "page": 146, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Clockwork", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Clockwork Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell Aid|XPHB}, {@spell Alarm|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Protection from Evil and Good|XPHB}" + ], + [ + "5th", + "{@spell Dispel Magic|XPHB}, {@spell Protection From Energy|XPHB}" + ], + [ + "7th", + "{@spell Freedom of Movement|XPHB}, {@spell Summon Construct|XPHB}" + ], + [ + "9th", + "{@spell Greater Restoration|XPHB}, {@spell Wall of Force|XPHB}" + ] + ] + }, + "In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.", + { + "type": "table", + "caption": "Manifestations of Order", + "colLabels": [ + "{@dice 1d6}", + "Manifestation" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Spectral cogwheels hover behind you." + ], + [ + "2", + "The hands of a clock spin in your eyes." + ], + [ + "3", + "Your skin glows with a brassy sheen." + ], + [ + "4", + "Floating equations and geometric objects overlay your body." + ], + [ + "5", + "Your {@variantrule Spellcasting Focus|XPHB} temporarily takes the form of a Tiny clockwork mechanism." + ], + [ + "6", + "The ticking of gears or ringing of a clock can be heard by you and those affected by your magic." + ] + ] + } + ] + }, + { + "name": "Restore Balance", + "source": "XPHB", + "page": 146, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Clockwork", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a {@dice d20} with {@variantrule Advantage|XPHB} or {@variantrule Disadvantage|XPHB}, you can take a {@variantrule Reaction|XPHB} to prevent the roll from being affected by {@variantrule Advantage|XPHB} and {@variantrule Disadvantage|XPHB}.", + "You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Bastion of Law", + "source": "XPHB", + "page": 147, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Clockwork", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "consumes": { + "name": "Sorcery Point" + }, + "entries": [ + "You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a {@action Magic|XPHB} action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.", + "The ward lasts until you finish a {@variantrule Long Rest|XPHB} or until you use this feature again." + ] + }, + { + "name": "Trance of Order", + "source": "XPHB", + "page": 147, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Clockwork", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "You gain the ability to align your consciousness with the endless calculations of Mechanus. As a {@variantrule Bonus Action|XPHB}, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from {@variantrule Advantage|XPHB}, and whenever you make a {@variantrule D20 Test|XPHB}, you can treat a roll of 9 or lower on the {@dice d20} as a 10.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it." + ] + }, + { + "name": "Clockwork Cavalcade", + "source": "XPHB", + "page": 147, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Clockwork", + "subclassSource": "XPHB", + "level": 18, + "header": 2, + "entries": [ + "You momentarily summon spirits of order to expunge disorder around you. As a {@action Magic|XPHB} action, you summon the spirits in a 30-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and invulnerable, and they create the effects below within the {@variantrule Cube [Area of Effect]|XPHB|Cube} before vanishing. Once you use this action, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 7 Sorcery Points (no action required) to restore your use of it.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Heal", + "entries": [ + "The spirits restore up to 100 {@variantrule Hit Points|XPHB}, divided as you choose among any number of creatures of your choice in the {@variantrule Cube [Area of Effect]|XPHB|Cube}." + ] + }, + { + "type": "entries", + "name": "Repair", + "entries": [ + "Any damaged objects entirely in the {@variantrule Cube [Area of Effect]|XPHB|Cube} are repaired instantly." + ] + }, + { + "type": "entries", + "name": "Dispel", + "entries": [ + "Every spell of level 6 and lower ends on creatures and objects of your choice in the {@variantrule Cube [Area of Effect]|XPHB|Cube}." + ] + } + ] + } + ] + }, + { + "name": "Draconic Sorcery", + "source": "XPHB", + "page": 148, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Draconic", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Breathe the Magic of Dragons}", + "Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.", + { + "type": "refSubclassFeature", + "subclassFeature": "Draconic Resilience|Sorcerer|XPHB|Draconic|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Draconic Spells|Sorcerer|XPHB|Draconic|XPHB|3" + } + ] + }, + { + "name": "Draconic Spells", + "source": "XPHB", + "page": 148, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Draconic", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Draconic Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell Alter Self|XPHB}, {@spell Chromatic Orb|XPHB}, {@spell Command|XPHB}, {@spell Dragon's Breath|XPHB}" + ], + [ + "5th", + "{@spell Fear|XPHB}, {@spell Fly|XPHB}" + ], + [ + "7th", + "{@spell Arcane Eye|XPHB}, {@spell Charm Monster|XPHB}" + ], + [ + "9th", + "{@spell Legend Lore|XPHB}, {@spell Summon Dragon|XPHB}" + ] + ] + } + ] + }, + { + "name": "Draconic Resilience", + "source": "XPHB", + "page": 148, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Draconic", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "The magic in your body manifests physical traits of your draconic gift. Your {@variantrule Hit Points|XPHB|Hit Point} maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.", + "Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers." + ] + }, + { + "name": "Elemental Affinity", + "source": "XPHB", + "page": 148, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Draconic", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.", + "You have {@variantrule Resistance|XPHB} to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell." + ] + }, + { + "name": "Dragon Wings", + "source": "XPHB", + "page": 148, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Draconic", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a {@variantrule Fly Speed|XPHB} of 60 feet.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 3 Sorcery Points (no action required) to restore your use of it." + ] + }, + { + "name": "Dragon Companion", + "source": "XPHB", + "page": 148, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Draconic", + "subclassSource": "XPHB", + "level": 18, + "header": 2, + "entries": [ + "You can cast {@spell Summon Dragon|XPHB} without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a {@variantrule Long Rest|XPHB}.", + "Whenever you start casting the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting." + ] + }, + { + "name": "Wild Magic Sorcery", + "source": "XPHB", + "page": 149, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Wild Magic", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Unleash Chaotic Magic}", + "Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wild Magic Surge|Sorcerer|XPHB|Wild Magic|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tides of Chaos|Sorcerer|XPHB|Wild Magic|XPHB|3" + } + ] + }, + { + "name": "Tides of Chaos", + "source": "XPHB", + "page": 149, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Wild Magic", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You can manipulate chaos itself to give yourself {@variantrule Advantage|XPHB} on one {@variantrule D20 Test|XPHB} before you roll the {@dice d20}. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a {@variantrule Long Rest|XPHB} before you can use this feature again.", + "If you do cast a Sorcerer spell with a spell slot before you finish a {@variantrule Long Rest|XPHB}, you automatically roll on the {@table Wild Magic Surge|XPHB} table." + ] + }, + { + "name": "Wild Magic Surge", + "source": "XPHB", + "page": 149, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Wild Magic", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll {@dice 1d20} immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.", + "If the magical effect is a spell, it is too wild to be affected by your Metamagic.", + { + "type": "table", + "caption": "Wild Magic Surge", + "colLabels": [ + "{@dice 1d100}", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01\u201304", + "Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls." + ], + [ + "05\u201308", + "A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll {@dice 1d4} to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block." + ], + [ + "09\u201312", + "For the next minute, you regain 5 {@variantrule Hit Points|XPHB} at the start of each of your turns." + ], + [ + "13\u201316", + "Creatures have {@variantrule Disadvantage|XPHB} on saving throws against the next spell you cast in the next minute that involves a saving throw." + ], + [ + "17\u201320", + "You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll {@dice 1d8} to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a {@spell Remove Curse|XPHB} spell." + ], + [ + "21\u201324", + "For the next minute, all your spells with a casting time of an action have a casting time of a {@variantrule Bonus Action|XPHB}." + ], + [ + "25\u201328", + "You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied." + ], + [ + "29\u201332", + "The next time you cast a spell that deals damage within the next minute, don't roll the spell's damage dice for the damage. Instead use the highest number possible for each damage die." + ], + [ + "33\u201336", + "You have {@variantrule Resistance|XPHB} to all damage for the next minute." + ], + [ + "37\u201340", + "You turn into a potted plant until the start of your next turn. While you're a plant, you have the {@condition Incapacitated|XPHB} condition and have {@variantrule Vulnerability|XPHB} to all damage. If you drop to 0 {@variantrule Hit Points|XPHB}, your pot breaks, and your form reverts." + ], + [ + "41\u201344", + "For the next minute, you can teleport up to 20 feet as a {@variantrule Bonus Action|XPHB} on each of your turns." + ], + [ + "45\u201348", + "You and up to three creatures you choose within 30 feet of you have the {@condition Invisible|XPHB} condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell." + ], + [ + "49\u201352", + "A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell Magic Missile|XPHB}." + ], + [ + "53\u201356", + "You can take one extra action on this turn." + ], + [ + "57\u201360", + "You cast a random spell. If the spell normally requires {@status Concentration|XPHB}, it doesn't require {@status Concentration|XPHB} in this case; the spell lasts for its full duration. Roll {@dice 1d10} to determine the spell: on a 1, {@spell Confusion|XPHB}; on a 2, {@spell Fireball|XPHB}; on a 3, {@spell Fog Cloud|XPHB}; on a 4, {@spell Fly|XPHB} (cast on a random creature within 60 feet of you), on a 5, {@spell Grease|XPHB}; on a 6, {@spell Levitate|XPHB} (cast on yourself); on a 7, {@spell Magic Missile|XPHB} (cast as a level 5 spell); on an 8, {@spell Mirror Image|XPHB}; on a 9, {@spell Polymorph|XPHB} (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, {@spell See Invisibility|XPHB}." + ], + [ + "61\u201364", + "For the next minute, any flammable, nonmagical object you touch that isn't being worn or carried by another creature bursts into flame, takes {@damage 1d4} Fire damage, and is burning." + ], + [ + "65\u201368", + "If you die within the next hour, you immediately revive as if by the {@spell Reincarnate|XPHB} spell." + ], + [ + "69\u201372", + "You have the {@condition Frightened|XPHB} condition until the end of your next turn. The DM determines the source of your fear." + ], + [ + "73\u201376", + "You teleport up to 60 feet to an unoccupied space you can see." + ], + [ + "77\u201380", + "A random creature within 60 feet of you has the {@condition Poisoned|XPHB} condition for {@dice 1d4} hours." + ], + [ + "81\u201384", + "You radiate {@variantrule Bright Light|XPHB} in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the {@condition Blinded|XPHB} condition until the end of its next turn." + ], + [ + "85\u201388", + "Up to three creatures of your choice that you can see within 30 feet of you take {@damage 1d10} Necrotic damage. You regain {@variantrule Hit Points|XPHB} equal to the sum of the Necrotic damage dealt." + ], + [ + "89\u201392", + "Up to three creatures of your choice that you can see within 30 feet of you take {@damage 4d10} Lightning damage." + ], + [ + "93\u201396", + "You and all creatures within 30 feet of you have {@variantrule Vulnerability|XPHB} to Piercing damage for the next minute." + ], + [ + "97\u201300", + "Roll {@dice 1d6} On a 1, you regain {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 2, one ally of your choice within 300 feet of you regains {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17\u201320 affect you simultaneously." + ] + ], + "data": { + "tableInclude": true + } + } + ] + }, + { + "name": "Bend Luck", + "source": "XPHB", + "page": 149, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Wild Magic", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "consumes": { + "name": "Sorcery Point", + "amount": 1 + }, + "entries": [ + "You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the {@dice d20} for a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} and spend 1 Sorcery Point to roll {@dice 1d4} and apply the number rolled as a bonus or penalty (your choice) to the {@dice d20} roll." + ] + }, + { + "name": "Controlled Chaos", + "source": "XPHB", + "page": 149, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Wild Magic", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild {@action Magic|XPHB} Surge table, you can roll twice and use either number." + ] + }, + { + "name": "Tamed Surge", + "source": "XPHB", + "page": 150, + "className": "Sorcerer", + "classSource": "XPHB", + "subclassShortName": "Wild Magic", + "subclassSource": "XPHB", + "level": 18, + "header": 2, + "entries": [ + "Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the {@table Wild Magic Surge|XPHB} table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.", + "Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-warlock.json b/src/ttfrog/five_e_tools/sources/class/class-warlock.json new file mode 100644 index 0000000..d2d2094 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-warlock.json @@ -0,0 +1,4653 @@ +{ + "_meta": { + "internalCopies": [ + "subclass", + "subclassFeature" + ] + }, + "class": [ + { + "name": "Warlock", + "source": "PHB", + "page": 105, + "srd": true, + "reprintedAs": [ + "Warlock|XPHB" + ], + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "wis", + "cha" + ], + "spellcastingAbility": "cha", + "casterProgression": "pact", + "cantripProgression": [ + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4 + ], + "spellsKnownProgression": [ + 2, + 3, + 4, + 5, + 6, + 7, + 8, + 9, + 10, + 10, + 11, + 11, + 12, + 12, + 13, + 13, + 14, + 14, + 15, + 15 + ], + "spellsKnownProgressionFixedByLevel": { + "11": { + "6": 1 + }, + "13": { + "7": 1 + }, + "15": { + "8": 1 + }, + "17": { + "9": 1 + } + }, + "optionalfeatureProgression": [ + { + "name": "Eldritch Invocations", + "featureType": [ + "EI" + ], + "progression": [ + 0, + 2, + 2, + 2, + 3, + 3, + 4, + 4, + 5, + 5, + 5, + 6, + 6, + 6, + 7, + 7, + 7, + 8, + 8, + 8 + ] + }, + { + "name": "Pact Boon", + "featureType": [ + "PB" + ], + "progression": { + "3": 1 + } + } + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "skills": [ + { + "choose": { + "from": [ + "arcana", + "deception", + "history", + "intimidation", + "investigation", + "nature", + "religion" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a 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+ "Limited Wish|Warlock||Genie|TCE|14" + ], + "hasFluffImages": true + }, + { + "name": "The Genie", + "shortName": "Genie", + "source": "TCE", + "className": "Warlock", + "classSource": "XPHB", + "_copy": { + "name": "The Genie", + "source": "TCE", + "shortName": "Genie", + "className": "Warlock", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "The Genie|Warlock|XPHB|Genie|TCE|3", + "Elemental Gift|Warlock||Genie|TCE|6", + "Sanctuary Vessel|Warlock||Genie|TCE|10", + "Limited Wish|Warlock||Genie|TCE|14" + ], + "fluff": { + "_subclassFluff": { + "name": "The Genie", + "source": "TCE", + "shortName": "Genie", + "className": "Warlock", + "classSource": "PHB" + } + } + }, + { + "name": "The Undead", + "shortName": "Undead", + "source": "VRGR", + "className": "Warlock", + "classSource": "PHB", + "page": 30, + "edition": "classic", + "additionalSpells": [ + { + "expanded": { + "s1": [ + "bane", + "false life" + ], + "s2": [ + "blindness/deafness", + "phantasmal force" + ], + "s3": [ + "phantom steed", + "speak with dead" + ], + "s4": [ + "death ward", + "greater invisibility" + ], + "s5": [ + "antilife shell", + "cloudkill" + ] + } + } + ], + "subclassFeatures": [ + "The Undead|Warlock||Undead|VRGR|1", + "Grave Touched|Warlock||Undead|VRGR|6", + "Necrotic Husk|Warlock||Undead|VRGR|10", + "Spirit Projection|Warlock||Undead|VRGR|14" + ], + "hasFluffImages": true + }, + { + "name": "The Undead", + "shortName": "Undead", + "source": "VRGR", + "className": "Warlock", + "classSource": "XPHB", + "_copy": { + "name": "The Undead", + "source": "VRGR", + "shortName": "Undead", + "className": "Warlock", + "classSource": "PHB", + "_preserve": { + "page": true, + "otherSources": true, + "srd": true, + "basicRules": true, + "reprintedAs": true + } + }, + "subclassFeatures": [ + "The Undead|Warlock|XPHB|Undead|VRGR|3", + "Grave Touched|Warlock||Undead|VRGR|6", + "Necrotic Husk|Warlock||Undead|VRGR|10", + "Spirit Projection|Warlock||Undead|VRGR|14" + ], + "fluff": { + "_subclassFluff": { + "name": "The Undead", + "source": "VRGR", + "shortName": "Undead", + "className": "Warlock", + "classSource": "PHB" + } + } + }, + { + "name": "Archfey Patron", + "shortName": "Archfey", + "source": "XPHB", + "className": "Warlock", + "classSource": "XPHB", + "page": 159, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "calm emotions|xphb", + "faerie fire|xphb", + "misty step|xphb", + "phantasmal force|xphb", + "sleep|xphb" + ], + "5": [ + "blink|xphb", + "plant growth|xphb" + ], + "7": [ + "dominate beast|xphb", + "greater invisibility|xphb" + ], + "9": [ + "dominate person|xphb", + "seeming|xphb" + ] + }, + "innate": { + "_": { + "daily": { + "1e": [ + "misty step|xphb" + ] + } + } + } + } + ], + "subclassFeatures": [ + "Archfey Patron|Warlock|XPHB|Archfey|XPHB|3", + "Misty Escape|Warlock|XPHB|Archfey|XPHB|6", + "Beguiling Defenses|Warlock|XPHB|Archfey|XPHB|10", + "Bewitching Magic|Warlock|XPHB|Archfey|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "Celestial Patron", + "shortName": "Celestial", + "source": "XPHB", + "className": "Warlock", + "classSource": "XPHB", + "page": 160, + "edition": "one", + "additionalSpells": [ + { + "known": { + "1": [ + "sacred flame|xphb#c", + "light|xphb#c" + ] + }, + "prepared": { + "3": [ + "aid|xphb", + "cure wounds|xphb", + "guiding bolt|xphb", + "lesser restoration|xphb" + ], + "5": [ + "daylight|xphb", + "revivify|xphb" + ], + "7": [ + "guardian of faith|xphb", + "wall of fire|xphb" + ], + "9": [ + "greater restoration|xphb", + "summon celestial|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Celestial Patron|Warlock|XPHB|Celestial|XPHB|3", + "Radiant Soul|Warlock|XPHB|Celestial|XPHB|6", + "Celestial Resilience|Warlock|XPHB|Celestial|XPHB|10", + "Searing Vengeance|Warlock|XPHB|Celestial|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "Fiend Patron", + "shortName": "Fiend", + "source": "XPHB", + "className": "Warlock", + "classSource": "XPHB", + "page": 161, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "burning hands|xphb", + "command|xphb", + "scorching ray|xphb", + "suggestion|xphb" + ], + "5": [ + "fireball|xphb", + "stinking cloud|xphb" + ], + "7": [ + "fire shield|xphb", + "wall of fire|xphb" + ], + "9": [ + "geas|xphb", + "insect plague|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Fiend Patron|Warlock|XPHB|Fiend|XPHB|3", + "Dark One's Own Luck|Warlock|XPHB|Fiend|XPHB|6", + "Fiendish Resilience|Warlock|XPHB|Fiend|XPHB|10", + "Hurl Through Hell|Warlock|XPHB|Fiend|XPHB|14" + ], + "hasFluffImages": true + }, + { + "name": "Great Old One Patron", + "shortName": "Great Old One", + "source": "XPHB", + "className": "Warlock", + "classSource": "XPHB", + "page": 162, + "edition": "one", + "additionalSpells": [ + { + "prepared": { + "3": [ + "detect thoughts|xphb", + "dissonant whispers|xphb", + "phantasmal force|xphb", + "tasha's hideous laughter|xphb" + ], + "5": [ + "clairvoyance|xphb", + "hunger of hadar|xphb" + ], + "7": [ + "confusion|xphb", + "summon aberration|xphb" + ], + "9": [ + "modify memory|xphb", + "telekinesis|xphb" + ] + }, + "innate": { + "10": [ + "hex|xphb" + ] + } + } + ], + "subclassFeatures": [ + "Great Old One Patron|Warlock|XPHB|Great Old One|XPHB|3", + "Clairvoyant Combatant|Warlock|XPHB|Great Old One|XPHB|6", + "Eldritch Hex|Warlock|XPHB|Great Old One|XPHB|10", + "Thought Shield|Warlock|XPHB|Great Old One|XPHB|10", + "Create Thrall|Warlock|XPHB|Great Old One|XPHB|14" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Otherworldly Patron", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 1, + "entries": [ + "At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level." + ] + }, + { + "name": "Pact Magic", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 1, + "entries": [ + "Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter warlock spell list|spells|class=warlock}.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Warlock table shows how many spell slots you have to cast your {@filter warlock spells|spells|class=warlock} of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.", + "For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell {@spell witch bolt}, you must spend one of those slots, and you cast it as a 3rd-level spell." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st Level and Higher", + "entries": [ + "At 1st level, you know two 1st-level spells of your choice from the warlock spell list.", + "The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.", + "Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "cha" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "cha" + ] + } + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use an {@item arcane focus|phb} as a spellcasting focus for your warlock spells." + ] + } + ] + }, + { + "name": "Eldritch Invocations", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 2, + "entries": [ + "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.", + "At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the {@filter Optional Features|optionalfeatures|Feature Type=EI} page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.", + "Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class." + ] + }, + { + "name": "Pact Boon", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 3, + "entries": [ + "At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Pact of the Chain" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Pact of the Blade" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Pact of the Tome" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Pact of the Talisman|TCE" + } + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Eldritch Versatility", + "source": "TCE", + "page": 70, + "className": "Warlock", + "classSource": "PHB", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "{@i 4th-level warlock {@variantrule optional class features|tce|optional feature}}", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:", + { + "type": "list", + "items": [ + "Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the {@filter warlock spell list|spells|level=0|class=Warlock}.", + "Replace the option you chose for the Pact Boon feature with one of that feature's other options.", + "If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level." + ] + }, + "If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify." + ] + }, + { + "name": "Otherworldly Patron feature", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you gain a feature granted by your Otherworldly Patron." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Otherworldly Patron feature", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 10, + "entries": [ + "At 10th level, you gain a feature granted by your Otherworldly Patron." + ] + }, + { + "name": "Mystic Arcanum (6th level)", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 11, + "entries": [ + "At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 6th-level spell from the warlock spell list|spells|level=6|class=Warlock} as this arcanum.", + "You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.", + "At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Mystic Arcanum (7th level)", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 13, + "entries": [ + "At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 7th-level spell from the warlock spell list|spells|level=7|class=Warlock} as this arcanum.", + "You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again." + ] + }, + { + "name": "Otherworldly Patron feature", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 14, + "entries": [ + "At 14th level, you gain a feature granted by your Otherworldly Patron." + ] + }, + { + "name": "Mystic Arcanum (8th level)", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 15, + "entries": [ + "At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 8th-level spell from the warlock spell list|spells|level=8|class=Warlock} as this arcanum.", + "You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Mystic Arcanum (9th level)", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 17, + "entries": [ + "At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 9th-level spell from the warlock spell list|spells|level=9|class=Warlock} as this arcanum.", + "You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Eldritch Master", + "source": "PHB", + "page": 105, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "level": 20, + "entries": [ + "At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again." + ] + }, + { + "name": "Eldritch Invocation Options", + "source": "XPHB", + "page": 153, + "className": "Warlock", + "classSource": "XPHB", + "level": 1, + "entries": [ + "Eldritch Invocation options appear in alphabetical order.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Agonizing Blast|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Armor of Shadows|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Ascendant Step|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Devil's Sight|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Devouring Blade|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Eldritch Mind|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Eldritch Smite|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Eldritch Spear|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Fiendish Vigor|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Gaze of Two Minds|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Gift of the Depths|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Gift of the Protectors|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Investment of the Chain Master|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Lessons of the First Ones|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Lifedrinker|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mask of Many Faces|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Master of Myriad Forms|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Misty Visions|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "One with Shadows|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Otherworldly Leap|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Pact of the Blade|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Pact of the Chain|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Pact of the Tome|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Repelling Blast|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Thirsting Blade|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Visions of Distant Realms|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Whispers of the Grave|XPHB", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Witch Sight|XPHB", + "preserve": { + "prerequisite": true + } + } + ] + } + ] + }, + { + "name": "Eldritch Invocations", + "source": "XPHB", + "page": 153, + "className": "Warlock", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the \"{@filter Eldritch Invocation Options|optionalfeatures|feature type=EI|source=XPHB}\" section later in this class's description.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Prerequisites", + "entries": [ + "If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5." + ] + }, + { + "type": "entries", + "name": "Replacing and Gaining Invocations", + "entries": [ + "Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have." + ] + } + ] + }, + "When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.", + "You can't pick the same invocation more than once unless its description says otherwise." + ] + }, + { + "name": "Pact Magic", + "source": "XPHB", + "page": 153, + "className": "Warlock", + "classSource": "XPHB", + "level": 1, + "entries": [ + "Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows\u2014its identity unclear\u2014but its boon to you is concrete: the ability to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the {@filter Warlock spell list|spells|class=Warlock} later in the class's description.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know two Warlock cantrips of your choice. {@spell Eldritch Blast|XPHB} and {@spell Prestidigitation|XPHB} are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.", + "When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1\u20135. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.", + "For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell {@spell Witch Bolt|XPHB}, you must spend one of those slots, and you cast it as a level 3 spell." + ] + }, + { + "type": "entries", + "name": "Prepared Spells of Level 1+", + "entries": [ + "You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. {@spell Charm Person|XPHB} and {@spell Hex|XPHB} are recommended." + ] + } + ] + }, + "The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1\u20133.", + "If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Changing Your Prepared Spells", + "entries": [ + "Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is the spellcasting ability for your Warlock spells." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Warlock spells." + ] + } + ] + } + ] + }, + { + "name": "Magical Cunning", + "source": "XPHB", + "page": 154, + "className": "Warlock", + "classSource": "XPHB", + "level": 2, + "entries": [ + "You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Warlock Subclass", + "source": "XPHB", + "page": 154, + "className": "Warlock", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You gain a feature from your Warlock subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Contact Patron", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 9, + "entries": [ + "In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the {@spell Contact Other Plane|XPHB} spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.", + "Once you cast the spell with this feature, you can't do so in this way again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 10, + "entries": [ + "You gain a feature from your Warlock subclass." + ] + }, + { + "name": "Mystic Arcanum", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 11, + "entries": [ + "Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.", + "You can cast your arcanum spell once without expending a spell slot, and you must finish a {@variantrule Long Rest|XPHB} before you can cast it in this way again.", + "As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a {@variantrule Long Rest|XPHB}.", + "Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Mystic Arcanum", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 13, + "entries": [ + "You gain a level 7 Warlock Spell of your choice." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 14, + "entries": [ + "You gain a feature from your Warlock subclass." + ] + }, + { + "name": "Mystic Arcanum", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 15, + "entries": [ + "You gain a level 8 Warlock Spell of your choice." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Mystic Arcanum", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 17, + "entries": [ + "You gain a level 9 Warlock Spell of your choice." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Fate|XPHB} is recommended." + ] + }, + { + "name": "Eldritch Master", + "source": "XPHB", + "page": 155, + "className": "Warlock", + "classSource": "XPHB", + "level": 20, + "entries": [ + "When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots." + ] + } + ], + "subclassFeature": [ + { + "name": "The Archfey", + "source": "PHB", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Archfey", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Archfey Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell faerie fire}, {@spell sleep}" + ], + [ + "2nd", + "{@spell calm emotions}, {@spell phantasmal force}" + ], + [ + "3rd", + "{@spell blink}, {@spell plant growth}" + ], + [ + "4th", + "{@spell dominate beast}, {@spell greater invisibility}" + ], + [ + "5th", + "{@spell dominate person}, {@spell seeming}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fey Presence|Warlock||Archfey||1" + } + ] + }, + { + "name": "Fey Presence", + "source": "PHB", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Archfey", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all {@condition charmed} or {@condition frightened} by you (your choice) until the end of your next turn.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Misty Escape", + "source": "PHB", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Archfey", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn {@condition invisible} and teleport up to 60 feet to an unoccupied space you can see. You remain {@condition invisible} until the start of your next turn or until you attack or cast a spell.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Beguiling Defenses", + "source": "PHB", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Archfey", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being {@condition charmed}, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be {@condition charmed} by you for 1 minute or until the creature takes any damage." + ] + }, + { + "name": "Dark Delirium", + "source": "PHB", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Archfey", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is {@condition charmed} or {@condition frightened} by you (your choice) for 1 minute or until your {@status concentration} is broken (as if you are {@status concentration||concentrating} on a spell). This effect ends early if the creature takes any damage.", + "Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.", + "You must finish a short or long rest before you can use this feature again." + ] + }, + { + "name": "The Fiend", + "source": "PHB", + "page": 109, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fiend", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Fiend Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell burning hands}, {@spell command}" + ], + [ + "2nd", + "{@spell blindness/deafness}, {@spell scorching ray}" + ], + [ + "3rd", + "{@spell fireball}, {@spell stinking cloud}" + ], + [ + "4th", + "{@spell fire shield}, {@spell wall of fire}" + ], + [ + "5th", + "{@spell flame strike}, {@spell hallow}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dark One's Blessing|Warlock||Fiend||1" + } + ] + }, + { + "name": "Dark One's Blessing", + "source": "PHB", + "page": 109, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fiend", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1)." + ] + }, + { + "name": "Dark One's Own Luck", + "source": "PHB", + "page": 109, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fiend", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a {@dice d10} to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Fiendish Resilience", + "source": "PHB", + "page": 109, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fiend", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance." + ] + }, + { + "name": "Hurl Through Hell", + "source": "PHB", + "page": 109, + "srd": true, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fiend", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.", + "At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes {@damage 10d10} psychic damage as it reels from its horrific experience.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "The Great Old One", + "source": "PHB", + "page": 109, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Great Old One", + "subclassSource": "PHB", + "level": 1, + "entries": [ + "Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Great Old One Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell dissonant whispers}, {@spell Tasha's hideous laughter}" + ], + [ + "2nd", + "{@spell detect thoughts}, {@spell phantasmal force}" + ], + [ + "3rd", + "{@spell clairvoyance}, {@spell sending}" + ], + [ + "4th", + "{@spell dominate beast}, {@spell Evard's black tentacles}" + ], + [ + "5th", + "{@spell dominate person}, {@spell telekinesis}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Awakened Mind|Warlock||Great Old One||1" + } + ] + }, + { + "name": "Awakened Mind", + "source": "PHB", + "page": 109, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Great Old One", + "subclassSource": "PHB", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language." + ] + }, + { + "name": "Entropic Ward", + "source": "PHB", + "page": 109, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Great Old One", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Thought Shield", + "source": "PHB", + "page": 109, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Great Old One", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do." + ] + }, + { + "name": "Create Thrall", + "source": "PHB", + "page": 109, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Great Old One", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an {@condition incapacitated} humanoid. That creature is then {@condition charmed} by you until a {@spell remove curse} spell is cast on it, the {@condition charmed} condition is removed from it, or you use this feature again.", + "You can communicate telepathically with the {@condition charmed} creature as long as the two of you are on the same plane of existence." + ] + }, + { + "name": "The Undying", + "source": "SCAG", + "page": 139, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undying", + "subclassSource": "SCAG", + "level": 1, + "entries": [ + "Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize\u2014like all power\u2014comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.", + "In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Undying Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell false life}, {@spell ray of sickness}" + ], + [ + "2nd", + "{@spell blindness/deafness}, {@spell silence}" + ], + [ + "3rd", + "{@spell feign death}, {@spell speak with dead}" + ], + [ + "4th", + "{@spell aura of life}, {@spell death ward}" + ], + [ + "5th", + "{@spell contagion}, {@spell legend lore}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Among the Dead|Warlock||Undying|SCAG|1" + } + ] + }, + { + "name": "Among the Dead", + "source": "SCAG", + "page": 139, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undying", + "subclassSource": "SCAG", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you learn the {@spell spare the dying} cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.", + "Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of {@spell fireball}). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell." + ] + }, + { + "name": "Defy Death", + "source": "SCAG", + "page": 139, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undying", + "subclassSource": "SCAG", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to {@dice 1d8} + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with {@spell spare the dying}.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Undying Nature", + "source": "SCAG", + "page": 139, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undying", + "subclassSource": "SCAG", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce {@condition exhaustion} and still benefit from finishing short and long rests.", + "In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged." + ] + }, + { + "name": "Indestructible Life", + "source": "SCAG", + "page": 139, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undying", + "subclassSource": "SCAG", + "level": 14, + "header": 2, + "entries": [ + "When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to {@dice 1d8} + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "The Fathomless", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?", + "Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.", + "Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "{@i 1st-level Fathomless feature}", + "The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Fathomless Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell create or destroy water}, {@spell thunderwave}" + ], + [ + "2nd", + "{@spell gust of wind}, {@spell silence}" + ], + [ + "3rd", + "{@spell lightning bolt}, {@spell sleet storm}" + ], + [ + "4th", + "{@spell control water}, {@spell summon elemental|tce} (water only)" + ], + [ + "5th", + "{@spell Bigby's hand} (appears as a tentacle), {@spell cone of cold}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tentacle of the Deeps|Warlock||Fathomless|TCE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Gift of the Sea|Warlock||Fathomless|TCE|1" + } + ] + }, + { + "name": "Gift of the Sea", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Fathomless feature}", + "You gain a swimming speed of 40 feet, and you can breathe underwater." + ] + }, + { + "name": "Tentacle of the Deeps", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Fathomless feature}", + "You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.", + "When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes {@damage 1d8} cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to {@dice 2d8}.", + "As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.", + "You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Guardian Coil", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Fathomless feature}", + "Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by {@dice 1d8}. When you reach 10th level in this class, the damage reduced by the tentacle increases to {@dice 2d8}." + ] + }, + { + "name": "Oceanic Soul", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Fathomless feature}", + "You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs." + ] + }, + { + "name": "Grasping Tentacles", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Fathomless feature}", + "You learn the spell {@spell Evard's black tentacles}. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.", + "Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your {@status concentration} on this spell." + ] + }, + { + "name": "Fathomless Plunge", + "source": "TCE", + "page": 72, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Fathomless feature}", + "You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "The Genie", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.", + "You choose your patron's kind or determine it randomly, using the Genie Kind table.", + { + "type": "table", + "caption": "Genie Kind", + "colLabels": [ + "d4", + "Kind", + "Element" + ], + "colStyles": [ + "col-2 text-center", + "col-5", + "col-5" + ], + "rows": [ + [ + 1, + "{@creature Dao}", + "Earth" + ], + [ + 2, + "{@creature Djinni}", + "Air" + ], + [ + 3, + "{@creature Efreeti}", + "Fire" + ], + [ + 4, + "{@creature Marid}", + "Water" + ] + ] + }, + { + "name": "Expanded Spell List", + "type": "entries", + "entries": [ + "{@i 1st-level Genie feature}", + "The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.", + { + "type": "table", + "caption": "Genie Expanded Spells", + "colLabels": [ + "Spell Level", + "Genie Spells", + "Dao Spells", + "Djinni Spells", + "Efreeti Spells", + "Marid Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-2-2", + "col-2-2", + "col-2-2", + "col-2-2", + "col-2-2" + ], + "rows": [ + [ + "1st", + "{@spell detect evil and good}", + "{@spell sanctuary}", + "{@spell thunderwave}", + "{@spell burning hands}", + "{@spell fog cloud}" + ], + [ + "2nd", + "{@spell phantasmal force}", + "{@spell spike growth}", + "{@spell gust of wind}", + "{@spell scorching ray}", + "{@spell blur}" + ], + [ + "3rd", + "{@spell create food and water}", + "{@spell meld into stone}", + "{@spell wind wall}", + "{@spell fireball}", + "{@spell sleet storm}" + ], + [ + "4th", + "{@spell phantasmal killer}", + "{@spell stone shape}", + "{@spell greater invisibility}", + "{@spell fire shield}", + "{@spell control water}" + ], + [ + "5th", + "{@spell creation}", + "{@spell wall of stone}", + "{@spell seeming}", + "{@spell flame strike}", + "{@spell cone of cold}" + ], + [ + "9th", + "{@spell wish}", + "\u2014", + "\u2014", + "\u2014", + "\u2014" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Genie's Vessel|Warlock||Genie|TCE|1" + } + ] + }, + { + "name": "Genie's Vessel", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Genie feature}", + "Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.", + { + "type": "table", + "caption": "Genie's Vessel", + "colLabels": [ + "d6", + "Vessel" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Oil lamp" + ], + [ + "2", + "Urn" + ], + [ + "3", + "Ring with a compartment" + ], + [ + "4", + "Stoppered bottle" + ], + [ + "5", + "Hollow statuette" + ], + [ + "6", + "Ornate lantern" + ] + ] + }, + "While you are touching the vessel, you can use it in the following ways:", + { + "type": "options", + "style": "list-hang-notitle", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Bottled Respite|Warlock|TCE|Genie|TCE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Genie's Wrath|Warlock|TCE|Genie|TCE|1" + } + ] + }, + "The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.", + "If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die." + ] + }, + { + "name": "Elemental Gift", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Genie feature}", + "You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).", + "In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Sanctuary Vessel", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Genie feature}", + "When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.", + "As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.", + "In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there." + ] + }, + { + "name": "Limited Wish", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Genie feature}", + "You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one {@filter spell that is 6th level or lower and has a casting time of 1 action|spells|cast time=action|level=0;1;2;3;4;5;6}. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.", + "Once you use this feature, you can't use it again until you finish {@dice 1d4} long rests." + ] + }, + { + "name": "The Undead", + "source": "VRGR", + "page": 30, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 1, + "entries": [ + "You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.", + "Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "{@i 1st-level Undead feature}", + "The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Undead Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell bane}, {@spell false life}" + ], + [ + "2nd", + "{@spell blindness/deafness}, {@spell phantasmal force}" + ], + [ + "3rd", + "{@spell phantom steed}, {@spell speak with dead}" + ], + [ + "4th", + "{@spell death ward}, {@spell greater invisibility}" + ], + [ + "5th", + "{@spell antilife shell}, {@spell cloudkill}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Form of Dread|Warlock||Undead|VRGR|1" + } + ] + }, + { + "name": "Form of Dread", + "source": "VRGR", + "page": 30, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Undead feature}", + "You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:", + { + "type": "list", + "items": [ + "You gain temporary hit points equal to {@dice 1d10} + your warlock level.", + "Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is {@condition frightened} of you until the end of your next turn.", + "You are immune to the {@condition frightened} condition." + ] + }, + "You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron." + ] + }, + { + "name": "Grave Touched", + "source": "VRGR", + "page": 30, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Undead feature}", + "Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.", + "In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes." + ] + }, + { + "name": "Necrotic Husk", + "source": "VRGR", + "page": 30, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Undead feature}", + "Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.", + "In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to {@damage 2d10} + your warlock level. You then gain 1 level of {@condition exhaustion}. Once you use this reaction, you can't do so again until you finish {@dice 1d4} long rests." + ] + }, + { + "name": "Spirit Projection", + "source": "VRGR", + "page": 30, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Undead feature}", + "Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is {@condition unconscious} and in a state of suspended animation.", + "Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).", + "While projecting your spirit, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.", + "When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.", + "You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were {@quickref difficult terrain||3}, but you take {@dice 1d10} force damage if you end your turn inside a creature or an object.", + "While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt." + ] + }, + "Once you use this feature, you can't do so again until you finish a long rest." + ] + }, + { + "name": "The Celestial", + "source": "XGE", + "page": 54, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Celestial", + "subclassSource": "XGE", + "level": 1, + "entries": [ + "Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.", + "Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Celestial Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell cure wounds}, {@spell guiding bolt}" + ], + [ + "2nd", + "{@spell flaming sphere}, {@spell lesser restoration}" + ], + [ + "3rd", + "{@spell daylight}, {@spell revivify}" + ], + [ + "4th", + "{@spell guardian of faith}, {@spell wall of fire}" + ], + [ + "5th", + "{@spell flame strike}, {@spell greater restoration}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Cantrips|Warlock||Celestial|XGE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Healing Light|Warlock||Celestial|XGE|1" + } + ] + }, + { + "name": "Bonus Cantrips", + "source": "XGE", + "page": 54, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Celestial", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn the {@spell sacred flame} and {@spell light} cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known." + ] + }, + { + "name": "Healing Light", + "source": "XGE", + "page": 54, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Celestial", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of {@dice d6}s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.", + "As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.", + "Your pool regains all expended dice when you finish a long rest." + ] + }, + { + "name": "Radiant Soul", + "source": "XGE", + "page": 54, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Celestial", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets." + ] + }, + { + "name": "Celestial Resilience", + "source": "XGE", + "page": 54, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Celestial", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier." + ] + }, + { + "name": "Searing Vengeance", + "source": "XGE", + "page": 54, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Celestial", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to {@dice 2d8} + your Charisma modifier, and it is {@condition blinded} until the end of the current turn.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "The Hexblade", + "source": "XGE", + "page": 55, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Hexblade", + "subclassSource": "XGE", + "level": 1, + "entries": [ + "You have made your pact with a mysterious entity from the Shadowfell\u2014a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.", + "Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Hexblade Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell shield}, {@spell wrathful smite}" + ], + [ + "2nd", + "{@spell blur}, {@spell branding smite}" + ], + [ + "3rd", + "{@spell blink}, {@spell elemental weapon}" + ], + [ + "4th", + "{@spell phantasmal killer}, {@spell staggering smite}" + ], + [ + "5th", + "{@spell banishing smite}, {@spell cone of cold}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hexblade's Curse|Warlock||Hexblade|XGE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hex Warrior|Warlock||Hexblade|XGE|1" + } + ] + }, + { + "name": "Hex Warrior", + "source": "XGE", + "page": 55, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Hexblade", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.", + "The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type." + ] + }, + { + "name": "Hexblade's Curse", + "source": "XGE", + "page": 55, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Hexblade", + "subclassSource": "XGE", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are {@condition incapacitated}. Until the curse ends, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.", + "Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the {@dice d20}.", + "If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point)." + ] + }, + "You can't use this feature again until you finish a short or long rest." + ] + }, + { + "name": "Accursed Specter", + "source": "XGE", + "page": 55, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Hexblade", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a {@creature specter}, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).", + "The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.", + "Once you bind a specter with this feature, you can't use the feature again until you finish a long rest." + ] + }, + { + "name": "Armor of Hexes", + "source": "XGE", + "page": 55, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Hexblade", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a {@dice d6}. On a 4 or higher, the attack instead misses you, regardless of its roll." + ] + }, + { + "name": "Master of Hexes", + "source": "XGE", + "page": 55, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Hexblade", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't {@condition incapacitated}. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature." + ] + }, + { + "name": "Bottled Respite", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "TCE", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest." + ] + }, + { + "name": "Genie's Wrath", + "source": "TCE", + "page": 73, + "className": "Warlock", + "classSource": "TCE", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 1, + "entries": [ + "Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid)." + ] + }, + { + "name": "The Archfey", + "source": "PHB", + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Archfey", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "The Archfey", + "source": "PHB", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Archfey", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "The Fiend", + "source": "PHB", + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Fiend", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "The Fiend", + "source": "PHB", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fiend", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "The Great Old One", + "source": "PHB", + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Great Old One", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "The Great Old One", + "source": "PHB", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Great Old One", + "subclassSource": "PHB", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "The Undying", + "source": "SCAG", + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Undying", + "subclassSource": "SCAG", + "level": 3, + "_copy": { + "name": "The Undying", + "source": "SCAG", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undying", + "subclassSource": "SCAG", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "The Fathomless", + "source": "TCE", + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "The Fathomless", + "source": "TCE", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Fathomless", + "subclassSource": "TCE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "The Genie", + "source": "TCE", + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "The Genie", + "source": "TCE", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie", + "subclassSource": "TCE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "The Undead", + "source": "VRGR", + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 3, + "_copy": { + "name": "The Undead", + "source": "VRGR", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Undead", + "subclassSource": "VRGR", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "The Celestial", + "source": "XGE", + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Celestial", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "The Celestial", + "source": "XGE", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Celestial", + "subclassSource": "XGE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "The Hexblade", + "source": "XGE", + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Hexblade", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "The Hexblade", + "source": "XGE", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Hexblade", + "subclassSource": "XGE", + "level": 1, + "_preserve": { + "page": true + } + } + }, + { + "name": "Archfey Patron", + "source": "XPHB", + "page": 159, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Archfey", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Bargain with Whimsical Fey}", + "Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and {@variantrule Darkness|XPHB}, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.", + { + "type": "refSubclassFeature", + "subclassFeature": "Archfey Spells|Warlock|XPHB|Archfey|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Steps of the Fey|Warlock|XPHB|Archfey|XPHB|3" + } + ] + }, + { + "name": "Archfey Spells", + "source": "XPHB", + "page": 159, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Archfey", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Archfey Spells", + "colLabels": [ + "Warlock Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3", + "{@spell Calm Emotions|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Misty Step|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Sleep|XPHB}" + ], + [ + "5", + "{@spell Blink|XPHB}, {@spell Plant Growth|XPHB}" + ], + [ + "7", + "{@spell Dominate Beast|XPHB}, {@spell Greater Invisibility|XPHB}" + ], + [ + "9", + "{@spell Dominate Person|XPHB}, {@spell Seeming|XPHB}" + ] + ] + } + ] + }, + { + "name": "Steps of the Fey", + "source": "XPHB", + "page": 159, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Archfey", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Your patron grants you the ability to move between the boundaries of the planes. You can cast {@spell Misty Step|XPHB} without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.", + "In addition, whenever you cast that spell, you can choose one of the following additional effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Refreshing Step", + "entries": [ + "Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains {@dice 1d10} {@variantrule Temporary Hit Points|XPHB}." + ] + }, + { + "type": "entries", + "name": "Taunting Step", + "entries": [ + "Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have {@variantrule Disadvantage|XPHB} on attack rolls against creatures other than you until the start of your next turn." + ] + } + ] + } + ] + }, + { + "name": "Misty Escape", + "source": "XPHB", + "page": 159, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Archfey", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You can cast {@spell Misty Step|XPHB} as a {@variantrule Reaction|XPHB} in response to taking damage.", + "In addition, the following effects are now among your Steps of the Fey options.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Disappearing Step", + "entries": [ + "You have the {@condition Invisible|XPHB} condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell." + ] + }, + { + "type": "entries", + "name": "Dreadful Step", + "entries": [ + "Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take {@damage 2d10} Psychic damage." + ] + } + ] + } + ] + }, + { + "name": "Beguiling Defenses", + "source": "XPHB", + "page": 159, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Archfey", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "Your patron teaches you how to guard your mind and body. You are immune to the {@condition Charmed|XPHB} condition.", + "In addition, immediately after a creature you can see hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this {@variantrule Reaction|XPHB}, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it." + ] + }, + { + "name": "Bewitching Magic", + "source": "XPHB", + "page": 160, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Archfey", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast {@spell Misty Step|XPHB} as part of the same action and without expending a spell slot." + ] + }, + { + "name": "Celestial Patron", + "source": "XPHB", + "page": 160, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Celestial", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Call on the Power of the Heavens}", + "Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.", + { + "type": "refSubclassFeature", + "subclassFeature": "Celestial Spells|Warlock|XPHB|Celestial|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Healing Light|Warlock|XPHB|Celestial|XPHB|3" + } + ] + }, + { + "name": "Celestial Spells", + "source": "XPHB", + "page": 160, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Celestial", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Celestial Spells", + "colLabels": [ + "Warlock Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3", + "{@spell Aid|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Light|XPHB}, {@spell Sacred Flame|XPHB}" + ], + [ + "5", + "{@spell Daylight|XPHB}, {@spell Revivify|XPHB}" + ], + [ + "7", + "{@spell Guardian of Faith|XPHB}, {@spell Wall of Fire|XPHB}" + ], + [ + "9", + "{@spell Greater Restoration|XPHB}, {@spell Summon Celestial|XPHB}" + ] + ] + } + ] + }, + { + "name": "Healing Light", + "source": "XPHB", + "page": 160, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Celestial", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.", + "As a {@variantrule Bonus Action|XPHB}, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of {@variantrule Hit Points|XPHB} equal to the roll's total. Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Radiant Soul", + "source": "XPHB", + "page": 160, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Celestial", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "Your link to your patron allows you to serve as a conduit for radiant energy. You have {@variantrule Resistance|XPHB} to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets." + ] + }, + { + "name": "Celestial Resilience", + "source": "XPHB", + "page": 161, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Celestial", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "You gain {@variantrule Temporary Hit Points|XPHB} whenever you use your Magical Cunning feature or finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. These {@variantrule Temporary Hit Points|XPHB} equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain {@variantrule Temporary Hit Points|XPHB} equal to half your Warlock level plus your Charisma modifier." + ] + }, + { + "name": "Searing Vengeance", + "source": "XPHB", + "page": 161, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Celestial", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "When you or an ally within 60 feet of you is about to make a {@variantrule Death Saving Throw|XPHB}, you can unleash radiant energy to save the creature. The creature regains {@variantrule Hit Points|XPHB} equal to half its {@variantrule Hit Points|XPHB|Hit Point} maximum and can end the {@condition Prone|XPHB} condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to {@dice 2d8} plus your Charisma modifier, and each has the {@condition Blinded|XPHB} condition until the end of the current turn.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Fiend Patron", + "source": "XPHB", + "page": 161, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Fiend", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Make a Deal with the Lower Planes}", + "Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evil\u2014the corruption or destruction of all things, ultimately including you\u2014and your path is defined by the extent to which you strive against those aims.", + { + "type": "refSubclassFeature", + "subclassFeature": "Fiend Spells|Warlock|XPHB|Fiend|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dark One's Blessing|Warlock|XPHB|Fiend|XPHB|3" + } + ] + }, + { + "name": "Dark One's Blessing", + "source": "XPHB", + "page": 161, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Fiend", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "When you reduce an enemy to 0 {@variantrule Hit Points|XPHB}, you gain {@variantrule Temporary Hit Points|XPHB} equal to your Charisma modifier plus your Warlock level (minimum of 1 {@variantrule Temporary Hit Points|XPHB|Temporary Hit Point}). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 {@variantrule Hit Points|XPHB}." + ] + }, + { + "name": "Fiend Spells", + "source": "XPHB", + "page": 161, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Fiend", + "subclassSource": "XPHB", + "level": 3, + "header": 2, + "entries": [ + "The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Fiend Spells", + "colLabels": [ + "Warlock Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3", + "{@spell Burning Hands|XPHB}, {@spell Command|XPHB}, {@spell Scorching Ray|XPHB}, {@spell Suggestion|XPHB}" + ], + [ + "5", + "{@spell Fireball|XPHB}, {@spell Stinking Cloud|XPHB}" + ], + [ + "7", + "{@spell Fire Shield|XPHB}, {@spell Wall of Fire|XPHB}" + ], + [ + "9", + "{@spell Geas|XPHB}, {@spell Insect Plague|XPHB}" + ] + ] + } + ] + }, + { + "name": "Dark One's Own Luck", + "source": "XPHB", + "page": 162, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Fiend", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add {@dice 1d10} to your roll. You can do so after seeing the roll but before any of the roll's effects occur.", + "You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Fiendish Resilience", + "source": "XPHB", + "page": 162, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Fiend", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "Choose one damage type, other than Force, whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You have {@variantrule Resistance|XPHB} to that damage type until you choose a different one with this feature." + ] + }, + { + "name": "Hurl Through Hell", + "source": "XPHB", + "page": 162, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Fiend", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes {@damage 8d10} Psychic damage if it isn't a Fiend, and it has the {@condition Incapacitated|XPHB} condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it." + ] + }, + { + "name": "Great Old One Patron", + "source": "XPHB", + "page": 162, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Great Old One", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Unearth Forbidden Lore of Ineffable Beings}", + "When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god\u2014a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you've learned nevertheless allow you to draw strange magic from it.", + { + "type": "refSubclassFeature", + "subclassFeature": "Great Old One Spells|Warlock|XPHB|Great Old One|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Awakened Mind|Warlock|XPHB|Great Old One|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Psychic Spells|Warlock|XPHB|Great Old One|XPHB|3" + } + ] + }, + { + "name": "Awakened Mind", + "source": "XPHB", + "page": 162, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Great Old One", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You can form a telepathic connection between your mind and the mind of another. As a {@variantrule Bonus Action|XPHB}, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.", + "The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature." + ] + }, + { + "name": "Great Old One Spells", + "source": "XPHB", + "page": 163, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Great Old One", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.", + { + "type": "table", + "caption": "Great Old One Spells", + "colLabels": [ + "Warlock Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3", + "{@spell Detect Thoughts|XPHB}, {@spell Dissonant Whispers|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Tasha's Hideous Laughter|XPHB}" + ], + [ + "5", + "{@spell Clairvoyance|XPHB}, {@spell Hunger of Hadar|XPHB}" + ], + [ + "7", + "{@spell Confusion|XPHB}, {@spell Summon Aberration|XPHB}" + ], + [ + "9", + "{@spell Modify Memory|XPHB}, {@spell Telekinesis|XPHB}" + ] + ] + } + ] + }, + { + "name": "Psychic Spells", + "source": "XPHB", + "page": 163, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Great Old One", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or {@variantrule Illusions|XPHB|Illusion}, you can do so without Verbal or Somatic components." + ] + }, + { + "name": "Clairvoyant Combatant", + "source": "XPHB", + "page": 163, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Great Old One", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has {@variantrule Disadvantage|XPHB} on attack rolls against you, and you have {@variantrule Advantage|XPHB} on attack rolls against that creature for the duration of the bond.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Pact {@action Magic|XPHB} spell slot (no action required) to restore your use of it." + ] + }, + { + "name": "Eldritch Hex", + "source": "XPHB", + "page": 163, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Great Old One", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "Your alien patron grants you a powerful curse. You always have the {@spell Hex|XPHB} spell prepared. When you cast {@spell Hex|XPHB} and choose an ability, the target also has {@variantrule Disadvantage|XPHB} on saving throws of the chosen ability for the duration of the spell." + ] + }, + { + "name": "Thought Shield", + "source": "XPHB", + "page": 163, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Great Old One", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "Your thoughts can't be read by telepathy or other means unless you allow it. You also have {@variantrule Resistance|XPHB} to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take." + ] + }, + { + "name": "Create Thrall", + "source": "XPHB", + "page": 163, + "className": "Warlock", + "classSource": "XPHB", + "subclassShortName": "Great Old One", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "When you cast {@spell Summon Aberration|XPHB}, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of {@variantrule Temporary Hit Points|XPHB} equal to your Warlock level plus your Charisma modifier.", + "In addition, the first time each turn the Aberration hits a creature under the effect of your {@spell Hex|XPHB}, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/class-wizard.json b/src/ttfrog/five_e_tools/sources/class/class-wizard.json new file mode 100644 index 0000000..b6b83e2 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/class-wizard.json @@ -0,0 +1,4611 @@ +{ + "_meta": { + "internalCopies": [ + "subclass", + "subclassFeature" + ] + }, + "class": [ + { + "name": "Wizard", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Wizard|XPHB" + ], + "edition": "classic", + "hd": { + "number": 1, + 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"Phantasmal Creatures|Wizard|XPHB|Illusionist|XPHB|6", + "Illusory Self|Wizard|XPHB|Illusionist|XPHB|10", + "Illusory Reality|Wizard|XPHB|Illusionist|XPHB|14" + ], + "hasFluffImages": true + } + ], + "classFeature": [ + { + "name": "Arcane Recovery", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 1, + "entries": [ + "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.", + "For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots." + ] + }, + { + "name": "Spellcasting", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 1, + "entries": [ + "As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table." + ] + }, + { + "type": "entries", + "name": "Spellbook", + "entries": [ + "At 1st level, you have a spellbook containing six 1st-level {@filter wizard spells|spells|class=wizard} of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind." + ] + }, + { + "type": "entries", + "name": "Preparing and Casting Spells", + "entries": [ + "The Wizard table shows how many spell slots you have to cast your wizard 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.", + "You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell {@spell magic missile}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "int" + ] + } + ] + }, + { + "type": "entries", + "name": "Ritual Casting", + "entries": [ + "You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use an {@item arcane focus|phb} as a spellcasting focus for your wizard spells." + ] + }, + { + "type": "entries", + "name": "Learning Spells of 1st Level and Higher", + "entries": [ + "Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see \"Your Spellbook\")." + ] + }, + { + "type": "inset", + "name": "Your Spellbook", + "entries": [ + "The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.", + "A spellbook doesn't contain cantrips.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Copying a Spell into the Book", + "entries": [ + "When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.", + "Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.", + "For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.", + { + "type": "entries", + "name": "Copying from a Spell Scroll", + "source": "DMG", + "page": 139, + "entries": [ + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence ({@skill Arcana}) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed." + ] + } + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Replacing the Book", + "entries": [ + "You can copy a spell from your own spellbook into another book\u2014for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.", + "If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "The Book's Appearance", + "entries": [ + "Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Arcane Tradition", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 2, + "entries": [ + "When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level." + ] + }, + { + "name": "Cantrip Formulas", + "source": "TCE", + "page": 75, + "className": "Wizard", + "classSource": "PHB", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level wizard {@variantrule optional class features|tce|optional feature}}", + "You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 4, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Arcane Tradition feature", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 6, + "entries": [ + "At 6th level, you gain a feature granted by your Arcane Tradition." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 8, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Arcane Tradition feature", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 10, + "entries": [ + "At 10th level, you gain a feature granted by your Arcane Tradition." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 12, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Arcane Tradition feature", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 14, + "entries": [ + "At 14th level, you gain a feature granted by your Arcane Tradition." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 16, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Spell Mastery", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 18, + "entries": [ + "At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels." + ] + }, + { + "name": "Ability Score Improvement", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 19, + "entries": [ + "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 {@5etools feat|feats.html}." + ] + }, + { + "name": "Signature Spells", + "source": "PHB", + "page": 112, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "level": 20, + "entries": [ + "When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.", + "If you want to cast either spell at a higher level, you must expend a spell slot as normal." + ] + }, + { + "name": "Arcane Recovery", + "source": "XPHB", + "page": 155, + "className": "Wizard", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You can regain some of your magical energy by studying your spellbook. When you finish a {@variantrule Short Rest|XPHB}, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.", + "Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Ritual Adept", + "source": "XPHB", + "page": 155, + "className": "Wizard", + "classSource": "XPHB", + "level": 1, + "entries": [ + "You can cast any spell as a {@variantrule Ritual|XPHB} if that spell has the {@variantrule Ritual|XPHB} tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way." + ] + }, + { + "name": "Spellcasting", + "source": "XPHB", + "page": 165, + "className": "Wizard", + "classSource": "XPHB", + "level": 1, + "entries": [ + "As a student of arcane magic, you have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the {@filter Wizard spell list|spells|class=Wizard} later in the class's description.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know three Wizard cantrips of your choice. {@spell Light|XPHB}, {@spell Mage Hand|XPHB}, and {@spell Ray of Frost|XPHB} are recommended. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.", + "When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table." + ] + }, + { + "type": "entries", + "name": "Spellbook", + "entries": [ + "Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting {@spell Identify|XPHB}. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.", + "The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. {@spell Detect Magic|XPHB}, {@spell Feather Fall|XPHB}, {@spell Mage Armor|XPHB}, {@spell Magic Missile|XPHB}, {@spell Sleep|XPHB}, and {@spell Thunderwave|XPHB} are recommended.", + "Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Prepared Spells of Level 1+", + "entries": [ + "You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.", + "The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.", + "If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you." + ] + }, + { + "type": "entries", + "name": "Changing Your Prepared Spells", + "entries": [ + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Intelligence is your spellcasting ability for your Wizard spells." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use an {@item Arcane Focus|XPHB} or your spellbook as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells." + ] + }, + { + "type": "inset", + "name": "Expanding and Replacing a Spellbook", + "entries": [ + "The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a {@item Spell Scroll|XPHB}, for example, and then copy it into your spellbook.", + { + "type": "entries", + "name": "Copying a Spell into the Book", + "entries": [ + "When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook." + ] + }, + { + "type": "entries", + "name": "Copying the Book", + "entries": [ + "You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.", + "If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Scholar", + "source": "XPHB", + "page": 166, + "className": "Wizard", + "classSource": "XPHB", + "level": 2, + "entries": [ + "While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: {@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Investigation|XPHB}, {@skill Medicine|XPHB}, {@skill Nature|XPHB}, or {@skill Religion|XPHB}. You have {@variantrule Expertise|XPHB} in the chosen skill." + ] + }, + { + "name": "Wizard Subclass", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 3, + "entries": [ + "You gain a Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass's features that are of your Wizard level or lower." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 4, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16." + ] + }, + { + "name": "Memorize Spell", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 5, + "entries": [ + "Whenever you finish a {@variantrule Short Rest|XPHB}, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 6, + "entries": [ + "You gain a feature from your Wizard Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 8, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 10, + "entries": [ + "You gain a feature from your Wizard Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 12, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Subclass Feature", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 14, + "entries": [ + "You gain a feature from your Wizard Subclass." + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 16, + "entries": [ + "You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "name": "Spell Mastery", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 18, + "entries": [ + "You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.", + "Whenever you finish a {@variantrule Long Rest|XPHB}, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book." + ] + }, + { + "name": "Epic Boon", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 19, + "entries": [ + "You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Spell Recall|XPHB} is recommended." + ] + }, + { + "name": "Signature Spells", + "source": "XPHB", + "page": 167, + "className": "Wizard", + "classSource": "XPHB", + "level": 20, + "entries": [ + "Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. To cast either spell at a higher level, you must expend a spell slot." + ] + } + ], + "subclassFeature": [ + { + "name": "Chronurgy Magic", + "source": "EGW", + "page": 184, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 2, + "entries": [ + "Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.", + { + "type": "refSubclassFeature", + "subclassFeature": "Chronal Shift|Wizard||Chronurgy|EGW|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Temporal Awareness|Wizard||Chronurgy|EGW|2" + } + ] + }, + { + "name": "Chronal Shift", + "source": "EGW", + "page": 184, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Chronurgy Magic feature}", + "You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.", + "You can use this ability twice, and you regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Temporal Awareness", + "source": "EGW", + "page": 184, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Chronurgy Magic feature}", + "You can add your Intelligence modifier to your initiative rolls." + ] + }, + { + "name": "Momentary Stasis", + "source": "EGW", + "page": 184, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Chronurgy Magic feature}", + "As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is {@condition incapacitated} and has a speed of 0.", + "You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Arcane Abeyance", + "source": "EGW", + "page": 184, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Chronurgy Magic feature}", + "When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.", + "A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.", + "Once you create a bead with this feature, you can't do so again until you finish a short or long rest." + ] + }, + { + "name": "Convergent Future", + "source": "EGW", + "page": 184, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Chronurgy Magic feature}", + "You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).", + "When you use this feature, you gain one level of {@condition exhaustion}. Only by finishing a long rest can you remove a level of {@condition exhaustion} gained in this way." + ] + }, + { + "name": "Graviturgy Magic", + "source": "EGW", + "page": 185, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 2, + "entries": [ + "Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.", + { + "type": "refSubclassFeature", + "subclassFeature": "Adjust Density|Wizard||Graviturgy|EGW|2" + } + ] + }, + { + "name": "Adjust Density", + "source": "EGW", + "page": 185, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Graviturgy Magic feature}", + "As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell).", + "While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.", + "Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller." + ] + }, + { + "name": "Gravity Well", + "source": "EGW", + "page": 185, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Graviturgy Magic feature}", + "You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell." + ] + }, + { + "name": "Violent Attraction", + "source": "EGW", + "page": 185, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Graviturgy Magic feature}", + "When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra {@damage 1d10} damage of the weapon's type.", + "Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by {@dice 2d10}.", + "You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Event Horizon", + "source": "EGW", + "page": 185, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Graviturgy Magic feature}", + "As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes {@damage 2d10} force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.", + "Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it." + ] + }, + { + "name": "School of Abjuration", + "source": "PHB", + "page": 115, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Abjuration", + "subclassSource": "PHB", + "level": 2, + "entries": [ + "The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.", + "Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.", + { + "type": "refSubclassFeature", + "subclassFeature": "Abjuration Savant|Wizard||Abjuration||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Ward|Wizard||Abjuration||2" + } + ] + }, + { + "name": "Abjuration Savant", + "source": "PHB", + "page": 115, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Abjuration", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved." + ] + }, + { + "name": "Arcane Ward", + "source": "PHB", + "page": 115, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Abjuration", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, you can weave magic around yourself for protection. When you cast an {@filter abjuration spell of 1st level or higher|spells|school=A|level=!0}, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.", + "While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an {@filter abjuration spell of 1st level or higher|spells|school=A|level=!0}, the ward regains a number of hit points equal to twice the level of the spell.", + "Once you create the ward, you can't create it again until you finish a long rest." + ] + }, + { + "name": "Projected Ward", + "source": "PHB", + "page": 115, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Abjuration", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage." + ] + }, + { + "name": "Improved Abjuration", + "source": "PHB", + "page": 115, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Abjuration", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in {@spell counterspell} and {@spell dispel magic}), you add your proficiency bonus to that ability check." + ] + }, + { + "name": "Spell Resistance", + "source": "PHB", + "page": 115, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Abjuration", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you have advantage on saving throws against spells.", + "Furthermore, you have resistance against the damage of spells." + ] + }, + { + "name": "School of Conjuration", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Conjuration", + "subclassSource": "PHB", + "level": 2, + "entries": [ + "As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.", + { + "type": "refSubclassFeature", + "subclassFeature": "Conjuration Savant|Wizard||Conjuration||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Minor Conjuration|Wizard||Conjuration||2" + } + ] + }, + { + "name": "Conjuration Savant", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Conjuration", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved." + ] + }, + { + "name": "Minor Conjuration", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Conjuration", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.", + "The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage." + ] + }, + { + "name": "Benign Transposition", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Conjuration", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.", + "Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher." + ] + }, + { + "name": "Focused Conjuration", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Conjuration", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, while you are {@status concentration||concentrating} on a conjuration spell, your {@status concentration} can't be broken as a result of taking damage." + ] + }, + { + "name": "Durable Summons", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Conjuration", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points." + ] + }, + { + "name": "School of Divination", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Divination", + "subclassSource": "PHB", + "level": 2, + "entries": [ + "The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.", + { + "type": "refSubclassFeature", + "subclassFeature": "Divination Savant|Wizard||Divination||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Portent|Wizard||Divination||2" + } + ] + }, + { + "name": "Divination Savant", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Divination", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved." + ] + }, + { + "name": "Portent", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Divination", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two {@dice d20}s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.", + "Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls." + ] + }, + { + "name": "Expert Divination", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Divination", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a {@filter divination spell of 2nd level or higher|spells|school=D} using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level." + ] + }, + { + "name": "The Third Eye", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Divination", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are {@condition incapacitated} or you take a short or long rest. You can't use the feature again until you finish a rest.", + { + "type": "options", + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You gain {@sense darkvision} out to a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Ethereal Sight", + "entries": [ + "You can see into the Ethereal Plane within 60 feet of you." + ] + }, + { + "type": "entries", + "name": "Greater Comprehension", + "entries": [ + "You can read any language." + ] + }, + { + "type": "entries", + "name": "See Invisibility", + "entries": [ + "You can see {@condition invisible} creatures and objects within 10 feet of you that are within line of sight." + ] + } + ] + } + ] + }, + { + "name": "Greater Portent", + "source": "PHB", + "page": 116, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Divination", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three {@dice d20}s for your Portent feature, rather than two." + ] + }, + { + "name": "School of Enchantment", + "source": "PHB", + "page": 117, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Enchantment", + "subclassSource": "PHB", + "level": 2, + "entries": [ + "As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.", + { + "type": "refSubclassFeature", + "subclassFeature": "Enchantment Savant|Wizard||Enchantment||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hypnotic Gaze|Wizard||Enchantment||2" + } + ] + }, + { + "name": "Enchantment Savant", + "source": "PHB", + "page": 117, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Enchantment", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved." + ] + }, + { + "name": "Hypnotic Gaze", + "source": "PHB", + "page": 117, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Enchantment", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be {@condition charmed} by you until the end of your next turn. The {@condition charmed} creature's speed drops to 0, and the creature is {@condition incapacitated} and visibly dazed.", + "On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.", + "Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest." + ] + }, + { + "name": "Instinctive Charm", + "source": "PHB", + "page": 117, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Enchantment", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.", + "You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be {@condition charmed} are immune to this effect." + ] + }, + { + "name": "Split Enchantment", + "source": "PHB", + "page": 117, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Enchantment", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature." + ] + }, + { + "name": "Alter Memories", + "source": "PHB", + "page": 117, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Enchantment", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being {@condition charmed}.", + "Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent {@condition charmed}. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell." + ] + }, + { + "name": "School of Evocation", + "source": "PHB", + "page": 117, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Evocation", + "subclassSource": "PHB", + "level": 2, + "entries": [ + "You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.", + { + "type": "refSubclassFeature", + "subclassFeature": "Evocation Savant|Wizard||Evocation||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sculpt Spells|Wizard||Evocation||2" + } + ] + }, + { + "name": "Evocation Savant", + "source": "PHB", + "page": 117, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Evocation", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved." + ] + }, + { + "name": "Sculpt Spells", + "source": "PHB", + "page": 117, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Evocation", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save." + ] + }, + { + "name": "Potent Cantrip", + "source": "PHB", + "page": 117, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Evocation", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip." + ] + }, + { + "name": "Empowered Evocation", + "source": "PHB", + "page": 117, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Evocation", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast." + ] + }, + { + "name": "Overchannel", + "source": "PHB", + "page": 117, + "srd": true, + "basicRules": true, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Evocation", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.", + "The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take {@damage 2d12} necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by {@dice 1d12}. This damage ignores resistance and immunity." + ] + }, + { + "name": "School of Illusion", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illusion", + "subclassSource": "PHB", + "level": 2, + "entries": [ + "You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists\u2014including many gnome wizards\u2014are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.", + { + "type": "refSubclassFeature", + "subclassFeature": "Illusion Savant|Wizard||Illusion||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Improved Minor Illusion|Wizard||Illusion||2" + } + ] + }, + { + "name": "Illusion Savant", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illusion", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved." + ] + }, + { + "name": "Improved Minor Illusion", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illusion", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "When you choose this school at 2nd level, you learn the {@spell minor illusion} cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.", + "When you cast {@spell minor illusion}, you can create both a sound and an image with a single casting of the spell." + ] + }, + { + "name": "Malleable Illusions", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illusion", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion." + ] + }, + { + "name": "Illusory Self", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illusion", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Illusory Reality", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illusion", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.", + "The object can't deal damage or otherwise directly harm anyone." + ] + }, + { + "name": "School of Necromancy", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necromancy", + "subclassSource": "PHB", + "level": 2, + "entries": [ + "The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.", + "Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.", + { + "type": "refSubclassFeature", + "subclassFeature": "Necromancy Savant|Wizard||Necromancy||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Grim Harvest|Wizard||Necromancy||2" + } + ] + }, + { + "name": "Grim Harvest", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necromancy", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the {@filter School of Necromancy|spells|school=N}. You don't gain this benefit for killing constructs or undead." + ] + }, + { + "name": "Necromancy Savant", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necromancy", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved." + ] + }, + { + "name": "Undead Thralls", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necromancy", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you add the {@spell animate dead} spell to your spellbook if it is not there already. When you cast {@spell animate dead}, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.", + "Whenever you create an undead using a necromancy spell, it has additional benefits:", + { + "type": "list", + "items": [ + "The creature's hit point maximum is increased by an amount equal to your wizard level.", + "The creature adds your proficiency bonus to its weapon damage rolls." + ] + } + ] + }, + { + "name": "Inured to Undeath", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necromancy", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects." + ] + }, + { + "name": "Command Undead", + "source": "PHB", + "page": 118, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necromancy", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.", + "Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free." + ] + }, + { + "name": "School of Transmutation", + "source": "PHB", + "page": 119, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Transmutation", + "subclassSource": "PHB", + "level": 2, + "entries": [ + "You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.", + "Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.", + { + "type": "refSubclassFeature", + "subclassFeature": "Transmutation Savant|Wizard||Transmutation||2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Minor Alchemy|Wizard||Transmutation||2" + } + ] + }, + { + "name": "Minor Alchemy", + "source": "PHB", + "page": 119, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Transmutation", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell), the material reverts to its original substance." + ] + }, + { + "name": "Transmutation Savant", + "source": "PHB", + "page": 119, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Transmutation", + "subclassSource": "PHB", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved." + ] + }, + { + "name": "Transmuter's Stone", + "source": "PHB", + "page": 119, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Transmutation", + "subclassSource": "PHB", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:", + { + "type": "list", + "items": [ + "Darkvision out to a range of 60 feet, as described in chapter 8.", + "An increase to speed of 10 feet while the creature is unencumbered.", + "Proficiency in Constitution saving throws.", + "Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)." + ] + }, + "Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.", + "If you create a new transmuter's stone, the previous one ceases to function." + ] + }, + { + "name": "Shapechanger", + "source": "PHB", + "page": 119, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Transmutation", + "subclassSource": "PHB", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you add the {@spell polymorph} spell to your spellbook, if it is not there already. You can cast {@spell polymorph} without expending a spell slot. When you do so, you can target only yourself and transform into a {@filter beast whose challenge rating is 1 or lower|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}.", + "Once you cast {@spell polymorph} in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot." + ] + }, + { + "name": "Master Transmuter", + "source": "PHB", + "page": 119, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Transmutation", + "subclassSource": "PHB", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.", + { + "type": "options", + "entries": [ + { + "type": "entries", + "name": "Major Transformation", + "entries": [ + "You can transmute one nonmagical object\u2014no larger than a 5-foot cube\u2014into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it." + ] + }, + { + "type": "entries", + "name": "Panacea", + "entries": [ + "You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points." + ] + }, + { + "type": "entries", + "name": "Restore Life", + "entries": [ + "You cast the {@spell raise dead} spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook." + ] + }, + { + "type": "entries", + "name": "Restore Youth", + "entries": [ + "You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by {@dice 3d10} years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan." + ] + } + ] + } + ] + }, + { + "name": "Bladesinging", + "source": "TCE", + "page": 76, + "otherSources": [ + { + "source": "SCAG", + "page": 141 + } + ], + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Bladesinging", + "subclassSource": "TCE", + "level": 2, + "entries": [ + "Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.", + "In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.", + { + "type": "refSubclassFeature", + "subclassFeature": "Training in War and Song (Bladesinging)|Wizard||Bladesinging|TCE|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bladesong|Wizard||Bladesinging|TCE|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bladesinger Styles|Wizard||Bladesinging|TCE|2" + } + ] + }, + { + "name": "Bladesinger Styles", + "source": "TCE", + "page": 76, + "otherSources": [ + { + "source": "SCAG", + "page": 141 + } + ], + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Bladesinging", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "type": "inset", + "entries": [ + "From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived.", + "Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.", + { + "type": "entries", + "name": "Cat", + "entries": [ + "Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks." + ] + }, + { + "type": "entries", + "name": "Bird", + "entries": [ + "Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat." + ] + }, + { + "type": "entries", + "name": "Snake", + "entries": [ + "Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style." + ] + } + ] + }, + { + "name": "Bladesong", + "source": "TCE", + "page": 76, + "otherSources": [ + { + "source": "SCAG", + "page": 141 + } + ], + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Bladesinging", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.", + "You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are {@condition incapacitated}, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).", + "While your bladesong is active, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).", + "Your walking speed increases by 10 feet.", + "You have advantage on Dexterity ({@skill Acrobatics}) checks.", + "You gain a bonus to any Constitution saving throws you make to maintain {@status concentration} on a spell. The bonus equals your Intelligence modifier (minimum of +1)." + ] + }, + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Training in War and Song (Bladesinging)", + "source": "TCE", + "page": 76, + "otherSources": [ + { + "source": "SCAG", + "page": 141 + } + ], + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Bladesinging", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "entries": [ + "When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.", + "You also gain proficiency in the {@skill Performance} skill if you don't already have it." + ] + }, + { + "name": "Extra Attack", + "source": "TCE", + "page": 76, + "otherSources": [ + { + "source": "SCAG", + "page": 141 + } + ], + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Bladesinging", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks." + ] + }, + { + "name": "Song of Defense", + "source": "TCE", + "page": 76, + "otherSources": [ + { + "source": "SCAG", + "page": 141 + } + ], + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Bladesinging", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level." + ] + }, + { + "name": "Song of Victory", + "source": "TCE", + "page": 76, + "otherSources": [ + { + "source": "SCAG", + "page": 141 + } + ], + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Bladesinging", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active." + ] + }, + { + "name": "Order of Scribes", + "source": "TCE", + "page": 77, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 2, + "entries": [ + "Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.", + "Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizardly Quill|Wizard||Scribes|TCE|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Awakened Spellbook|Wizard||Scribes|TCE|2" + } + ] + }, + { + "name": "Awakened Spellbook", + "source": "TCE", + "page": 77, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Order of Scribes feature}", + "Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.", + "While you are holding the book, it grants you the following benefits:", + { + "type": "list", + "items": [ + "You can use the book as a spellcasting focus for your wizard spells.", + "When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.", + "When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest." + ] + }, + "If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages." + ] + }, + { + "name": "Wizardly Quill", + "source": "TCE", + "page": 77, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Order of Scribes feature}", + "As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:", + { + "type": "list", + "items": [ + "The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.", + "The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.", + "You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you." + ] + }, + "This quill disappears if you create another one or if you die." + ] + }, + { + "name": "Manifest Mind", + "source": "TCE", + "page": 78, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Order of Scribes feature}", + "You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).", + "While manifested, the spectral mind can hear and see, and it has {@sense darkvision} with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).", + "Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.", + "The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts {@spell dispel magic} on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.", + "Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again." + ] + }, + { + "name": "Master Scrivener", + "source": "TCE", + "page": 78, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Order of Scribes feature}", + "Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.", + "The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.", + "You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill." + ] + }, + { + "name": "One with the Word", + "source": "TCE", + "page": 78, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Order of Scribes feature}", + "Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence ({@skill Arcana}) checks, as the spellbook helps you remember magical lore.", + "Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll {@dice 3d6}. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.", + "Until you finish {@dice 1d6} long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.", + "Once you use this reaction, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Blood Magic", + "source": "TDCSR", + "page": 178, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 2, + "header": 1, + "entries": [ + "Considered taboo by many societies and magic practitioners, the use of blood magic\u2014also known as {@variantrule hemocraft|TDCSR}\u2014is a rare art that harnesses the latent powers of a creature's vitality to fuel and amplify the caster's own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to {@variantrule hemocraft|TDCSR} as a means of bolstering their spells, giving their own life's blood to reach new heights of frightening magical prowess.", + "The secrets of {@variantrule hemocraft|TDCSR} and other forms of blood magic were once the sole purview of the mysterious {@book Claret Orders|TDCSR|2|Claret Orders}. In recent years, however, these secrets have begun to spread beyond the order's members and into the hands of less scrupulous mages. Blood magic has a bad reputation in Tal'Dorei, even though its powers can be used for much more than evil.", + { + "type": "refSubclassFeature", + "subclassFeature": "Blood Channeling|Wizard|PHB|Blood Magic|TDCSR|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sanguine Burst|Wizard|PHB|Blood Magic|TDCSR|2" + } + ] + }, + { + "name": "Blood Channeling", + "source": "TDCSR", + "page": 178, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 2, + "header": 2, + "entries": [ + "When you choose this arcane tradition at 2nd level, you are able to use your own depleted life essence to channel your magical abilities. Whenever your current hit points are below your hit point maximum, you can use your own body as an {@item arcane focus|PHB}.", + "In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking {@damage 1d10} necrotic damage per 50 gp of the cost of the component (minimum {@damage 1d10}). This damage can't be reduced in any way. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended." + ] + }, + { + "name": "Sanguine Burst", + "source": "TDCSR", + "page": 179, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 2, + "header": 2, + "entries": [ + "Also at 2nd level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for a spell you've cast of 1st level or higher, you can choose to take necrotic damage equal to the spell's level to reroll a number of the damage dice up to your Intelligence modifier (minimum one). This damage can't be reduced in any way, and you must use the new rolls." + ] + }, + { + "name": "Bond of Mutual Suffering", + "source": "TDCSR", + "page": 179, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, when a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took.", + "This feature cannot be used against constructs or undead. You can use this feature once. You must finish a {@quickref resting|PHB|2|0|short or long rest} before you can use it again." + ] + }, + { + "name": "Glyph of Hemorrhaging", + "source": "TDCSR", + "page": 179, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, when you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra {@damage 1d6} necrotic damage. At the end of each of the creature's turns, it can make a Constitution {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC, ending the curse on a success.", + "This feature cannot be used against creatures that are undead or constructs. Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|short or long rest}." + ] + }, + { + "name": "Bond of Mutual Suffering (14th Level)", + "source": "TDCSR", + "page": 179, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you can use this feature twice between rests." + ] + }, + { + "name": "Thicker than Water", + "source": "TDCSR", + "page": 179, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 14, + "header": 2, + "entries": [ + "Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus.", + "In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ] + }, + { + "name": "War Magic", + "source": "XGE", + "page": 59, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "XGE", + "level": 2, + "entries": [ + "A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.", + "Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.", + "In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: \"What good is being able to throw a mighty {@spell fireball} if I die before I can cast it?\"", + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Deflection|Wizard||War|XGE|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tactical Wit|Wizard||War|XGE|2" + } + ] + }, + { + "name": "Arcane Deflection", + "source": "XGE", + "page": 59, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "XGE", + "level": 2, + "header": 1, + "entries": [ + "At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.", + "When you use this feature, you can't cast spells other than cantrips until the end of your next turn." + ] + }, + { + "name": "Tactical Wit", + "source": "XGE", + "page": 59, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "XGE", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier." + ] + }, + { + "name": "Power Surge", + "source": "XGE", + "page": 59, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "XGE", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.", + "You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with {@spell dispel magic} or {@spell counterspell}, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.", + "Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level." + ] + }, + { + "name": "Durable Magic", + "source": "XGE", + "page": 59, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "XGE", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, the magic you channel helps ward off harm. While you maintain {@status concentration} on a spell, you have a +2 bonus to AC and all saving throws." + ] + }, + { + "name": "Deflecting Shroud", + "source": "XGE", + "page": 59, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "XGE", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level." + ] + }, + { + "name": "Chronurgy Magic", + "source": "EGW", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 3, + "_copy": { + "name": "Chronurgy Magic", + "source": "EGW", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Chronurgy", + "subclassSource": "EGW", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Graviturgy Magic", + "source": "EGW", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 3, + "_copy": { + "name": "Graviturgy Magic", + "source": "EGW", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Graviturgy", + "subclassSource": "EGW", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "School of Abjuration", + "source": "PHB", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Abjuration", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "School of Abjuration", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Abjuration", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "School of Conjuration", + "source": "PHB", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Conjuration", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "School of Conjuration", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Conjuration", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "School of Divination", + "source": "PHB", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Divination", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "School of Divination", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Divination", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "School of Enchantment", + "source": "PHB", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Enchantment", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "School of Enchantment", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Enchantment", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "School of Evocation", + "source": "PHB", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Evocation", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "School of Evocation", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Evocation", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "School of Illusion", + "source": "PHB", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Illusion", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "School of Illusion", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illusion", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "School of Necromancy", + "source": "PHB", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Necromancy", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "School of Necromancy", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necromancy", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "School of Transmutation", + "source": "PHB", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Transmutation", + "subclassSource": "PHB", + "level": 3, + "_copy": { + "name": "School of Transmutation", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Transmutation", + "subclassSource": "PHB", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Bladesinging", + "source": "TCE", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Bladesinging", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Bladesinging", + "source": "TCE", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Bladesinging", + "subclassSource": "TCE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Order of Scribes", + "source": "TCE", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 3, + "_copy": { + "name": "Order of Scribes", + "source": "TCE", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Scribes", + "subclassSource": "TCE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Blood Magic", + "source": "TDCSR", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 3, + "_copy": { + "name": "Blood Magic", + "source": "TDCSR", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "TDCSR", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "War Magic", + "source": "XGE", + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "War", + "subclassSource": "XGE", + "level": 3, + "_copy": { + "name": "War Magic", + "source": "XGE", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "War", + "subclassSource": "XGE", + "level": 2, + "_preserve": { + "page": true + } + } + }, + { + "name": "Abjurer", + "source": "XPHB", + "page": 172, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Abjurer", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Shield Companions and Banish Foes}", + "Your study of magic is focused on spells that block, banish, or protect\u2014ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.", + { + "type": "refSubclassFeature", + "subclassFeature": "Abjuration Savant|Wizard|XPHB|Abjurer|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Ward|Wizard|XPHB|Abjurer|XPHB|3" + } + ] + }, + { + "name": "Abjuration Savant", + "source": "XPHB", + "page": 172, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Abjurer", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Choose two Wizard spells from the Abjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.", + "In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots." + ] + }, + { + "name": "Arcane Ward", + "source": "XPHB", + "page": 172, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Abjurer", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a {@variantrule Long Rest|XPHB}. The ward has a {@variantrule Hit Points|XPHB|Hit Point} maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward's {@variantrule Hit Points|XPHB}. If the damage reduces the ward to 0 {@variantrule Hit Points|XPHB}, you take any remaining damage. While the ward has 0 {@variantrule Hit Points|XPHB}, it can't absorb damage, but its magic remains.", + "Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of {@variantrule Hit Points|XPHB} equal to twice the level of the spell slot. Alternatively, as a {@variantrule Bonus Action|XPHB}, you can expend a spell slot, and the ward regains a number of {@variantrule Hit Points|XPHB} equal to twice the level of the spell slot expended.", + "Once you create the ward, you can't create it again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "name": "Projected Ward", + "source": "XPHB", + "page": 172, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Abjurer", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "When a creature that you can see within 30 feet of yourself takes damage, you can take a {@variantrule Reaction|XPHB} to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 {@variantrule Hit Points|XPHB}, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward's {@variantrule Hit Points|XPHB}." + ] + }, + { + "name": "Spell Breaker", + "source": "XPHB", + "page": 173, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Abjurer", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "You always have the {@spell Counterspell|XPHB} and {@spell Dispel Magic|XPHB} spells prepared. In addition, you can cast {@spell Dispel Magic|XPHB} as a {@variantrule Bonus Action|XPHB}, and you can add your {@variantrule Proficiency|XPHB} Bonus to its ability check.", + "When you cast either spell with a spell slot, that slot isn't expended if the spell fails to stop a spell." + ] + }, + { + "name": "Spell Resistance", + "source": "XPHB", + "page": 173, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Abjurer", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "You have {@variantrule Advantage|XPHB} on saving throws against spells, and you have {@variantrule Resistance|XPHB} to the damage of spells." + ] + }, + { + "name": "Diviner", + "source": "XPHB", + "page": 173, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Diviner", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Learn the Secrets of the Multiverse}", + "The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.", + { + "type": "refSubclassFeature", + "subclassFeature": "Divination Savant|Wizard|XPHB|Diviner|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Portent|Wizard|XPHB|Diviner|XPHB|3" + } + ] + }, + { + "name": "Divination Savant", + "source": "XPHB", + "page": 173, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Diviner", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Choose two Wizard spells from the Divination school, each of which must be no higher than level 2, and add them to your spellbook for free.", + "In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots." + ] + }, + { + "name": "Portent", + "source": "XPHB", + "page": 173, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Diviner", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Glimpses of the future begin to press on your awareness. Whenever you finish a {@variantrule Long Rest|XPHB}, roll two d20s and record the numbers rolled. You can replace any {@variantrule D20 Test|XPHB} made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.", + "Each foretelling roll can be used only once. When you finish a {@variantrule Long Rest|XPHB}, you lose any unused foretelling rolls." + ] + }, + { + "name": "Expert Divination", + "source": "XPHB", + "page": 173, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Diviner", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5." + ] + }, + { + "name": "The Third Eye", + "source": "XPHB", + "page": 173, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Diviner", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "You can increase your powers of perception. As a {@variantrule Bonus Action|XPHB}, choose one of the following benefits, which lasts until you start a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You can't use this feature again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You gain {@sense Darkvision|XPHB} with a range of 120 feet." + ] + }, + { + "type": "entries", + "name": "Greater Comprehension", + "entries": [ + "You can read any language." + ] + }, + { + "type": "entries", + "name": "See Invisibility", + "entries": [ + "You can cast {@spell See Invisibility|XPHB} without expending a spell slot." + ] + } + ] + } + ] + }, + { + "name": "Greater Portent", + "source": "XPHB", + "page": 173, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Diviner", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two." + ] + }, + { + "name": "Evoker", + "source": "XPHB", + "page": 174, + "freeRules2024": true, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Evoker", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Create Explosive Elemental Effects}", + "Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.", + { + "type": "refSubclassFeature", + "subclassFeature": "Evocation Savant|Wizard|XPHB|Evoker|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Potent Cantrip|Wizard|XPHB|Evoker|XPHB|3" + } + ] + }, + { + "name": "Evocation Savant", + "source": "XPHB", + "page": 174, + "freeRules2024": true, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Evoker", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.", + "In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots." + ] + }, + { + "name": "Potent Cantrip", + "source": "XPHB", + "page": 174, + "freeRules2024": true, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Evoker", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip." + ] + }, + { + "name": "Sculpt Spells", + "source": "XPHB", + "page": 174, + "freeRules2024": true, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Evoker", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save." + ] + }, + { + "name": "Empowered Evocation", + "source": "XPHB", + "page": 174, + "freeRules2024": true, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Evoker", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell." + ] + }, + { + "name": "Overchannel", + "source": "XPHB", + "page": 174, + "freeRules2024": true, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Evoker", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1\u20135 that deals damage, you can deal maximum damage with that spell on the turn you cast it.", + "The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a {@variantrule Long Rest|XPHB}, you take {@damage 2d12} Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores {@variantrule Resistance|XPHB} and {@variantrule Immunity|XPHB}.", + "Each time you use this feature again before finishing a {@variantrule Long Rest|XPHB}, the Necrotic damage per spell level increases by {@dice 1d12}." + ] + }, + { + "name": "Illusionist", + "source": "XPHB", + "page": 175, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Illusionist", + "subclassSource": "XPHB", + "level": 3, + "entries": [ + "{@i Weave Subtle Spells of Deception}", + "You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.", + { + "type": "refSubclassFeature", + "subclassFeature": "Illusion Savant|Wizard|XPHB|Illusionist|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Improved Illusions|Wizard|XPHB|Illusionist|XPHB|3" + } + ] + }, + { + "name": "Illusion Savant", + "source": "XPHB", + "page": 175, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Illusionist", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "Choose two Wizard spells from the Illusion school, each of which must be no higher than level 2, and add them to your spellbook for free.", + "In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Illusion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots." + ] + }, + { + "name": "Improved Illusions", + "source": "XPHB", + "page": 175, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Illusionist", + "subclassSource": "XPHB", + "level": 3, + "header": 1, + "entries": [ + "You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.", + "You also know the {@spell Minor Illusion|XPHB} cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. You can create both a sound and an image with a single casting of {@spell Minor Illusion|XPHB}, and you can cast it as a {@variantrule Bonus Action|XPHB}." + ] + }, + { + "name": "Phantasmal Creatures", + "source": "XPHB", + "page": 175, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Illusionist", + "subclassSource": "XPHB", + "level": 6, + "header": 2, + "entries": [ + "You always have the {@spell Summon Beast|XPHB} and {@spell Summon Fey|XPHB} spells prepared. Whenever you cast either spell, you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot, but casting it without a slot halves the creature's {@variantrule Hit Points|XPHB}. Once you cast either spell without a spell slot, you must finish a {@variantrule Long Rest|XPHB} before you can cast the spell in that way again." + ] + }, + { + "name": "Illusory Self", + "source": "XPHB", + "page": 175, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Illusionist", + "subclassSource": "XPHB", + "level": 10, + "header": 2, + "entries": [ + "When a creature hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to interpose an illusory duplicate of yourself between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.", + "Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 2+ spell slot (no action required)." + ] + }, + { + "name": "Illusory Reality", + "source": "XPHB", + "page": 175, + "className": "Wizard", + "classSource": "XPHB", + "subclassShortName": "Illusionist", + "subclassSource": "XPHB", + "level": 14, + "header": 2, + "entries": [ + "You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a {@variantrule Bonus Action|XPHB} while the spell is ongoing. The object remains real for 1 minute, during which it can't deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/class/index.json b/src/ttfrog/five_e_tools/sources/class/index.json new file mode 100644 index 0000000..b9eb4a5 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/class/index.json @@ -0,0 +1,17 @@ +{ + "artificer": "class-artificer.json", + "barbarian": "class-barbarian.json", + "bard": "class-bard.json", + "cleric": "class-cleric.json", + "druid": "class-druid.json", + "fighter": "class-fighter.json", + "monk": "class-monk.json", + "mystic": "class-mystic.json", + "paladin": "class-paladin.json", + "ranger": "class-ranger.json", + "rogue": "class-rogue.json", + "sidekick": "class-sidekick.json", + "sorcerer": "class-sorcerer.json", + "warlock": "class-warlock.json", + "wizard": "class-wizard.json" +} diff --git a/src/ttfrog/five_e_tools/sources/conditionsdiseases.json b/src/ttfrog/five_e_tools/sources/conditionsdiseases.json new file mode 100644 index 0000000..355df47 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/conditionsdiseases.json @@ -0,0 +1,1381 @@ +{ + "condition": [ + { + "name": "Blinded", + "source": "PHB", + "page": 290, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Blinded|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A blinded creature can't see and automatically fails any ability check that requires sight.", + "Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Blinded", + "source": "XPHB", + "page": 361, + "freeRules2024": true, + "entries": [ + "While you have the Blinded condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Can't See", + "entries": [ + "You can't see and automatically fail any ability check that requires sight." + ] + }, + { + "type": "entries", + "name": "Attacks Affected", + "entries": [ + "{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}, and your attack rolls have {@variantrule Disadvantage|XPHB}." + ] + } + ] + } + ] + }, + { + "name": "Charmed", + "source": "PHB", + "page": 290, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Charmed|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.", + "The charmer has advantage on any ability check to interact socially with the creature." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Charmed", + "source": "XPHB", + "page": 361, + "freeRules2024": true, + "entries": [ + "While you have the Charmed condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Can't Harm the Charmer", + "entries": [ + "You can't attack the charmer or target the charmer with damaging abilities or {@variantrule Magical Effect|XPHB|magical effects}." + ] + }, + { + "type": "entries", + "name": "Social Advantage", + "entries": [ + "The charmer has {@variantrule Advantage|XPHB} on any ability check to interact with you socially." + ] + } + ] + } + ] + }, + { + "name": "Deafened", + "source": "PHB", + "page": 290, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Deafened|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A deafened creature can't hear and automatically fails any ability check that requires hearing." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Deafened", + "source": "XPHB", + "page": 365, + "freeRules2024": true, + "entries": [ + "While you have the Deafened condition, you experience the following effect.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Can't Hear", + "entries": [ + "You can't hear and automatically fail any ability check that requires hearing." + ] + } + ] + } + ] + }, + { + "name": "Exhaustion", + "source": "PHB", + "page": 291, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + } + ], + "reprintedAs": [ + "Exhaustion|XPHB" + ], + "entries": [ + "Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.", + { + "type": "table", + "colLabels": [ + "Level", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Disadvantage on ability checks" + ], + [ + "2", + "Speed halved" + ], + [ + "3", + "Disadvantage on attack rolls and saving throws" + ], + [ + "4", + "Hit point maximum halved" + ], + [ + "5", + "Speed reduced to 0" + ], + [ + "6", + "Death" + ] + ] + }, + "If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.", + "A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.", + "An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.", + "Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1." + ] + }, + { + "name": "Exhaustion", + "source": "XPHB", + "page": 365, + "freeRules2024": true, + "entries": [ + "While you have the Exhaustion condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Exhaustion Levels", + "entries": [ + "This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6." + ] + }, + { + "type": "entries", + "name": "D20 Tests Affected", + "entries": [ + "When you make a D20 Test the roll is reduced by 2 times your Exhaustion level." + ] + }, + { + "type": "entries", + "name": "Speed Reduced", + "entries": [ + "Your {@variantrule Speed|XPHB} is reduced by a number of feet equal to 5 times your Exhaustion level." + ] + }, + { + "type": "entries", + "name": "Removing Exhaustion Levels", + "entries": [ + "Finishing a {@variantrule Long Rest|XPHB} removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends." + ] + } + ] + } + ] + }, + { + "name": "Frightened", + "source": "PHB", + "page": 290, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Frightened|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.", + "The creature can't willingly move closer to the source of its fear." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Frightened", + "source": "XPHB", + "page": 367, + "freeRules2024": true, + "entries": [ + "While you have the Frightened condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ability Checks and Attacks Affected", + "entries": [ + "You have {@variantrule Disadvantage|XPHB} on ability checks and attack rolls while the source of fear is within line of sight." + ] + }, + { + "type": "entries", + "name": "Can't Approach", + "entries": [ + "You can't willingly move closer to the source of fear." + ] + } + ] + } + ] + }, + { + "name": "Grappled", + "source": "PHB", + "page": 290, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Grappled|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.", + "The condition ends if the grappler is {@condition incapacitated}.", + "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the {@spell thunderwave} spell." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Grappled", + "source": "XPHB", + "page": 367, + "freeRules2024": true, + "entries": [ + "While you have the Grappled condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Speed 0", + "entries": [ + "Your {@variantrule Speed|XPHB} is 0 and can't increase." + ] + }, + { + "type": "entries", + "name": "Attacks Affected", + "entries": [ + "You have {@variantrule Disadvantage|XPHB} on attack rolls against any target other than the grappler." + ] + }, + { + "type": "entries", + "name": "Movable", + "entries": [ + "The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it." + ] + } + ] + } + ] + }, + { + "name": "Incapacitated", + "source": "PHB", + "page": 290, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Incapacitated|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "An incapacitated creature can't take actions or reactions." + ] + } + ] + }, + { + "name": "Incapacitated", + "source": "XPHB", + "page": 369, + "freeRules2024": true, + "entries": [ + "While you have the Incapacitated condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Inactive", + "entries": [ + "You can't take any {@variantrule Action|XPHB|action}, {@variantrule Bonus Action|XPHB}, or {@variantrule Reaction|XPHB}." + ] + }, + { + "type": "entries", + "name": "No Concentration", + "entries": [ + "Your {@status Concentration|XPHB} is broken." + ] + }, + { + "type": "entries", + "name": "Speechless", + "entries": [ + "You can't speak." + ] + }, + { + "type": "entries", + "name": "Surprised", + "entries": [ + "If you're Incapacitated when you roll {@variantrule Initiative|XPHB}, you have {@variantrule Disadvantage|XPHB} on the roll." + ] + } + ] + } + ] + }, + { + "name": "Invisible", + "source": "PHB", + "page": 291, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Invisible|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.", + "Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Invisible", + "source": "XPHB", + "page": 370, + "freeRules2024": true, + "entries": [ + "While you have the Invisible condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Surprise", + "entries": [ + "If you're Invisible when you roll {@variantrule Initiative|XPHB}, you have {@variantrule Advantage|XPHB} on the roll." + ] + }, + { + "type": "entries", + "name": "Concealed", + "entries": [ + "You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed." + ] + }, + { + "type": "entries", + "name": "Attacks Affected", + "entries": [ + "{@action Attack|XPHB} rolls against you have {@variantrule Disadvantage|XPHB}, and your attack rolls have {@variantrule Advantage|XPHB}. If a creature can somehow see you, you don't gain this benefit against that creature." + ] + } + ] + } + ] + }, + { + "name": "Paralyzed", + "source": "PHB", + "page": 291, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Paralyzed|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A paralyzed creature is {@condition incapacitated} and can't move or speak.", + "The creature automatically fails Strength and Dexterity saving throws.", + "Attack rolls against the creature have advantage.", + "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Paralyzed", + "source": "XPHB", + "page": 371, + "freeRules2024": true, + "entries": [ + "While you have the Paralyzed condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Incapacitated", + "entries": [ + "You have the {@condition Incapacitated|XPHB} condition." + ] + }, + { + "type": "entries", + "name": "Speed 0", + "entries": [ + "Your {@variantrule Speed|XPHB} is 0 and can't increase." + ] + }, + { + "type": "entries", + "name": "Saving Throws Affected", + "entries": [ + "You automatically fail Strength and Dexterity {@variantrule Saving Throw|XPHB|saving throws}." + ] + }, + { + "type": "entries", + "name": "Attacks Affected", + "entries": [ + "{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}." + ] + }, + { + "type": "entries", + "name": "Automatic Critical Hits", + "entries": [ + "Any attack roll that hits you is a {@variantrule Critical Hit|XPHB} if the attacker is within 5 feet of you." + ] + } + ] + } + ] + }, + { + "name": "Petrified", + "source": "PHB", + "page": 291, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Petrified|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.", + "The creature is {@condition incapacitated}, can't move or speak, and is unaware of its surroundings.", + "Attack rolls against the creature have advantage.", + "The creature automatically fails Strength and Dexterity saving throws.", + "The creature has resistance to all damage.", + "The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Petrified", + "source": "XPHB", + "page": 372, + "freeRules2024": true, + "entries": [ + "While you have the Petrified condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Turned to Inanimate Substance", + "entries": [ + "You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging." + ] + }, + { + "type": "entries", + "name": "Incapacitated", + "entries": [ + "You have the {@condition Incapacitated|XPHB} condition." + ] + }, + { + "type": "entries", + "name": "Speed 0", + "entries": [ + "Your {@variantrule Speed|XPHB} is 0 and can't increase." + ] + }, + { + "type": "entries", + "name": "Attacks Affected", + "entries": [ + "{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}." + ] + }, + { + "type": "entries", + "name": "Saving Throws Affected", + "entries": [ + "You automatically fail Strength and Dexterity {@variantrule Saving Throw|XPHB|saving throws}." + ] + }, + { + "type": "entries", + "name": "Resist Damage", + "entries": [ + "You have {@variantrule Resistance|XPHB} to all damage." + ] + }, + { + "type": "entries", + "name": "Poison Immunity", + "entries": [ + "You have {@variantrule Immunity|XPHB} to the {@condition Poisoned|XPHB} condition." + ] + } + ] + } + ] + }, + { + "name": "Poisoned", + "source": "PHB", + "page": 292, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Poisoned|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A poisoned creature has disadvantage on attack rolls and ability checks." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Poisoned", + "source": "XPHB", + "page": 372, + "freeRules2024": true, + "entries": [ + "While you have the Poisoned condition, you experience the foilowing effect.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ability Checks and Attacks Affected", + "entries": [ + "You have {@variantrule Disadvantage|XPHB} on attack rolls and ability checks." + ] + } + ] + } + ] + }, + { + "name": "Prone", + "source": "PHB", + "page": 292, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Prone|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.", + "The creature has disadvantage on attack rolls.", + "An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Prone", + "source": "XPHB", + "page": 372, + "freeRules2024": true, + "entries": [ + "While you have the Prone condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Restricted Movement", + "entries": [ + "Your only movement options are to {@variantrule Crawling|XPHB|crawl} or to spend an amount of movement equal to half your {@variantrule Speed|XPHB} (round down) to right yourself and thereby end the condition. If your {@variantrule Speed|XPHB} is 0, you can't right yourself." + ] + }, + { + "type": "entries", + "name": "Attacks Affected", + "entries": [ + "You have {@variantrule Disadvantage|XPHB} on attack rolls. An attack roll against you has {@variantrule Advantage|XPHB} if the attacker is within 5 feet of you. Otherwise, that attack roll has {@variantrule Disadvantage|XPHB}." + ] + } + ] + } + ] + }, + { + "name": "Restrained", + "source": "PHB", + "page": 292, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Restrained|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.", + "Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.", + "The creature has disadvantage on Dexterity saving throws." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Restrained", + "source": "XPHB", + "page": 373, + "freeRules2024": true, + "entries": [ + "While you have the Restrained condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Speed 0", + "entries": [ + "Your {@variantrule Speed|XPHB} is 0 and can't increase." + ] + }, + { + "type": "entries", + "name": "Attacks Affected", + "entries": [ + "{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}, and your attack rolls have {@variantrule Disadvantage|XPHB}." + ] + }, + { + "type": "entries", + "name": "Saving Throws Affected", + "entries": [ + "You have {@variantrule Disadvantage|XPHB} on Dexterity {@variantrule Saving Throw|XPHB|saving throws}." + ] + } + ] + } + ] + }, + { + "name": "Stunned", + "source": "PHB", + "page": 292, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Stunned|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "A stunned creature is {@condition incapacitated}, can't move, and can speak only falteringly.", + "The creature automatically fails Strength and Dexterity saving throws.", + "Attack rolls against the creature have advantage." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Stunned", + "source": "XPHB", + "page": 376, + "freeRules2024": true, + "entries": [ + "While you have the Stunned condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Incapacitated", + "entries": [ + "You have the {@condition Incapacitated|XPHB} condition." + ] + }, + { + "type": "entries", + "name": "Saving Throws Affected", + "entries": [ + "You automatically fail Strength and Dexterity {@variantrule Saving Throw|XPHB|saving throws}." + ] + }, + { + "type": "entries", + "name": "Attacks Affected", + "entries": [ + "{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}." + ] + } + ] + } + ] + }, + { + "name": "Unconscious", + "source": "PHB", + "page": 292, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 62 + }, + { + "source": "HftT", + "page": 48 + } + ], + "reprintedAs": [ + "Unconscious|XPHB" + ], + "entries": [ + { + "type": "list", + "items": [ + "An unconscious creature is {@condition incapacitated}, can't move or speak, and is unaware of its surroundings.", + "The creature drops whatever it's holding and falls {@condition prone}.", + "The creature automatically fails Strength and Dexterity saving throws.", + "Attack rolls against the creature have advantage.", + "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Unconscious", + "source": "XPHB", + "page": 376, + "freeRules2024": true, + "entries": [ + "While you have the Unconscious condition, you experience the following effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Inert", + "entries": [ + "You have the {@condition Incapacitated|XPHB} and {@condition Prone|XPHB} conditions, and you drop whatever you're holding. When this condition ends, you remain {@condition Prone|XPHB}." + ] + }, + { + "type": "entries", + "name": "Speed 0", + "entries": [ + "Your {@variantrule Speed|XPHB} is 0 and can't increase." + ] + }, + { + "type": "entries", + "name": "Attacks Affected", + "entries": [ + "{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}." + ] + }, + { + "type": "entries", + "name": "Saving Throws Affected", + "entries": [ + "You automatically fail Strength and Dexterity {@variantrule Saving Throw|XPHB|saving throws}." + ] + }, + { + "type": "entries", + "name": "Automatic Critical Hits", + "entries": [ + "Any attack roll that hits you is a {@variantrule Critical Hit|XPHB} if the attacker is within 5 feet of you." + ] + }, + { + "type": "entries", + "name": "Unaware", + "entries": [ + "You're unaware of your surroundings." + ] + } + ] + } + ] + } + ], + "disease": [ + { + "name": "Arcane Blight", + "source": "IDRotF", + "page": 233, + "entries": [ + "Any humanoid that spends 12 hours in the necropolis must succeed on a DC 15 Constitution saving throw or contract an arcane blight. This magical disease transforms the humanoid into a {@creature nothic}, but only after the victim experiences hallucinations and feelings of isolation and paranoia. Other symptoms include clammy skin, hair loss, and myopia (nearsightedness).", + "A player character infected with the arcane blight gains the following flaw: \"I don't trust anyone.\" This flaw, which supersedes any conflicting flaw, is fed by delusions that are difficult for the character to distinguish from reality. Common delusions include the belief that that allies are conspiring to steal the victim's riches or otherwise turn against the victim.", + "Whenever it finishes a long rest, an infected humanoid must repeat the saving throw. On a successful save, the DC for future saves against the arcane blight drops by {@dice 1d6}. If the saving throw DC drops to 0, the creature overcomes the arcane blight and becomes immune to the effect of further exposure. A creature that fails three of these saving throws transforms into a {@creature nothic} under the DM's control. Only a {@spell wish} spell or divine intervention can undo this transformation.", + "A {@spell greater restoration} spell or similar magic ends the infection on the target, removing the flaw and all other symptoms, but this magic doesn't protect the target against further exposure." + ] + }, + { + "name": "Blinding Sickness", + "source": "PHB", + "page": 227, + "entries": [ + "Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is {@condition blinded}.", + "{@note This disease can be inflicted with the {@spell contagion} spell.}" + ] + }, + { + "name": "Blue Mist Fever", + "source": "ToA", + "page": 40, + "entries": [ + "A magical mist creeps through the jungles of Chult. Contact with this thin, blue, odorless mist can infect giants and humanoids with blue mist fever. A {@spell dispel magic} spell destroys the mist in a 20-foot square starting at a point chosen by the caster within the spell's range. An encounter with this mist typically covers {@dice 1d6} such areas (400-2,400 square feet).", + "A giant or humanoid that comes into contact with the mist must succeed on a DC 13 Constitution saving throw or become infected with blue mist fever. An infected creature begins seeing vivid hallucinations of blue monkeys {@dice 1d6} hours after failing the save, and the hallucinations last until the disease ends on the creature. A creature can repeat the saving throw every 24 hours, ending the effect on itself on a success." + ] + }, + { + "name": "Bluerot", + "source": "GoS", + "page": 234, + "entries": [ + "This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in {@dice 1d4} hours, causing the victim's Constitution and Charisma scores to decrease by {@dice 1d4} each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.", + "At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 ({@dice 4d8}) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal." + ] + }, + { + "name": "Cackle Fever", + "source": "DMG", + "page": 257, + "srd": true, + "entries": [ + "This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: \"the shrieks.\"", + "Symptoms manifest {@dice 1d4} hours after infection and include fever and disorientation. The infected creature gains one level of {@condition exhaustion} that can't be removed until the disease is cured.", + "Any event that causes the infected creature great stress\u2014including entering combat, taking damage, experiencing fear, or having a nightmare\u2014forces the creature to make a DC 13 Constitution saving throw.", + "On a failed save, the creature takes 5 ({@dice 1d10}) psychic damage and becomes {@condition incapacitated} with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the {@condition incapacitated} condition on a success. Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.", + "At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by {@dice 1d6}. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of {@variantrule Madness|DMG|indefinite madness}." + ] + }, + { + "name": "Filth Fever", + "source": "PHB", + "page": 227, + "entries": [ + "A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.", + "{@note This disease can be inflicted with the {@spell contagion} spell.}" + ] + }, + { + "name": "Flesh Rot", + "source": "PHB", + "page": 227, + "entries": [ + "The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.", + "{@note This disease can be inflicted with the {@spell contagion} spell.}" + ] + }, + { + "name": "Frigid Woe", + "source": "EGW", + "page": 125, + "entries": [ + "Frigid woe is a special disease developed by Aeor's mages that cannot be cured by conventional treatment or magic. The only way a creature infected with the disease can be cured is by finding and drinking the manufactured antidote, a milky liquid stored in gold vials found in Eiselcross's ruins. This disease was created to slow down the forces of the gods and get around the healing power of their clerics and angels.", + "The disease is transmitted by breathing in blue spores that Aeor's mages created long ago. When a creature comes into contact with these spores, it must succeed on a DC 11 Constitution saving throw or become infected with frigid woe. It takes {@dice 1d4} days for the symptoms to manifest in an infected creature. These symptoms include fatigue, chills, and visible blue veins that appear on the creature's body. The infected creature's speed is reduced by 5 feet as long as it remains infected. Every 10 days after symptoms appear, an infected creature must succeed on a DC 11 Constitution saving throw, or its speed is reduced by another 5 feet. If a creature's speed is reduced to 0 as a result of this disease, the creature dies and its body turns into a statue made of ice.", + "A creature can drink the antidote as an action, ending all symptoms and effects of the disease instantly." + ] + }, + { + "name": "Ghoul Gut", + "source": "OoW", + "page": 111, + "entries": [ + "Water polluted with ghoul parts carries ghoul gut. A creature drinking this tainted water must succeed on a DC 12 Constitution saving throw or contract the disease. Symptoms strike when a victim starts a long rest or next becomes excited, as during combat. A victim suffers severe cramps, and their bowels make sounds like two ghouls fighting. When the symptoms first strike, the victim takes 5 ({@dice 2d4}) necrotic damage. In addition, a diseased victim regains no hit points or Hit Dice from nonmagical sources, including resting or spending Hit Dice. A victim who finishes a long rest can attempt a DC 12 Constitution saving throw. On a successful save, the victim shakes off the disease. Failure deals the character another 5 ({@dice 2d4}) necrotic damage.", + "A character who succeeds on a DC 15 Wisdom ({@skill Medicine}) check can also remove the disease from another creature. Doing so requires the character making the check to care for the sick individual during a long rest. The caregiver gains no benefit from that rest." + ] + }, + { + "name": "Grackle-Lung", + "source": "OotA", + "page": 54, + "entries": [ + "The constant smog in Gracklstugh causes grackle-lung in living, breathing creatures, resulting in persistent, wracking coughs and the spewing of thick, black phlegm. Whenever a living, breathing creature finishes a long rest in Gracklstugh, it must make a DC 11 Constitution saving throw. On each failed save, the creature gains one level of {@condition exhaustion} as its airways become increasingly clogged. A creature that reaches level 6 {@condition exhaustion} dies, as normal.", + "A creature with one or more levels of {@condition exhaustion} brought on by grackle-lung must succeed on a Constitution check to take the {@action Dash} action. If the check fails, the action cannot be attempted. If the creature attempts to cast a spell with a verbal component, it must succeed on a Constitution check or be unable to complete the spell, causing the spell to fail with no effect. The DC for each check is 10 + the creature's current {@condition exhaustion} level.", + "If a creature's {@condition exhaustion} level drops below 1, it no longer suffers the effects of grackle-lung and becomes immune to it for the next week. Duergar and derro are inured to grackle-lung, making Constitution checks against it with advantage. Any spell or effect that cures disease also cures grackle-lung, effectively removing all levels of {@condition exhaustion} brought on by the affliction." + ] + }, + { + "name": "Mindfire", + "source": "PHB", + "page": 227, + "entries": [ + "The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the {@spell confusion} spell during combat.", + "{@note This disease can be inflicted with the {@spell contagion} spell.}" + ] + }, + { + "name": "Redface", + "source": "GoS", + "page": 168, + "entries": [ + "The effects of redface are identical to those of {@disease sight rot} (see \"{@book Diseases|DMG|8|Diseases}\" in chapter 8 of the {@book Dungeon Master's Guide|DMG}), but it's caused by pollutants in the air rather than contaminated drinking water, making it difficult to avoid." + ] + }, + { + "name": "Saprophytic Plague", + "source": "CM", + "page": 253, + "entries": [ + "Xanthoria's research into lichdom and her creation of a living phylactery led to the emergence of the plague spreading across the Sword Coast. Any beast or humanoid that comes within 10 feet of a creature infected by the saprophytic plague must succeed on a DC 20 Constitution saving throw or become infected as well. On a successful save, a creature is immune to the plague for 24 hours, and any creature that is immune to disease succeeds on the save automatically.", + "After a failed save, a creature experiences the first symptoms\u2014body aches, nausea, slurred speech, and uncontrollable drooling\u2014{@dice 1d4} hours later and gains 1 level of {@condition exhaustion}. Every 24 hours thereafter, the creature automatically gains another level of {@condition exhaustion}. Any creature killed by the saprophytic plague transforms into a lifeless magenta ooze.", + "A creature infected by the saprophytic plague for at least 24 hours behaves like a zombie and seems barely aware of its surroundings, as fungal growths sprout from its head, body, and limbs. It feels an overriding urge to be around groups of uninfected creatures so that it can spread the contagion. This is the time when infected humanoids begin speaking the word \"Xanthoria\" over and over, with no understanding of what the word means. This behavior is the result of a mycelial network of spores that forms a tenuous connection between Xanthoria and humanoids that become infected by the plague.", + "Foodstuffs that are exposed to the plague's spores decay or go sour within {@dice 2d12} hours, leaving behind a lurid magenta mass of oozing fungi. Eating infected food requires a saving throw as above.", + "Any magic that cures a disease can rid a creature of the saprophytic plague. Casting {@spell purify food and drink} destroys the infection in foodstuffs." + ] + }, + { + "name": "Seizure", + "source": "PHB", + "page": 227, + "entries": [ + "The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.", + "{@note This disease can be inflicted with the {@spell contagion} spell.}" + ] + }, + { + "name": "Sewer Plague", + "source": "DMG", + "page": 257, + "srd": true, + "entries": [ + "Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.", + "When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.", + "It takes {@dice 1d4} days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of {@condition exhaustion}, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.", + "At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of {@condition exhaustion}.", + "On a successful save, the character's {@condition exhaustion} level decreases by one level. If a successful saving throw reduces the infected creature's level of {@condition exhaustion} below 1, the creature recovers from the disease." + ] + }, + { + "name": "Shivering Sickness", + "source": "ToA", + "page": 40, + "entries": [ + "Insects native to the jungles and marshes of Chult carry this disease, shivering sickness. The easiest protection against it is a coating of insect-repelling salve on all exposed skin (for the cost of insect repellent, see {@adventure \"Buying a Special Item\"|ToA|1|Buying a Special Item}.", + "A giant or humanoid that takes damage from {@creature Swarm of Insects||insect swarms} or from {@creature giant centipede||giant centipedes}, {@creature giant scorpion||giant scorpions}, or {@creature giant wasp||giant wasps} is exposed to the disease at the end of the encounter. Those who haven't applied insect repellent since their previous long rest are exposed to the disease when they finish a long rest.", + "A giant or humanoid exposed to the disease must succeed on a DC 11 Constitution saving throw or become infected. A creature with natural armor has advantage on the saving throw. It takes {@dice 2d6} hours for symptoms to manifest in an infected creature. Symptoms include blurred vision, disorientation, and a sudden drop in body temperature that causes uncontrollable shivering and chattering of the teeth.", + "Once symptoms begin, the infected creature regains only half the normal number of hit points from spending Hit Dice and no hit points from a long rest. The infected creature also has disadvantage on ability checks and attack rolls. At the end of a long rest, an infected creature repeats the saving throw, shaking off the disease on a successful save." + ] + }, + { + "name": "Sight Rot", + "source": "DMG", + "page": 257, + "srd": true, + "entries": [ + "This painful infection causes bleeding from the eyes and eventually blinds the victim.", + "A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is {@condition blinded} until its sight is restored by magic such as {@spell lesser restoration} or {@spell heal}.", + "Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an {@item herbalism kit|phb} can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely." + ] + }, + { + "name": "Slimy Doom", + "source": "PHB", + "page": 227, + "entries": [ + "The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is {@condition stunned} until the end of its next turn.", + "{@note This disease can be inflicted with the {@spell contagion} spell.}" + ] + }, + { + "name": "Spider Eggs", + "source": "WDMM", + "page": 47, + "entries": [ + "If the party is defeated, stabilized characters awaken after {@dice 1d4} hours to find themselves cocooned in sticky webs and suspended 10 feet off the floor, with spider eggs implanted in their bodies. A cocooned character is {@condition restrained} and can use its action to try to escape by making a successful DC 15 Strength check.", + "Spider eggs implanted in a host hatch in {@dice 2d12} hours, killing the host as the baby spiders chew their way out. This infestation functions like a disease. A {@spell lesser restoration} spell or similar magic cast upon the host kills the spider eggs, ending the threat." + ] + }, + { + "name": "Super-Tetanus", + "source": "TftYP", + "page": 104, + "entries": [ + "A creature that contracts the disease of super-tetanus is wracked with pain as its heart races and its muscles spasm hard enough to break its bones. The creature takes 11 ({@dice 2d10}) damage at the start of each of its turns. If a victim is not cured by other means, it can repeat the saving throw at the end of every minute after becoming exposed, ending the effect on itself with a successful save." + ] + }, + { + "name": "The Gnawing Plague", + "source": "VRGR", + "page": 153, + "entries": [ + "The Gnawing Plague, also known as \"the Gnaws,\" is known in every corner of Richemulot.", + { + "type": "entries", + "name": "Transmission", + "page": 153, + "entries": [ + "The Gnaws is spread when a creature is bitten by a {@creature rat}, {@creature giant rat}, {@creature swarm of rats}, or {@creature wererat} that carries the disease, or by coming into physical contact with an infected creature." + ] + }, + { + "type": "entries", + "name": "Infection", + "page": 153, + "entries": [ + "Creatures exposed to the disease must succeed on a DC 10 Constitution saving throw or become infected. The DC of this saving throw can increase depending on the severity of the plague's spread (see \"{@book Cycle of the Plague|VRGR|3|Cycle of the Plague}\" below)." + ] + }, + { + "type": "entries", + "name": "Symptoms", + "page": 153, + "entries": [ + "It takes {@dice 1d2} days for the Gnawing Plague's symptoms to manifest in an infected creature. The infected creature then gains 1 level of {@condition exhaustion}, regains only half the normal number of hit points from spending Hit Dice, and regains no hit points from finishing a long rest.", + "The plague's symptoms include buboes, fatigue, splotchy rashes, sweats, and shaking, particularly facial tremors. Locals liken these twitches to the sniffing of rats. Sufferers often have scraps of leather placed in their mouths to prevent their teeth from clattering, though they inevitably gnaw through these scraps." + ] + }, + { + "type": "entries", + "name": "Recovery", + "page": 154, + "entries": [ + "At the end of each long rest, an infected creature must make a DC 10 Constitution saving throw. On a failed save, the creature gains 1 level of {@condition exhaustion}. On a successful save, the creature's {@condition exhaustion} level decreases by 1. If a successful saving throw reduces the infected creature's level of {@condition exhaustion} below 1, the creature recovers from the disease." + ] + }, + { + "type": "entries", + "name": "Immunity", + "page": 154, + "entries": [ + "All forms of rats and wererats are immune to the Gnawing Plague." + ] + } + ] + }, + { + "name": "Throat Leeches", + "source": "ToA", + "page": 40, + "entries": [ + "Minuscule parasites known as throat leeches infect the water in Chult's forests, swamps, and rivers. Any giant or humanoid that swallows tainted water must succeed on a DC 12 Constitution saving throw or be infested with throat leeches. Immediate symptoms include throat inflammation and shortness of breath. After {@dice 1d6} hours, the infected character gains 1 level of {@condition exhaustion} that can't be removed (except as described below) until the disease is cured. At the end of each long rest, the infected creature must repeat the saving throw. On a failed save, the creature's {@condition exhaustion} increases by 1 level; on a successful save, the creature's {@condition exhaustion} decreases by 1 level. If a successful saving throw reduces the infected creature's level of {@condition exhaustion} below 1, the creature recovers from the disease.", + "Explorers can avoid contracting throat leeches by drinking only rainwater or water that's been boiled or magically purified." + ] + } + ], + "status": [ + { + "name": "Concentration", + "source": "PHB", + "page": 203, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Concentration|XPHB" + ], + "entries": [ + "Some spells require you to maintain {@status concentration} in order to keep their magic active. If you lose {@status concentration}, such a spell ends.", + "If a spell must be maintained with {@status concentration}, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end {@status concentration} at any time (no action required).", + "Normal activity, such as moving and attacking, doesn't interfere with {@status concentration}. The following factors can break {@status concentration}:", + { + "type": "list", + "items": [ + "{@b Casting another spell that requires concentration.} You lose {@status concentration} on a spell if you cast another spell that requires {@status concentration}. You can't concentrate on two spells at once.", + "{@b Taking damage.} Whenever you take damage while you are {@status concentration||concentrating} on a spell, you must make a Constitution saving throw to maintain your {@status concentration}. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.", + "{@b Being incapacitated or killed.} You lose {@status concentration} on a spell if you are {@condition incapacitated} or if you die." + ] + }, + "The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain {@status concentration} on a spell." + ] + }, + { + "name": "Concentration", + "source": "XPHB", + "page": 363, + "freeRules2024": true, + "entries": [ + "Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Another Concentration Effect", + "entries": [ + "You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration." + ] + }, + { + "type": "entries", + "name": "Damage", + "entries": [ + "If you take damage, you must succeed on a Constitution {@variantrule Saving Throw|XPHB|saving throw} to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30." + ] + }, + { + "type": "entries", + "name": "Incapacitated or Dead", + "entries": [ + "Your Concentration ends if you have the {@condition Incapacitated|XPHB} condition or you die." + ] + } + ] + } + ] + }, + { + "name": "Surprised", + "source": "PHB", + "page": 189, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Surprised|XPHB" + ], + "entries": [ + "A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A {@creature gelatinous cube} glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.", + "The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@status surprised} at the start of the encounter.", + "If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@status surprised} even if the other members aren't." + ] + }, + { + "name": "Surprised", + "source": "XPHB", + "page": 376, + "freeRules2024": true, + "entries": [ + "If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have {@variantrule Disadvantage|XPHB} on its {@variantrule Initiative|XPHB} roll." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/feats.json b/src/ttfrog/five_e_tools/sources/feats.json new file mode 100644 index 0000000..2db31e5 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/feats.json @@ -0,0 +1,8521 @@ +{ + "feat": [ + { + "name": "Aberrant Dragonmark", + "source": "ERLW", + "page": 52, + "prerequisite": [ + { + "other": "No other dragonmark" + } + ], + "ability": [ + { + "con": 1 + } + ], + "additionalSpells": [ + { + "ability": "con", + "innate": { + "_": { + "rest": { + "1": [ + { + "choose": "level=1|class=Sorcerer" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Sorcerer" + } + ] + } + } + ], + "entries": [ + "You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:", + { + "type": "list", + "items": [ + "You learn a {@filter cantrip of your choice from the sorcerer spell list|spells|level=0|class=Sorcerer}. In addition, choose a {@filter 1st-level spell from the sorcerer spell list|spells|level=1|class=Sorcerer}. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.", + "When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage." + ] + }, + "You also develop a random flaw from the Aberrant Dragonmark Flaws table.", + { + "type": "table", + "caption": "Aberrant Dragonmark Flaws", + "colLabels": [ + "d8", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Your mark is a source of constant physical pain." + ], + [ + "2", + "Your mark whispers to you. Its meaning can be unclear." + ], + [ + "3", + "When you're stressed, the mark hisses audibly." + ], + [ + "4", + "The skin around the mark is burned, scaly, or withered." + ], + [ + "5", + "Animals are uneasy around you." + ], + [ + "6", + "You have a mood swing any time you use your mark." + ], + [ + "7", + "Your looks change slightly whenever you use the mark." + ], + [ + "8", + "You have horrific nightmares after you use your mark." + ] + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Option: Greater Aberrant Powers", + "entries": [ + "At the DM's option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a {@chance 10} chance of gaining an {@filter epic boon|rewards|type=boon} from among the options in chapter 7 of the {@book Dungeon Master's Guide|DMG}. If the character fails to gain a boon, they have a {@chance 10} chance the next time they gain a level.", + "If the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can't be reversed by any means." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "XPHB", + "page": 202, + "freeRules2024": true, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "repeatable": true, + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 2 + }, + "hidden": true + }, + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + }, + "hidden": true + } + ], + "entries": [ + "Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score above 20.", + { + "type": "entries", + "name": "Repeatable", + "entries": [ + "You can take this feat more than once." + ] + } + ] + }, + { + "name": "Actor", + "source": "PHB", + "page": 165, + "reprintedAs": [ + "Actor|XPHB" + ], + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + "Skilled at mimicry and dramatics, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on Charisma ({@skill Deception}) and Charisma ({@skill Performance}) checks when trying to pass yourself off as a different person.", + "You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom ({@skill Insight}) check contested by your Charisma ({@skill Deception}) check allows a listener to determine that the effect is faked." + ] + } + ] + }, + { + "name": "Actor", + "source": "XPHB", + "page": 202, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "cha": 13 + } + ] + } + ], + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Impersonation", + "entries": [ + "While you're disguised as a real or fictional person, you have Advantage on Charisma ({@skill Deception|XPHB} or {@skill Performance|XPHB}) checks to convince others that you are that person." + ] + }, + { + "type": "entries", + "name": "Mimicry", + "entries": [ + "You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom ({@skill Insight|XPHB}) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus)." + ] + } + ] + }, + { + "name": "Adept of the Black Robes", + "source": "DSotDQ", + "page": 31, + "prerequisite": [ + { + "level": 4, + "feat": [ + "initiate of high sorcery|dsotdq|initiate of high sorcery (nuitari)" + ] + } + ], + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "innate": { + "_": { + "daily": { + "1e": [ + { + "choose": "level=2|school=E;N" + } + ] + } + } + } + } + ], + "entries": [ + "You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the Order of the Black Robes have been recognized, granting you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ambitious Magic", + "entries": [ + "You learn one 2nd-level spell of your choice. The {@filter 2nd-level spell|spells|level=2|school=E;N} must be from the enchantment or necromancy school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the {@feat Initiate of High Sorcery|DSotDQ} feat." + ] + }, + { + "type": "item", + "name": "Life Channel", + "entries": [ + "You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total." + ] + } + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Adept of the Red Robes", + "source": "DSotDQ", + "page": 32, + "prerequisite": [ + { + "level": 4, + "feat": [ + "initiate of high sorcery|dsotdq|initiate of high sorcery (lunitari)" + ] + } + ], + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "innate": { + "_": { + "daily": { + "1e": [ + { + "choose": "level=2|school=I;T" + } + ] + } + } + } + } + ], + "entries": [ + "You chose the moon Lunitari to influence your magic, and your dedication to maintaining the balance between all things has been recognized by the Order of the Red Robes, granting you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Insightful Magic", + "entries": [ + "You learn one 2nd-level spell of your choice. The {@filter 2nd-level spell|spells|level=2|school=I;T} must be from the illusion or transmutation school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the {@feat Initiate of High Sorcery|DSotDQ} feat." + ] + }, + { + "type": "item", + "name": "Magical Balance", + "entries": [ + "When you make an attack roll or an ability check and roll a 9 or lower on the {@dice d20}, you can balance fate and treat the roll as a 10. You can balance fate in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Adept of the White Robes", + "source": "DSotDQ", + "page": 32, + "prerequisite": [ + { + "level": 4, + "feat": [ + "initiate of high sorcery|dsotdq|initiate of high sorcery (solinari)" + ] + } + ], + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "innate": { + "_": { + "daily": { + "1e": [ + { + "choose": "level=2|school=A;D" + } + ] + } + } + } + } + ], + "entries": [ + "You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Protective Magic", + "entries": [ + "You learn one 2nd-level spell of your choice. The {@filter 2nd-level spell|spells|level=2|school=A;D} must be from the abjuration or divination school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the {@feat Initiate of High Sorcery|DSotDQ} feat." + ] + }, + { + "type": "item", + "name": "Protective Ward", + "entries": [ + "When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier." + ] + } + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Adroit Crafter", + "source": "GHLoE", + "prerequisite": [ + { + "otherSummary": { + "entry": "Proficiency in a skill or tool", + "entrySummary": "Prof skill/tool" + } + } + ], + "entries": [ + "You've trained in crafting items using a skill or tool that you're proficient with, and the steps in crafting have become second nature to you. You gain the following benefits:", + { + "type": "list", + "items": [ + "The time it takes to create an item using your proficient skills or tools is halved.", + "If you fail to successfully craft the item and would lose the components, you retain the components instead." + ] + } + ] + }, + { + "name": "Aerial Expert", + "source": "HWCS", + "page": 47, + "prerequisite": [ + { + "other": "Glide trait" + } + ], + "entries": [ + "Years of practice or an innate talent have made you adept at gliding. You gain the following benefits:", + { + "type": "list", + "items": [ + "You no longer need to move at least 10 feet to perform long and high jumps. You may choose whether the jump uses your Strength or Dexterity score for determining height or distance, and you double the distance you would normally leap in either case.", + "You may take the {@action Dash} action while gliding to fly an additional distance up to your movement speed.", + "You may change direction freely while gliding, and may gain up to 10 feet of altitude once before you finish your descent." + ] + } + ] + }, + { + "name": "Agent of Order", + "source": "SatO", + "page": 10, + "prerequisite": [ + { + "level": 4, + "feat": [ + "scion of the outer planes|sato|scion of the outer planes (lawful outer plane)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You can channel cosmic forces of order to gain these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Stasis Strike", + "entries": [ + "Once per turn, when you damage a creature you can see within 60 feet of yourself, you can deal an extra {@damage 1d8} force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Alert", + "source": "PHB", + "page": 165, + "reprintedAs": [ + "Alert|XPHB" + ], + "entries": [ + "Always on the lookout for danger, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a +5 bonus to initiative.", + "You can't be {@status surprised} while you are conscious.", + "Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you." + ] + } + ] + }, + { + "name": "Alert", + "source": "XPHB", + "page": 200, + "freeRules2024": true, + "category": "O", + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Initiative Proficiency", + "entries": [ + "When you roll Initiative, you can add your Proficiency Bonus to the roll." + ] + }, + { + "type": "entries", + "name": "Initiative Swap", + "entries": [ + "Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the {@condition Incapacitated|XPHB} condition." + ] + } + ] + }, + { + "name": "Archery", + "source": "XPHB", + "page": 209, + "freeRules2024": true, + "category": "FS", + "prerequisite": [ + { + "feature": [ + "Fighting Style" + ] + } + ], + "entries": [ + "You gain a +2 bonus to attack rolls you make with Ranged weapons." + ] + }, + { + "name": "Artificer Initiate", + "source": "TCE", + "page": 79, + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "additionalSpells": [ + { + "ability": "int", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Artificer" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Artificer" + } + ] + } + } + ], + "entries": [ + "You've learned some of an artificer's inventiveness:", + { + "type": "list", + "items": [ + "You learn one cantrip of your choice from the {@filter artificer spell list|spells|level=0;1|class=artificer}, and you learn one 1st-level spell of your choice from {@filter that list|spells|level=0;1|class=artificer}. Intelligence is your spellcasting ability for these spells.", + "You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.", + "You gain proficiency with one type of {@filter artisan's tools|items|type=artisan's tools} of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability." + ] + } + ] + }, + { + "name": "Athlete", + "source": "PHB", + "page": 165, + "reprintedAs": [ + "Athlete|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "You have undergone extensive physical training to gain the following benefits:", + { + "type": "list", + "items": [ + "When you are {@condition prone}, standing up uses only 5 feet of your movement.", + "Climbing doesn't cost you extra movement.", + "You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet." + ] + } + ] + }, + { + "name": "Athlete", + "source": "XPHB", + "page": 202, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "str": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Climb Speed", + "entries": [ + "You gain a Climb Speed equal to your Speed." + ] + }, + { + "type": "entries", + "name": "Hop Up", + "entries": [ + "When you have the {@condition Prone|XPHB} condition, you can right yourself with only 5 feet of movement." + ] + }, + { + "type": "entries", + "name": "Jumping", + "entries": [ + "You can make a running Long or High Jump after moving only 5 feet." + ] + } + ] + }, + { + "name": "Baleful Scion", + "source": "SatO", + "page": 10, + "prerequisite": [ + { + "level": 4, + "feat": [ + "scion of the outer planes|sato|scion of the outer planes (evil outer plane)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You can channel cosmic forces of evil to gain these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Grasp of Avarice", + "entries": [ + "Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals {@dice 1d6} + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Bandit Cunning", + "source": "HWCS", + "page": 47, + "entries": [ + "Your time as a bandit has granted you a sense for danger, and made you skilled at sizing up opponents. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you are asked to make a saving throw, you may spend your reaction to add your Intelligence modifier as an additional bonus to the saving throw. You cannot use this ability again until you have completed a long rest.", + "During combat, you can use your action to make an Intelligence ({@skill Investigation}) check against any creature you have seen fight. As long as you succeed against a DC of 10 + their challenge rating, you can learn one useful fact of your choice about the target's combat abilities. Choose from:", + { + "type": "list", + "items": [ + "one damage resistance or immunity", + "one condition immunity", + "one special ability possessed by the creature that either does damage, or prevents damage", + "one option under their attack, legendary, or reaction actions", + "one special sense they possess" + ] + } + ] + } + ] + }, + { + "name": "Blessed Warrior", + "source": "XPHB", + "page": 110, + "category": "FS:P", + "prerequisite": [ + { + "otherSummary": { + "entry": "When Gaining the Level 2 Paladin \"Fighting Style\" Feature", + "entrySummary": "Special" + } + } + ], + "additionalSpells": [ + { + "ability": "cha", + "known": { + "_": [ + { + "choose": "level=0|class=cleric", + "count": 2 + } + ] + } + } + ], + "entries": [ + "You learn two {@filter Cleric cantrips|spells|level=0|class=Cleric} of your choice. {@spell Guidance|XPHB} and {@spell Sacred Flame|XPHB} are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip." + ] + }, + { + "name": "Blind Fighting", + "source": "XPHB", + "page": 209, + "category": "FS", + "prerequisite": [ + { + "feature": [ + "Fighting Style" + ] + } + ], + "senses": [ + { + "blindsight": 10 + } + ], + "entries": [ + "You have {@sense Blindsight|XPHB} with a range of 10 feet." + ] + }, + { + "name": "Boon of Combat Prowess", + "source": "XPHB", + "page": 210, + "freeRules2024": true, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Peerless Aim", + "entries": [ + "When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn." + ] + } + ] + }, + { + "name": "Boon of Dimensional Travel", + "source": "XPHB", + "page": 210, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Blink Steps", + "entries": [ + "Immediately after you take the {@action Attack|XPHB} action or the {@action Magic|XPHB} action, you can teleport up to 30 feet to an unoccupied space you can see." + ] + } + ] + }, + { + "name": "Boon of Energy Resistance", + "source": "XPHB", + "page": 210, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "resist": [ + { + "choose": { + "from": [ + "acid", + "cold", + "fire", + "lightning", + "necrotic", + "poison", + "psychic", + "radiant", + "thunder" + ], + "count": 2 + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Energy Resistances", + "entries": [ + "You gain Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices." + ] + }, + { + "type": "entries", + "name": "Energy Redirection", + "entries": [ + "When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward another creature you can see within 60 feet of yourself that isn't behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to {@dice 2d12} plus your Constitution modifier." + ] + } + ] + }, + { + "name": "Boon of Fate", + "source": "XPHB", + "page": 210, + "freeRules2024": true, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Improve Fate", + "entries": [ + "When you or another creature within 60 feet of you succeeds on or fails a {@variantrule D20 Test|XPHB}, you can roll {@dice 2d4} and apply the total rolled as a bonus or penalty to the {@dice d20} roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Boon of Fortitude", + "source": "XPHB", + "page": 210, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Fortified Health", + "entries": [ + "Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you've regained these additional Hit Points, you can't do so again until the start of your next turn." + ] + } + ] + }, + { + "name": "Boon of Irresistible Offense", + "source": "XPHB", + "page": 211, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + }, + "max": 30 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Overcome Defenses", + "entries": [ + "The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance." + ] + }, + { + "type": "entries", + "name": "Overwhelming Strike", + "entries": [ + "When you roll a 20 on the {@dice d20} for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage's type is the same as the attack's type." + ] + } + ] + }, + { + "name": "Boon of Recovery", + "source": "XPHB", + "page": 211, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Last Stand", + "entries": [ + "When you would be reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit, you can't use it again until you finish a Long Rest." + ] + }, + { + "type": "entries", + "name": "Recover Vitality", + "entries": [ + "You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll's total. You regain all the expended dice when you finish a Long Rest." + ] + } + ] + }, + { + "name": "Boon of Skill", + "source": "XPHB", + "page": 211, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "skillProficiencies": [ + { + "athletics": true, + "acrobatics": true, + "sleight of hand": true, + "stealth": true, + "arcana": true, + "history": true, + "investigation": true, + "nature": true, + "religion": true, + "animal handling": true, + "insight": true, + "medicine": true, + "perception": true, + "survival": true, + "deception": true, + "intimidation": true, + "performance": true, + "persuasion": true + } + ], + "expertise": [ + { + "anyProficientSkill": 1 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "All-Around Adept", + "entries": [ + "You gain proficiency in all skills." + ] + }, + { + "type": "entries", + "name": "Expertise", + "entries": [ + "Choose one skill in which you lack Expertise. You gain Expertise in that skill." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Boon of Speed", + "source": "XPHB", + "page": 211, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Escape Artist", + "entries": [ + "As a Bonus Action, you can take the {@action Disengage|XPHB} action, which also ends the {@condition Grappled|XPHB} condition on you." + ] + }, + { + "type": "entries", + "name": "Quickness", + "entries": [ + "Your Speed increases by 30 feet." + ] + } + ] + }, + { + "name": "Boon of Spell Recall", + "source": "XPHB", + "page": 211, + "category": "EB", + "prerequisite": [ + { + "level": 19, + "spellcasting2020": true + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Free Casting", + "entries": [ + "Whenever you cast a spell with a level 1-4 spell slot, roll {@dice 1d4}. If the number you roll is the same as the slot's level, the slot isn't expended." + ] + } + ] + }, + { + "name": "Boon of the Night Spirit", + "source": "XPHB", + "page": 211, + "freeRules2024": true, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Merge with Shadows", + "entries": [ + "While within Dim Light or Darkness, you can give yourself the {@condition Invisible|XPHB} condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction." + ] + }, + { + "type": "entries", + "name": "Shadowy Form", + "entries": [ + "While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant." + ] + } + ] + }, + { + "name": "Boon of Truesight", + "source": "XPHB", + "page": 211, + "category": "EB", + "prerequisite": [ + { + "level": 19 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + }, + "max": 30 + } + ], + "senses": [ + { + "truesight": 60 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Truesight", + "entries": [ + "You have {@sense Truesight|XPHB} with a range of 60 feet." + ] + } + ] + }, + { + "name": "Bountiful Luck", + "source": "XGE", + "page": 73, + "prerequisite": [ + { + "race": [ + { + "name": "halfling" + } + ] + } + ], + "entries": [ + "Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!", + "When an ally you can see within 30 feet of you rolls a 1 on the {@dice d20} for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.", + "When you use this ability, you can't use your Lucky racial trait before the end of your next turn." + ] + }, + { + "name": "Careful Crafter", + "source": "GHLoE", + "prerequisite": [ + { + "otherSummary": { + "entry": "Proficiency in a skill or tool", + "entrySummary": "Prof skill/tool" + } + } + ], + "entries": [ + "You've trained in crafting items using a skill or tool that you're proficient with, and your creations are known for being well made and reliable. You gain the following benefits:", + { + "type": "list", + "items": [ + "You make all ability checks for crafting with advantage.", + "Anyone assisting you in crafting an item gains advantage on their ability checks for crafting.", + "If you fail to successfully craft the item, the amount of time it took to complete the process is halved." + ] + } + ] + }, + { + "name": "Cartomancer", + "source": "BMT", + "page": 49, + "prerequisite": [ + { + "level": 4, + "spellcastingFeature": true + } + ], + "additionalSpells": [ + { + "innate": { + "known": { + "_": [ + "prestidigitation#c" + ] + } + } + } + ], + "entries": [ + "You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Card Tricks", + "entries": [ + "You learn the {@spell Prestidigitation} cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use {@spell Prestidigitation} in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling." + ] + }, + { + "type": "item", + "name": "Hidden Ace", + "entries": [ + "When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic." + ] + } + ] + } + ] + }, + { + "name": "Charger", + "source": "PHB", + "page": 165, + "reprintedAs": [ + "Charger|XPHB" + ], + "entries": [ + "When you use your action to {@action Dash}, you can use a bonus action to make one melee weapon attack or to {@action shove} a creature.", + "If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed)." + ] + }, + { + "name": "Charger", + "source": "XPHB", + "page": 202, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "str": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Improved Dash", + "entries": [ + "When you take the {@action Dash|XPHB} action, your Speed increases by 10 feet for that action." + ] + }, + { + "type": "entries", + "name": "Charge Attack", + "entries": [ + "If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the {@action Attack|XPHB} action, choose one of the following effects: gain a {@dice 1d8} bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns." + ] + } + ] + }, + { + "name": "Chef", + "source": "TCE", + "page": 79, + "reprintedAs": [ + "Chef|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "con", + "wis" + ], + "amount": 1 + } + } + ], + "toolProficiencies": [ + { + "cook's utensils": true + } + ], + "entries": [ + "Time spent mastering the culinary arts has paid off, granting you the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with {@item cook's utensils|phb} if you don't already have it.", + "As part of a short rest, you can cook special food, provided you have ingredients and {@item cook's utensils|phb} on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra {@dice 1d8} hit points.", + "With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus." + ] + } + ] + }, + { + "name": "Chef", + "source": "XPHB", + "page": 202, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "con", + "wis" + ] + } + } + ], + "toolProficiencies": [ + { + "cook's utensils": true + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Cook's Utensils", + "entries": [ + "You gain proficiency with Cook's Utensils if you don't already have it." + ] + }, + { + "type": "entries", + "name": "Replenishing Meal", + "entries": [ + "As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra {@dice 1d8} Hit Points." + ] + }, + { + "type": "entries", + "name": "Bolstering Treats", + "entries": [ + "With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus." + ] + } + ] + }, + { + "name": "Cohort of Chaos", + "source": "SatO", + "page": 10, + "prerequisite": [ + { + "level": 4, + "feat": [ + "scion of the outer planes|sato|scion of the outer planes (chaotic outer plane)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You can channel cosmic forces of chaos to gain these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Chaotic Flare", + "entries": [ + "When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can't occur until after the first flare ends.", + { + "type": "table", + "caption": "Chaotic Flares", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d4", + "Flare" + ], + "rows": [ + [ + "1", + "{@b Battle Fury.} A creature of your choice that you can see is filled with reckless fury. It has advantage on attack rolls and disadvantage on ability checks." + ], + [ + "2", + "{@b Disruption Field.} Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first time on a turn, takes {@damage 1d8} force damage." + ], + [ + "3", + "{@b Unbound.} When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you're wearing or carrying, up to the distance used to an unoccupied space that you can see." + ], + [ + "4", + "{@b Wailing Winds.} Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws." + ] + ] + } + ] + } + ] + } + ] + }, + { + "name": "Crafter", + "source": "XPHB", + "page": 200, + "category": "O", + "toolProficiencies": [ + { + "choose": { + "from": [ + "carpenter's tools", + "leatherworker's tools", + "mason's tools", + "potter's tools", + "smith's tools", + "tinker's tools", + "weaver's tools", + "woodcarver's tools" + ], + "count": 3 + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Tool Proficiency", + "entries": [ + "You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table." + ] + }, + { + "type": "entries", + "name": "Discount", + "entries": [ + "Whenever you buy a nonmagical item, you receive a 20 percent discount on it." + ] + }, + { + "type": "entries", + "name": "Fast Crafting", + "entries": [ + "When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.", + { + "type": "table", + "caption": "Fast Crafting", + "colStyles": [ + "col-3", + "col-9" + ], + "colLabels": [ + "Artisan's Tools", + "Crafted Gear" + ], + "rows": [ + [ + "{@item Carpenter's Tools|XPHB}", + "{@item Ladder|XPHB}, {@item Torch|XPHB}" + ], + [ + "{@item Leatherworker's Tools|XPHB}", + "{@item Crossbow Bolt Case|XPHB}, {@item Map or Scroll Case|XPHB}, {@item Pouch|XPHB}" + ], + [ + "{@item Mason's Tools|XPHB}", + "{@item Block and Tackle|XPHB}" + ], + [ + "{@item Potter's Tools|XPHB}", + "{@item Jug|XPHB}, {@item Lamp|XPHB}" + ], + [ + "{@item Smith's Tools|XPHB}", + "{@item Ball Bearings|XPHB}, {@item Bucket|XPHB}, {@item Caltrops|XPHB}, {@item Grappling Hook|XPHB}, {@item Iron Pot|XPHB}" + ], + [ + "{@item Tinker's Tools|XPHB}", + "{@item Bell|XPHB}, {@item Shovel|XPHB}, {@item Tinderbox|XPHB}" + ], + [ + "{@item Weaver's Tools|XPHB}", + "{@item Basket|XPHB}, {@item Rope|XPHB}, {@item Net|XPHB}, {@item Tent|XPHB}" + ], + [ + "{@item Woodcarver's Tools|XPHB}", + "{@item Club|XPHB}, {@item Greatclub|XPHB}, {@item Quarterstaff|XPHB}" + ] + ] + } + ] + } + ] + }, + { + "name": "Crossbow Expert", + "source": "PHB", + "page": 165, + "reprintedAs": [ + "Crossbow Expert|XPHB" + ], + "entries": [ + "Thanks to extensive practice with the crossbow, you gain the following benefits:", + { + "type": "list", + "items": [ + "You ignore the loading quality of crossbows with which you are proficient.", + "Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.", + "When you use the {@action Attack} action and attack with a one-handed weapon, you can use a bonus action to attack with a {@item hand crossbow|phb} you are holding." + ] + } + ] + }, + { + "name": "Crossbow Expert", + "source": "XPHB", + "page": 203, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Ignore Loading", + "entries": [ + "You ignore the Loading property of the Hand Crossbow, Heavy Crossbow, and Light Crossbow (all called crossbows elsewhere in this feat). If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand." + ] + }, + { + "type": "entries", + "name": "Firing in Melee", + "entries": [ + "Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with crossbows." + ] + }, + { + "type": "entries", + "name": "Dual Wielding", + "entries": [ + "When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren't already adding that modifier to the damage." + ] + } + ] + }, + { + "name": "Cruel", + "source": "TDCSR", + "page": 190, + "entries": [ + "The challenges and struggles you've faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are {@dice d6|d6s}. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.", + "You can roll a cruelty die under any of the following circumstances, with the indicated result:", + { + "type": "list", + "items": [ + "When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.", + "When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.", + "When you make a Charisma ({@skill Intimidation}) check, spend one cruelty die and add the roll to your check." + ] + }, + "You regain all spent cruelty dice when you finish a {@quickref resting|PHB|2|0|long rest}." + ] + }, + { + "name": "Crusher", + "source": "TCE", + "page": 79, + "reprintedAs": [ + "Crusher|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con" + ], + "amount": 1 + } + } + ], + "entries": [ + "You are practiced in the art of crushing your enemies, granting you the following benefits:", + { + "type": "list", + "items": [ + "Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.", + "When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn." + ] + } + ] + }, + { + "name": "Crusher", + "source": "XPHB", + "page": 203, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Push", + "entries": [ + "Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can move it 5 feet to an unoccupied space if the target is no more than one size larger than you." + ] + }, + { + "type": "entries", + "name": "Enhanced Critical", + "entries": [ + "When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn." + ] + } + ] + }, + { + "name": "Defense", + "source": "XPHB", + "page": 209, + "freeRules2024": true, + "category": "FS", + "prerequisite": [ + { + "feature": [ + "Fighting Style" + ] + } + ], + "entries": [ + "While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class." + ] + }, + { + "name": "Defensive Duelist", + "source": "PHB", + "page": 165, + "reprintedAs": [ + "Defensive Duelist|XPHB" + ], + "prerequisite": [ + { + "ability": [ + { + "dex": 13 + } + ] + } + ], + "entries": [ + "When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you." + ] + }, + { + "name": "Defensive Duelist", + "source": "XPHB", + "page": 203, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Parry", + "entries": [ + "If you're holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn." + ] + } + ] + }, + { + "name": "Divinely Favored", + "source": "DSotDQ", + "page": 32, + "prerequisite": [ + { + "level": 4, + "campaign": [ + "Dragonlance" + ] + } + ], + "additionalSpells": [ + { + "name": "Evil", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + { + "choose": "level=0|class=Cleric", + "count": 1 + } + ] + }, + "innate": { + "_": { + "daily": { + "1e": [ + "augury", + { + "choose": "level=1|class=warlock" + } + ] + } + } + } + }, + { + "name": "Good", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + { + "choose": "level=0|class=Cleric", + "count": 1 + } + ] + }, + "innate": { + "_": { + "daily": { + "1e": [ + "augury", + { + "choose": "level=1|class=cleric" + } + ] + } + } + } + }, + { + "name": "Neutral", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + { + "choose": "level=0|class=Cleric", + "count": 1 + } + ] + }, + "innate": { + "_": { + "daily": { + "1e": [ + "augury", + { + "choose": "level=1|class=druid" + } + ] + } + } + } + } + ], + "entries": [ + "A god chose you to carry a spark of their power.", + "You learn one cantrip of your choice from the {@filter cleric spell list|spells|level=0|class=cleric} and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the {@spell augury} spell.", + { + "type": "table", + "caption": "Alignment Spells", + "colLabels": [ + "Alignment", + "1st-Level Spell" + ], + "colStyles": [ + "col-2", + "col-10" + ], + "rows": [ + [ + "Evil", + "Choose one {@filter 1st-level warlock spell|spells|level=1|class=warlock}" + ], + [ + "Good", + "Choose one {@filter 1st-level cleric spell|spells|level=1|class=cleric}" + ], + [ + "Neutral", + "Choose one {@filter 1st-level druid spell|spells|level=1|class=druid}" + ] + ] + }, + "You can cast the chosen 1st-level spell and the {@spell augury} spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level.", + "Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).", + "In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat." + ] + }, + { + "name": "Dragon Fear", + "source": "XGE", + "page": 74, + "prerequisite": [ + { + "race": [ + { + "name": "dragonborn" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "When angered, you radiate menace. You gain the following benefits:", + { + "type": "list", + "items": [ + "Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes {@condition frightened} of you for 1 minute. If the {@condition frightened} target takes any damage, it can repeat the saving throw, ending the effect on itself on a success." + ] + } + ] + }, + { + "name": "Dragon Hide", + "source": "XGE", + "page": 74, + "prerequisite": [ + { + "race": [ + { + "name": "dragonborn" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:", + { + "type": "list", + "items": [ + "Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.", + "You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@dice 1d4} + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike." + ] + } + ] + }, + { + "name": "Drow High Magic", + "source": "XGE", + "page": 74, + "prerequisite": [ + { + "race": [ + { + "name": "elf", + "subrace": "drow" + } + ] + } + ], + "additionalSpells": [ + { + "ability": "cha", + "innate": { + "_": { + "will": [ + "detect magic" + ], + "daily": { + "1e": [ + "levitate", + "dispel magic" + ] + } + } + } + } + ], + "entries": [ + "You learn more of the magic typical of dark elves. You learn the {@spell detect magic} spell and can cast it at will, without expending a spell slot. You also learn {@spell levitate} and {@spell dispel magic}, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells." + ] + }, + { + "name": "Druidic Warrior", + "source": "XPHB", + "page": 120, + "category": "FS:R", + "prerequisite": [ + { + "otherSummary": { + "entry": "When Gaining the Level 2 Ranger \"Fighting Style\" Feature", + "entrySummary": "Special" + } + } + ], + "additionalSpells": [ + { + "ability": "wis", + "known": { + "_": [ + { + "choose": "level=0|class=druid", + "count": 2 + } + ] + } + } + ], + "entries": [ + "You learn two {@filter Druid cantrips|spells|level=0|class=druid} of your choice. {@spell Guidance|XPHB} and {@spell Starry Wisp|XPHB} are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip." + ] + }, + { + "name": "Dual Wielder", + "source": "PHB", + "page": 165, + "reprintedAs": [ + "Dual Wielder|XPHB" + ], + "entries": [ + "You master fighting with two weapons, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.", + "You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.", + "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one." + ] + } + ] + }, + { + "name": "Dual Wielder", + "source": "XPHB", + "page": 203, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "str": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Enhanced Dual Wielding", + "entries": [ + "When you take the {@action Attack|XPHB} action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative." + ] + }, + { + "type": "entries", + "name": "Quick Draw", + "entries": [ + "You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one." + ] + } + ] + }, + { + "name": "Dueling", + "source": "XPHB", + "page": 209, + "category": "FS", + "prerequisite": [ + { + "feature": [ + "Fighting Style" + ] + } + ], + "entries": [ + "When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon." + ] + }, + { + "name": "Dungeon Delver", + "source": "PHB", + "page": 166, + "entries": [ + "Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on Wisdom ({@skill Perception}) and Intelligence ({@skill Investigation}) checks made to detect the presence of secret doors.", + "You have advantage on saving throws made to avoid or resist traps.", + "You have resistance to the damage dealt by traps.", + "Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom ({@skill Perception}) score." + ] + } + ] + }, + { + "name": "Durable", + "source": "PHB", + "page": 166, + "reprintedAs": [ + "Durable|XPHB" + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "Hardy and resilient, you gain the following benefits:", + { + "type": "list", + "items": [ + "When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2)." + ] + } + ] + }, + { + "name": "Durable", + "source": "XPHB", + "page": 203, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Defy Death", + "entries": [ + "You have Advantage on Death Saving Throws." + ] + }, + { + "type": "entries", + "name": "Speedy Recovery", + "entries": [ + "As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll." + ] + } + ] + }, + { + "name": "Dwarven Fortitude", + "source": "XGE", + "page": 74, + "prerequisite": [ + { + "race": [ + { + "name": "dwarf" + } + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:", + { + "type": "list", + "items": [ + "Whenever you take the {@action Dodge} action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)." + ] + } + ] + }, + { + "name": "Eldritch Adept", + "source": "TCE", + "page": 79, + "prerequisite": [ + { + "spellcasting2020": true + } + ], + "optionalfeatureProgression": [ + { + "name": "Eldritch Invocations", + "featureType": [ + "EI" + ], + "progression": { + "*": 1 + } + } + ], + "entries": [ + "Studying occult lore, you learn one {@filter Eldritch Invocation|optionalfeatures|Feature Type=EI} option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.", + "Whenever you gain a level, you can replace the invocation with another one from the warlock class." + ], + "hasFluffImages": true + }, + { + "name": "Elemental Adept", + "source": "PHB", + "page": 166, + "reprintedAs": [ + "Elemental Adept|XPHB" + ], + "prerequisite": [ + { + "spellcasting": true + } + ], + "entries": [ + "When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.", + "Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.", + "You can select this feat multiple times. Each time you do so, you must choose a different damage type." + ] + }, + { + "name": "Elemental Adept", + "source": "XPHB", + "page": 203, + "category": "G", + "prerequisite": [ + { + "level": 4, + "spellcasting2020": true + } + ], + "repeatable": true, + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Energy Mastery", + "entries": [ + "Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2." + ] + }, + { + "type": "entries", + "name": "Repeatable", + "entries": [ + "You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery." + ] + } + ] + }, + { + "name": "Elven Accuracy", + "source": "XGE", + "page": 74, + "prerequisite": [ + { + "race": [ + { + "name": "elf" + }, + { + "name": "half-elf" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:", + { + "type": "list", + "items": [ + "Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once." + ] + } + ] + }, + { + "name": "Ember of the Fire Giant", + "source": "BGG", + "page": 17, + "prerequisite": [ + { + "level": 4, + "feat": [ + "strike of the giants|BGG|strike of the giants (fire strike)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con", + "wis" + ], + "amount": 1 + } + } + ], + "resist": [ + "fire" + ], + "entries": [ + "You've manifested the fiery combat emblematic of fire giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Born of Flame", + "entries": [ + "You have resistance to fire damage." + ] + }, + { + "type": "item", + "name": "Searing Ignition", + "entries": [ + "When you take the {@action Attack} action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to {@dice 1d8} + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Fade Away", + "source": "XGE", + "page": 74, + "prerequisite": [ + { + "race": [ + { + "name": "gnome" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "int" + ], + "amount": 1 + } + } + ], + "entries": [ + "Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:", + { + "type": "list", + "items": [ + "Immediately after you take damage, you can use a reaction to magically become {@condition invisible} until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest." + ] + } + ] + }, + { + "name": "Fey Teleportation", + "source": "XGE", + "page": 74, + "prerequisite": [ + { + "race": [ + { + "name": "elf", + "subrace": "high" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "cha" + ], + "amount": 1 + } + } + ], + "languageProficiencies": [ + { + "sylvan": true + } + ], + "additionalSpells": [ + { + "ability": "int", + "innate": { + "_": { + "daily": { + "1": [ + "misty step" + ] + } + } + } + } + ], + "entries": [ + "Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:", + { + "type": "list", + "items": [ + "You learn to speak, read, and write {@language Sylvan}.", + "You learn the {@spell misty step} spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell." + ] + } + ] + }, + { + "name": "Fey Touched", + "source": "TCE", + "page": 79, + "reprintedAs": [ + "Fey-Touched|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "additionalSpells": [ + { + "ability": "inherit", + "innate": { + "_": { + "daily": { + "1e": [ + "misty step", + { + "choose": "level=1|school=E;D" + } + ] + } + } + } + } + ], + "entries": [ + "Your exposure to the Feywild's magic has changed you, granting you the following benefits:", + { + "type": "list", + "items": [ + "You learn the {@spell misty step} spell and one {@filter 1st-level spell|spells|level=1|school=E;D} of your choice. The {@filter 1st-level spell|spells|level=1|school=E;D} must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat." + ] + } + ] + }, + { + "name": "Fey-Touched", + "source": "XPHB", + "page": 204, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], + "additionalSpells": [ + { + "ability": "inherit", + "innate": { + "_": { + "daily": { + "1e": [ + "misty step|xphb", + { + "choose": "level=1|school=E;D" + } + ] + } + } + } + } + ], + "entries": [ + "Your exposure to the Feywild's magic grants you the following benefits.", + { + "type": "entries", + "name": "Fey Magic", + "entries": [ + "Choose one level 1 spell from the {@filter Divination or Enchantment|spells|level=1|school=E;D} school of magic. You always have that spell and the {@spell Misty Step|XPHB} spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Fighting Initiate", + "source": "TCE", + "page": 80, + "prerequisite": [ + { + "proficiency": [ + { + "weapon": "martial" + } + ] + } + ], + "optionalfeatureProgression": [ + { + "name": "Fighting Style", + "featureType": [ + "FS:F" + ], + "progression": { + "*": 1 + } + } + ], + "entries": [ + "Your martial training has helped you develop a particular style of fighting. As a result, you learn one {@filter Fighting Style|optionalfeatures|Feature Type=FS:F} option of your choice from the fighter class. If you already have a style, the one you choose must be different.", + "Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have." + ] + }, + { + "name": "Flames of Phlegethos", + "source": "XGE", + "page": 74, + "prerequisite": [ + { + "race": [ + { + "name": "tiefling" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You learn to call on hellfire to serve your commands. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.", + "Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes {@damage 1d4} fire damage." + ] + } + ] + }, + { + "name": "Flash Recall", + "source": "TDCSR", + "page": 190, + "prerequisite": [ + { + "spellcastingPrepared": true + } + ], + "entries": [ + "You've developed the ability to instantly recall an unprepared spell in moments of sudden necessity.", + "As a bonus action, you prepare a spell of 1st level or higher from your spellbook (if you're a {@class wizard}) or from your class spell list (if you're not a {@class wizard}). This spell must be of a level for which you have spell slots, and it replaces another spell of an equal or higher level that you had previously prepared.", + "Once you use this feat to recall a spell, you can't do so again until you complete a {@quickref resting|PHB|2|0|short or long rest}.", + { + "type": "inset", + "name": "Rules Tip: Prepared Spells", + "page": 190, + "entries": [ + "The Flash Recall feat requires you to be a spellcaster who prepares spells. This includes classes such as {@class cleric||clerics}, {@class druid||druids}, and {@class paladin||paladins}, who prepare spells each day from their class list, and {@class wizard||wizards}, who prepare spells from a spellbook. Classes such as {@class bard||bards} and {@class sorcerer||sorcerers}, who inherently know their spells rather than preparing them, can't benefit from this feat." + ] + } + ] + }, + { + "name": "Fury of the Frost Giant", + "source": "BGG", + "page": 17, + "prerequisite": [ + { + "level": 4, + "feat": [ + "strike of the giants|BGG|strike of the giants (frost strike)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con", + "wis" + ], + "amount": 1 + } + } + ], + "resist": [ + "cold" + ], + "entries": [ + "You've manifested the icy might emblematic of frost giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Born of Ice", + "entries": [ + "You have resistance to cold damage." + ] + }, + { + "type": "item", + "name": "Frigid Retaliation", + "entries": [ + "Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to {@dice 1d8} + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Gift of the Chromatic Dragon", + "source": "FTD", + "page": 17, + "entries": [ + "You've manifested some of the power of chromatic dragons, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Chromatic Infusion", + "entries": [ + "As a bonus action, you can touch a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra {@damage 1d4} damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest." + ] + }, + { + "type": "item", + "name": "Reactive Resistance", + "entries": [ + "When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Gift of the Gem Dragon", + "source": "FTD", + "page": 17, + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You've manifested some of the power of gem dragons, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Telekinetic Reprisal", + "entries": [ + "When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes {@damage 2d8} force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Gift of the Metallic Dragon", + "source": "FTD", + "page": 17, + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + "cure wounds" + ] + } + } + } + } + ], + "entries": [ + "You've manifested some of the power of metallic dragons, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Draconic Healing", + "entries": [ + "You learn the {@spell cure wounds} spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat)." + ] + }, + { + "type": "item", + "name": "Protective Wings", + "entries": [ + "You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Grappler", + "source": "PHB", + "page": 167, + "srd": true, + "reprintedAs": [ + "Grappler|XPHB" + ], + "prerequisite": [ + { + "ability": [ + { + "str": 13 + } + ] + } + ], + "entries": [ + "You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on attack rolls against a creature you are grappling.", + "You can use your action to try to pin a creature {@condition grappled} by you. To do so, make another grapple check. If you succeed, you and the creature are both {@condition restrained} until the grapple ends." + ] + } + ] + }, + { + "name": "Grappler", + "source": "XPHB", + "page": 204, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "str": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Punch and Grab", + "entries": [ + "When you hit a creature with an Unarmed Strike as part of the {@action Attack|XPHB} action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn." + ] + }, + { + "type": "entries", + "name": "Attack Advantage", + "entries": [ + "You have Advantage on attack rolls against a creature {@condition Grappled|XPHB} by you." + ] + }, + { + "type": "entries", + "name": "Fast Wrestler", + "entries": [ + "You don't have to spend extra movement to move a creature {@condition Grappled|XPHB} by you if the creature is your size or smaller." + ] + } + ] + }, + { + "name": "Great Weapon Fighting", + "source": "XPHB", + "page": 209, + "freeRules2024": true, + "category": "FS", + "prerequisite": [ + { + "feature": [ + "Fighting Style" + ] + } + ], + "entries": [ + "When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit." + ] + }, + { + "name": "Great Weapon Master", + "source": "PHB", + "page": 167, + "reprintedAs": [ + "Great Weapon Master|XPHB" + ], + "entries": [ + "You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:", + { + "type": "list", + "items": [ + "On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.", + "Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage." + ] + } + ] + }, + { + "name": "Great Weapon Master", + "source": "XPHB", + "page": 204, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "str": 13 + } + ] + } + ], + "ability": [ + { + "str": 1 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Heavy Weapon Mastery", + "entries": [ + "When you hit a creature with a weapon that has the Heavy property as part of the {@action Attack|XPHB} action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus." + ] + }, + { + "type": "entries", + "name": "Hew", + "entries": [ + "Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action." + ] + } + ] + }, + { + "name": "Guile of the Cloud Giant", + "source": "BGG", + "page": 18, + "prerequisite": [ + { + "level": 4, + "feat": [ + "strike of the giants|BGG|strike of the giants (cloud strike)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You've manifested the confounding magic emblematic of cloud giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Cloudy Escape", + "entries": [ + "When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack's damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Gunner", + "source": "TCE", + "page": 80, + "ability": [ + { + "dex": 1 + } + ], + "weaponProficiencies": [ + { + "firearms": true + } + ], + "entries": [ + "You have a quick hand and keen eye when employing firearms, granting you the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with firearms (see \"{@variantrule Firearms|DMG}\" in the Dungeon Master's Guide).", + "You ignore the loading property of firearms.", + "Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls." + ] + } + ] + }, + { + "name": "Healer", + "source": "PHB", + "page": 167, + "reprintedAs": [ + "Healer|XPHB" + ], + "entries": [ + "You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you use a {@item healer's kit|phb} to stabilize a dying creature, that creature also regains 1 hit point.", + "As an action, you can spend one use of a {@item healer's kit|phb} to tend to a creature and restore {@dice 1d6 + 4} hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest." + ] + } + ] + }, + { + "name": "Healer", + "source": "XPHB", + "page": 201, + "category": "O", + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Battle Medic", + "entries": [ + "If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a {@action Utilize|XPHB} action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus." + ] + }, + { + "type": "entries", + "name": "Healing Rerolls", + "entries": [ + "Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Heavily Armored", + "source": "PHB", + "page": 167, + "reprintedAs": [ + "Heavily Armored|XPHB" + ], + "prerequisite": [ + { + "proficiency": [ + { + "armor": "medium" + } + ] + } + ], + "ability": [ + { + "str": 1 + } + ], + "armorProficiencies": [ + { + "heavy": true + } + ], + "entries": [ + "You have trained to master the use of heavy armor, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with heavy armor." + ] + } + ] + }, + { + "name": "Heavily Armored", + "source": "XPHB", + "page": 204, + "category": "G", + "prerequisite": [ + { + "level": 4, + "proficiency": [ + { + "armor": "medium" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "con", + "str" + ] + } + } + ], + "armorProficiencies": [ + { + "heavy": true + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Armor Training", + "entries": [ + "You gain training with Heavy armor." + ] + } + ] + }, + { + "name": "Heavy Armor Master", + "source": "PHB", + "page": 167, + "reprintedAs": [ + "Heavy Armor Master|XPHB" + ], + "prerequisite": [ + { + "proficiency": [ + { + "armor": "heavy" + } + ] + } + ], + "ability": [ + { + "str": 1 + } + ], + "entries": [ + "You can use your armor to deflect strikes that would kill others. You gain the following benefits:", + { + "type": "list", + "items": [ + "While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3." + ] + } + ] + }, + { + "name": "Heavy Armor Master", + "source": "XPHB", + "page": 204, + "category": "G", + "prerequisite": [ + { + "level": 4, + "proficiency": [ + { + "armor": "heavy" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "con", + "str" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Damage Reduction", + "entries": [ + "When you're hit by an attack while you're wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus." + ] + } + ] + }, + { + "name": "Heavy Glider", + "source": "HWCS", + "page": 47, + "prerequisite": [ + { + "other": "Glide trait" + } + ], + "entries": [ + "You were either born with great strength, or trained hard to allow yourself to glide under circumstances most would find impossible. You gain the following benefits:", + { + "type": "list", + "items": [ + "You may glide while holding a heavy weapon and wearing heavy armor as long as you aren't encumbered.", + "You may choose to land your glide in a space occupied by a hostile creature that is Large or smaller. If you do so, you may roll an opposed Strength check against the creature. On a success, you push them 10 feet away and knock them {@condition prone} with the force of your impact. On a failure you land in the nearest un-occupied space." + ] + } + ] + }, + { + "name": "Infernal Constitution", + "source": "XGE", + "page": 75, + "prerequisite": [ + { + "race": [ + { + "name": "tiefling" + } + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "resist": [ + "cold", + "poison" + ], + "entries": [ + "Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to cold and poison damage.", + "You have advantage on saving throws against being {@condition poisoned}." + ] + } + ] + }, + { + "name": "Initiate of High Sorcery", + "source": "DSotDQ", + "page": 32, + "prerequisite": [ + { + "campaign": [ + "Dragonlance" + ], + "level": { + "level": 1, + "class": { + "name": "Sorcerer", + "visible": true + } + } + }, + { + "campaign": [ + "Dragonlance" + ], + "level": { + "level": 1, + "class": { + "name": "Wizard", + "visible": true + } + } + }, + { + "campaign": [ + "Dragonlance" + ], + "background": [ + { + "name": "Mage of High Sorcery", + "displayEntry": "{@background Mage of High Sorcery|DSotDQ}" + } + ] + } + ], + "additionalSpells": [ + { + "name": "Nuitari", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + { + "choose": "level=0|class=Wizard" + } + ] + }, + "innate": { + "_": { + "daily": { + "1e": [ + { + "choose": { + "from": [ + "dissonant whispers", + "false life", + "hex", + "ray of sickness" + ], + "count": 2 + } + } + ] + } + } + } + }, + { + "name": "Lunitari", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + { + "choose": "level=0|class=Wizard" + } + ] + }, + "innate": { + "_": { + "daily": { + "1e": [ + { + "choose": { + "from": [ + "color spray", + "disguise self", + "feather fall", + "longstrider" + ], + "count": 2 + } + } + ] + } + } + } + }, + { + "name": "Solinari", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + { + "choose": "level=0|class=Wizard" + } + ] + }, + "innate": { + "_": { + "daily": { + "1e": [ + { + "choose": { + "from": [ + "comprehend languages", + "detect evil and good", + "protection from evil and good", + "shield" + ], + "count": 2 + } + } + ] + } + } + } + } + ], + "entries": [ + "You've received training from magic-users affiliated with the Mages of High Sorcery.", + "Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.", + { + "type": "table", + "caption": "Lunar Spells", + "colLabels": [ + "Moon", + "1st-Level Spell" + ], + "colStyles": [ + "col-1", + "col-11" + ], + "rows": [ + [ + "Nuitari", + "Choose two from {@spell dissonant whispers}, {@spell false life}, {@spell hex}, and {@spell ray of sickness}" + ], + [ + "Lunitari", + "Choose two from {@spell color spray}, {@spell disguise self}, {@spell feather fall}, and {@spell longstrider}" + ], + [ + "Solinari", + "Choose two from {@spell comprehend languages}, {@spell detect evil and good}, {@spell protection from evil and good}, and {@spell shield}" + ] + ] + }, + "You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.", + "Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat)." + ], + "hasFluffImages": true + }, + { + "name": "Inspiring Leader", + "source": "PHB", + "page": 167, + "reprintedAs": [ + "Inspiring Leader|XPHB" + ], + "prerequisite": [ + { + "ability": [ + { + "cha": 13 + } + ] + } + ], + "entries": [ + "You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest." + ], + "hasFluffImages": true + }, + { + "name": "Inspiring Leader", + "source": "XPHB", + "page": 204, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "wis": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "cha": 13 + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "wis", + "cha" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Bolstering Performance", + "entries": [ + "When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus the modifier of the ability you increased with this feat." + ] + } + ] + }, + { + "name": "Interception", + "source": "XPHB", + "page": 209, + "category": "FS", + "prerequisite": [ + { + "feature": [ + "Fighting Style" + ] + } + ], + "entries": [ + "When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by {@dice 1d10} plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction." + ] + }, + { + "name": "Keen Mind", + "source": "PHB", + "page": 167, + "reprintedAs": [ + "Keen Mind|XPHB" + ], + "ability": [ + { + "int": 1 + } + ], + "entries": [ + "You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:", + { + "type": "list", + "items": [ + "You always know which way is north.", + "You always know the number of hours left before the next sunrise or sunset.", + "You can accurately recall anything you have seen or heard within the past month." + ] + } + ] + }, + { + "name": "Keen Mind", + "source": "XPHB", + "page": 205, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "int": 13 + } + ] + } + ], + "ability": [ + { + "int": 1 + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "arcana", + "history", + "investigation", + "nature", + "religion" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Lore Knowledge", + "entries": [ + "Choose one of the following skills: {@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Investigation|XPHB}, {@skill Nature|XPHB}, or {@skill Religion|XPHB}. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it." + ] + }, + { + "type": "entries", + "name": "Quick Study", + "entries": [ + "You can take the {@action Study|XPHB} action as a Bonus Action." + ] + } + ] + }, + { + "name": "Keenness of the Stone Giant", + "source": "BGG", + "page": 18, + "prerequisite": [ + { + "level": 4, + "feat": [ + "strike of the giants|BGG|strike of the giants (stone strike)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con", + "wis" + ], + "amount": 1 + } + } + ], + "bonusSenses": [ + { + "darkvision": 60 + } + ], + "entries": [ + "You've manifested the physical talents emblematic of stone giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Cavernous Sight", + "entries": [ + "You gain {@sense darkvision} with a range of 60 feet. If you already have {@sense darkvision} from another source, its range increases by 60 feet." + ] + }, + { + "type": "item", + "name": "Stone Throw", + "entries": [ + "As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals {@damage 1d10} force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Knight of the Crown", + "source": "DSotDQ", + "page": 32, + "prerequisite": [ + { + "level": 4, + "feat": [ + "squire of solamnia|dsotdq" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con" + ], + "amount": 1 + } + } + ], + "entries": [ + "You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Commanding Rally", + "entries": [ + "As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a {@dice d8} and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "type": "inset", + "name": "Membership in Knightly Orders", + "entries": [ + "Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired." + ] + } + ] + }, + { + "name": "Knight of the Rose", + "source": "DSotDQ", + "page": 33, + "prerequisite": [ + { + "level": 4, + "feat": [ + "squire of solamnia|dsotdq" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "con", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Bolstering Rally", + "entries": [ + "As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to {@dice 1d8} + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "type": "inset", + "name": "Membership in Knightly Orders", + "entries": [ + "Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired." + ] + } + ] + }, + { + "name": "Knight of the Sword", + "source": "DSotDQ", + "page": 33, + "prerequisite": [ + { + "level": 4, + "feat": [ + "squire of solamnia|dsotdq" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Demoralizing Strike", + "entries": [ + "Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is {@condition frightened} of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "type": "inset", + "name": "Membership in Knightly Orders", + "entries": [ + "Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired." + ] + } + ] + }, + { + "name": "Lightly Armored", + "source": "PHB", + "page": 167, + "reprintedAs": [ + "Lightly Armored|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "armorProficiencies": [ + { + "light": true + } + ], + "entries": [ + "You have trained to master the use of light armor, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with light armor." + ] + } + ] + }, + { + "name": "Lightly Armored", + "source": "XPHB", + "page": 205, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "armorProficiencies": [ + { + "light": true, + "shield": true + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Armor Training", + "entries": [ + "You gain training with Light armor and Shields." + ] + } + ] + }, + { + "name": "Linguist", + "source": "PHB", + "page": 167, + "ability": [ + { + "int": 1 + } + ], + "languageProficiencies": [ + { + "any": 3 + } + ], + "entries": [ + "You have studied languages and codes, gaining the following benefits:", + { + "type": "list", + "items": [ + "You learn three languages of your choice.", + "You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it." + ] + } + ] + }, + { + "name": "Lucky", + "source": "PHB", + "page": 167, + "reprintedAs": [ + "Lucky|XPHB" + ], + "entries": [ + "You have inexplicable luck that seems to kick in at just the right moment.", + "You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional {@dice d20}. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the {@dice d20}s is used for the attack roll, ability check, or saving throw.", + "You can also spend one luck point when an attack roll is made against you. Roll a {@dice d20}, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.", + "You regain your expended luck points when you finish a long rest." + ] + }, + { + "name": "Lucky", + "source": "XPHB", + "page": 201, + "category": "O", + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Luck Points", + "entries": [ + "You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest." + ] + }, + { + "type": "entries", + "name": "Advantage", + "entries": [ + "When you roll a {@dice d20} for a {@variantrule D20 Test|XPHB}, you can spend 1 Luck Point to give yourself Advantage on the roll." + ] + }, + { + "type": "entries", + "name": "Disadvantage", + "entries": [ + "When a creature rolls a {@dice d20} for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll." + ] + } + ] + }, + { + "name": "Mage Slayer", + "source": "PHB", + "page": 168, + "reprintedAs": [ + "Mage Slayer|XPHB" + ], + "entries": [ + "You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:", + { + "type": "list", + "items": [ + "When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.", + "When you damage a creature that is {@status concentration||concentrating} on a spell, that creature has disadvantage on the saving throw it makes to maintain its {@status concentration}.", + "You have advantage on saving throws against spells cast by creatures within 5 feet of you." + ] + } + ] + }, + { + "name": "Mage Slayer", + "source": "XPHB", + "page": 205, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Concentration Breaker", + "entries": [ + "When you damage a creature that is {@status Concentration|XPHB|Concentrating}, it has Disadvantage on the saving throw it makes to maintain {@status Concentration|XPHB}." + ] + }, + { + "type": "entries", + "name": "Guarded Mind", + "entries": [ + "If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest." + ] + } + ] + }, + { + "name": "Magic Initiate", + "source": "PHB", + "page": 168, + "reprintedAs": [ + "Magic Initiate|XPHB" + ], + "additionalSpells": [ + { + "name": "Bard Spells", + "ability": "cha", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Bard" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Bard", + "count": 2 + } + ] + } + }, + { + "name": "Cleric Spells", + "ability": "wis", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Cleric" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Cleric", + "count": 2 + } + ] + } + }, + { + "name": "Druid Spells", + "ability": "wis", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Druid" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Druid", + "count": 2 + } + ] + } + }, + { + "name": "Sorcerer Spells", + "ability": "cha", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Sorcerer" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Sorcerer", + "count": 2 + } + ] + } + }, + { + "name": "Warlock Spells", + "ability": "cha", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Warlock" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Warlock", + "count": 2 + } + ] + } + }, + { + "name": "Wizard Spells", + "ability": "int", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Wizard" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Wizard", + "count": 2 + } + ] + } + } + ], + "entries": [ + "Choose a class: {@filter bard|spells|level=0;1|class=bard}, {@filter cleric|spells|level=0;1|class=cleric}, {@filter druid|spells|level=0;1|class=druid}, {@filter sorcerer|spells|level=0;1|class=sorcerer}, {@filter warlock|spells|level=0;1|class=warlock}, or {@filter wizard|spells|level=0;1|class=wizard}. You learn two cantrips of your choice from that class's spell list.", + "In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.", + "Your spellcasting ability for these spells depends on the class you chose: Charisma for {@filter bard|spells|level=0;1|class=bard}, {@filter sorcerer|spells|level=0;1|class=sorcerer}, or {@filter warlock|spells|level=0;1|class=warlock}; Wisdom for {@filter cleric|spells|level=0;1|class=cleric} or {@filter druid|spells|level=0;1|class=druid}; or Intelligence for {@filter wizard|spells|level=0;1|class=wizard}." + ] + }, + { + "name": "Magic Initiate", + "source": "XPHB", + "page": 201, + "freeRules2024": true, + "category": "O", + "repeatable": true, + "additionalSpells": [ + { + "name": "Cleric Spells", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Cleric" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Cleric", + "count": 2 + } + ] + } + }, + { + "name": "Druid Spells", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Druid" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Druid", + "count": 2 + } + ] + } + }, + { + "name": "Wizard Spells", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Wizard" + } + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Wizard", + "count": 2 + } + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Two Cantrips", + "entries": [ + "You learn two cantrips of your choice from the {@filter Cleric|spells|level=0;1|class=Cleric}, {@filter Druid|spells|level=0;1|class=Druid}, or {@filter Wizard|spells|level=0;1|class=Wizard} spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat)." + ] + }, + { + "type": "entries", + "name": "Level 1 Spell", + "entries": [ + "Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have." + ] + }, + { + "type": "entries", + "name": "Spell Change", + "entries": [ + "Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list." + ] + }, + { + "type": "entries", + "name": "Repeatable", + "entries": [ + "You can take this feat more than once, but you must choose a different spell list each time." + ] + } + ] + }, + { + "name": "Martial Adept", + "source": "PHB", + "page": 168, + "optionalfeatureProgression": [ + { + "name": "Maneuvers", + "featureType": [ + "MV:B" + ], + "progression": { + "*": 2 + } + } + ], + "entries": [ + "You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:", + { + "type": "list", + "items": [ + "You learn two {@filter maneuvers|optionalfeatures|feature type=MV:B} of your choice from among those available to the {@class fighter|phb|Battle Master|Battle Master|phb|2-0} archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).", + "You gain one superiority die, which is a {@dice d6} (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest." + ] + } + ] + }, + { + "name": "Martial Weapon Training", + "source": "XPHB", + "page": 205, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "weaponProficiencies": [ + { + "martial": true + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Weapon Proficiency", + "entries": [ + "You gain proficiency with Martial Weapons." + ] + } + ] + }, + { + "name": "Medium Armor Master", + "source": "PHB", + "page": 168, + "reprintedAs": [ + "Medium Armor Master|XPHB" + ], + "prerequisite": [ + { + "proficiency": [ + { + "armor": "medium" + } + ] + } + ], + "entries": [ + "You have practiced moving in medium armor to gain the following benefits:", + { + "type": "list", + "items": [ + "Wearing medium armor doesn't impose disadvantage on your Dexterity ({@skill Stealth}) checks.", + "When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher." + ] + } + ] + }, + { + "name": "Medium Armor Master", + "source": "XPHB", + "page": 205, + "category": "G", + "prerequisite": [ + { + "level": 4, + "proficiency": [ + { + "armor": "medium" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Dexterous Wearer", + "entries": [ + "While you're wearing Medium armor, you can add 3, rather than 2 to your AC if you have a Dexterity score of 16 or higher." + ] + } + ] + }, + { + "name": "Metamagic Adept", + "source": "TCE", + "page": 80, + "prerequisite": [ + { + "spellcasting2020": true + } + ], + "optionalfeatureProgression": [ + { + "name": "Metamagic", + "featureType": [ + "MM" + ], + "progression": { + "*": 2 + } + } + ], + "entries": [ + "You've learned how to exert your will on your spells to alter how they function:", + { + "type": "list", + "items": [ + "You learn two {@filter Metamagic|optionalfeatures|Feature Type=MM} options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.", + "You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest." + ] + } + ] + }, + { + "name": "Mobile", + "source": "PHB", + "page": 168, + "reprintedAs": [ + "Speedy|XPHB" + ], + "entries": [ + "You are exceptionally speedy and agile. You gain the following benefits:", + { + "type": "list", + "items": [ + "Your speed increases by 10 feet.", + "When you use the {@action Dash} action, {@quickref difficult terrain||3} doesn't cost you extra movement on that turn.", + "When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not." + ] + } + ] + }, + { + "name": "Moderately Armored", + "source": "PHB", + "page": 168, + "reprintedAs": [ + "Moderately Armored|XPHB" + ], + "prerequisite": [ + { + "proficiency": [ + { + "armor": "light" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "armorProficiencies": [ + { + "medium": true, + "shield": true + } + ], + "entries": [ + "You have trained to master the use of medium armor and shields, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with medium armor and shields." + ] + } + ] + }, + { + "name": "Moderately Armored", + "source": "XPHB", + "page": 205, + "category": "G", + "prerequisite": [ + { + "level": 4, + "proficiency": [ + { + "armor": "light" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "armorProficiencies": [ + { + "medium": true + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Armor Training", + "entries": [ + "You gain training with Medium armor." + ] + } + ] + }, + { + "name": "Mounted Combatant", + "source": "PHB", + "page": 168, + "reprintedAs": [ + "Mounted Combatant|XPHB" + ], + "entries": [ + "You are a dangerous foe to face while mounted. While you are mounted and aren't {@condition incapacitated}, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.", + "You can force an attack targeted at your mount to target you instead.", + "If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + } + ] + }, + { + "name": "Mounted Combatant", + "source": "XPHB", + "page": 205, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "wis" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Mounted Strike", + "entries": [ + "While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount." + ] + }, + { + "type": "entries", + "name": "Leap Aside", + "entries": [ + "If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the {@condition Incapacitated|XPHB} condition." + ] + }, + { + "type": "entries", + "name": "Veer", + "entries": [ + "While mounted, you can force an attack that hits your mount to hit you instead if you don't have the {@condition Incapacitated|XPHB} condition." + ] + } + ] + }, + { + "name": "Musician", + "source": "XPHB", + "page": 201, + "category": "O", + "toolProficiencies": [ + { + "anyMusicalInstrument": 3 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Instrument Training", + "entries": [ + "You gain proficiency with three Musical Instruments of your choice." + ] + }, + { + "type": "entries", + "name": "Encouraging Song", + "entries": [ + "As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus." + ] + } + ] + }, + { + "name": "Mystic Conflux", + "source": "TDCSR", + "page": 190, + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1e": [ + "identify" + ] + } + } + } + } + ], + "entries": [ + "You possess an intuitive understanding of the way magic ebbs and flows within enchanted items. Such items attune easily to you, and you are able to sound out their secrets. You gain the following benefits:", + { + "type": "list", + "items": [ + "You can attune to up to four magic items at once.", + "You can cast the {@spell identify} spell without expending a spell slot or material components. You must finish a {@quickref resting|PHB|2|0|long rest} before you can do so again." + ] + } + ] + }, + { + "name": "Observant", + "source": "PHB", + "page": 168, + "reprintedAs": [ + "Observant|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ], + "amount": 1 + } + } + ], + "entries": [ + "Quick to notice details of your environment, you gain the following benefits:", + { + "type": "list", + "items": [ + "If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.", + "You have a +5 bonus to your passive Wisdom ({@skill Perception}) and passive Intelligence ({@skill Investigation}) scores." + ] + } + ] + }, + { + "name": "Observant", + "source": "XPHB", + "page": 205, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "int": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "wis": 13 + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ] + } + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "insight", + "investigation", + "perception" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Keen Observer", + "entries": [ + "Choose one of the following skills: {@skill Insight|XPHB}, {@skill Investigation|XPHB}, or {@skill Perception|XPHB}. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it." + ] + }, + { + "type": "entries", + "name": "Quick Search", + "entries": [ + "You can take the {@action Search|XPHB} action as a Bonus Action." + ] + } + ] + }, + { + "name": "Opportunistic Thief", + "source": "HWCS", + "page": 47, + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "You have learned the tricks of the trade of thievery, allowing you to exploit opportunities for pick-pocketing both in and out of combat. You gain the following benefits:", + { + "type": "list", + "items": [ + "When a creature fails a melee attack roll against you in combat, you can make a Dexterity ({@skill Sleight of Hand}) check against a DC equal to 10 + the target's Dexterity modifier. On a success, you may steal any one item that is not being held or worn by the target.", + "Whenever you successfully use your {@skill Sleight of Hand} skill outside of combat to steal an object, you may immediately conceal it flawlessly on your person, or put another object you possess in its place." + ] + } + ] + }, + { + "name": "Orcish Fury", + "source": "XGE", + "page": 75, + "prerequisite": [ + { + "race": [ + { + "name": "half-orc" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con" + ], + "amount": 1 + } + } + ], + "entries": [ + "Your fury burns tirelessly. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you hit with an attack using a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.", + "Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack." + ] + } + ] + }, + { + "name": "Outlands Envoy", + "source": "SatO", + "page": 10, + "prerequisite": [ + { + "level": 4, + "feat": [ + "scion of the outer planes|sato|scion of the outer planes (the outlands)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You have spent significant time in Sigil or the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Crossroads Emissary", + "entries": [ + "You learn the {@spell misty step} and {@spell tongues} spells. You can cast each spell once using this feat without a spell slot, and you must finish a long rest before you can cast that spell in this way again. When you cast {@spell tongues} using this feat, you require no material components. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the one chosen when you gained the Scion of the Outer Planes feat." + ] + } + ] + } + ] + }, + { + "name": "Perfect Landing", + "source": "HWCS", + "page": 47, + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "Years of living at great heights have taught you how to fall more gracefully. You gain the following benefits:", + { + "type": "list", + "items": [ + "Reduce the damage die for fall damage from a d6 to a d4.", + "You do not fall prone after taking falling damage.", + "You do not take damage for the first 30 feet of your fall." + ] + } + ] + }, + { + "name": "Piercer", + "source": "TCE", + "page": 80, + "reprintedAs": [ + "Piercer|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "You have achieved a penetrating precision in combat, granting you the following benefits:", + { + "type": "list", + "items": [ + "Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.", + "When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes." + ] + } + ] + }, + { + "name": "Piercer", + "source": "XPHB", + "page": 206, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Puncture", + "entries": [ + "Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll." + ] + }, + { + "type": "entries", + "name": "Enhanced Critical", + "entries": [ + "When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes." + ] + } + ] + }, + { + "name": "Planar Wanderer", + "source": "SatO", + "page": 11, + "prerequisite": [ + { + "level": 4, + "feat": [ + "scion of the outer planes|sato" + ] + } + ], + "traitTags": [ + "Damage Resistance" + ], + "entries": [ + "You can draw on the forces of the multiverse to survive cosmic extremes and to traverse its infinite realms, granting you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Planar Adaptation", + "entries": [ + "When you finish a long rest, you gain resistance to either acid, cold, or fire damage (your choice) until you finish your next long rest." + ] + }, + { + "type": "item", + "name": "Portal Cracker", + "entries": [ + "Your experience with portals allows you to open them without a portal key. As an action, you can concentrate on a portal you're aware of that is within 5 feet of yourself and make a DC 20 Intelligence ({@skill Arcana}) check. On a failed check, you take {@damage 3d8} psychic damage and can't use this benefit on that portal again until you finish a long rest. On a successful check, you can force the portal open or closed for 1 hour. For that duration, the portal doesn't respond to its portal key unless a creature employing the key succeeds on a DC 20 Intelligence ({@skill Arcana}) check as an action." + ] + }, + { + "type": "item", + "name": "Portal Sense", + "entries": [ + "You know the direction to the last planar portal you used while you and the portal are on the same plane of existence. Moreover, as an action, you can detect the location of any portals within 30 feet of you that aren't behind {@quickref Cover||3||total cover}. Once you detect a portal with this action, you can't use the action again until you finish a long rest." + ] + } + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Poisoner", + "source": "TCE", + "page": 80, + "reprintedAs": [ + "Poisoner|XPHB" + ], + "toolProficiencies": [ + { + "poisoner's kit": true + } + ], + "entries": [ + "You can prepare and deliver deadly poisons, granting you the following benefits:", + { + "type": "list", + "items": [ + "When you make a damage roll that deals poison damage, it ignores resistance to poison damage.", + "You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.", + "You gain proficiency with the {@item poisoner's kit|phb} if you don't already have it. With one hour of work using a {@item poisoner's kit|phb} and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take {@damage 2d8} poison damage and become {@condition poisoned} until the end of your next turn." + ] + } + ] + }, + { + "name": "Poisoner", + "source": "XPHB", + "page": 206, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "int" + ] + } + } + ], + "toolProficiencies": [ + { + "poisoner's kit": true + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Potent Poison", + "entries": [ + "When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage." + ] + }, + { + "type": "entries", + "name": "Brew Poison", + "entries": [ + "You gain proficiency with the Poisoner's Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the {@condition poisoned} item, whichever is shorter. When a creature takes damage from the {@condition poisoned} item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take {@damage 2d8} Poison damage and have the {@condition Poisoned|XPHB} condition until the end of your next turn." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Polearm Master", + "source": "PHB", + "page": 168, + "reprintedAs": [ + "Polearm Master|XPHB" + ], + "entries": [ + "You can keep your enemies at bay with reach weapons. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you take the {@action Attack} action and attack with only a {@item glaive|phb}, {@item halberd|phb}, {@item quarterstaff|phb}, or {@item spear|phb}, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a {@dice d4}, and the attack deals bludgeoning damage.", + "While you are wielding a {@item glaive|phb}, {@item halberd|phb}, {@item pike|phb}, {@item quarterstaff|phb}, or {@item spear|phb}, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon." + ] + } + ] + }, + { + "name": "Polearm Master", + "source": "XPHB", + "page": 206, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "str": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Pole Strike", + "entries": [ + "Immediately after you take the {@action Attack|XPHB} action and attack with a Quarterstaff , a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon's damage die for this attack is a {@dice d4}." + ] + }, + { + "type": "entries", + "name": "Reactive Strike", + "entries": [ + "While you're holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon." + ] + } + ] + }, + { + "name": "Prodigy", + "source": "XGE", + "page": 75, + "prerequisite": [ + { + "race": [ + { + "name": "half-elf" + }, + { + "name": "half-orc" + }, + { + "name": "human" + } + ] + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ] + } + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + "You have a knack for learning new things. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain one {@table skills|phb|skill proficiency} of your choice, one {@filter tool proficiency|items|type=tool;artisan's tools} of your choice, and fluency in one language of your choice.", + "Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus." + ] + } + ] + }, + { + "name": "Protection", + "source": "XPHB", + "page": 209, + "category": "FS", + "prerequisite": [ + { + "feature": [ + "Fighting Style" + ] + } + ], + "entries": [ + "When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target." + ] + }, + { + "name": "Quicksmithing", + "source": "PSK", + "page": 13, + "prerequisite": [ + { + "ability": [ + { + "int": 13 + } + ] + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "additionalSpells": [ + { + "ability": "int", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|components & miscellaneous=ritual", + "count": 2 + } + ] + } + } + } + } + ], + "entries": [ + "You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether.", + "When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.", + "If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it.", + "In addition, you have proficiency with {@item artisan's tools|PHB} (quicksmith's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.", + "When you create a device, choose one of the following options:", + { + "type": "entries", + "name": "Clockwork Toy", + "entries": [ + "This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents." + ] + }, + { + "type": "entries", + "name": "Fire Starter", + "entries": [ + "This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action." + ] + }, + { + "type": "entries", + "name": "Music Box", + "entries": [ + "When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed." + ] + } + ] + }, + { + "name": "Remarkable Recovery", + "source": "TDCSR", + "page": 190, + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).", + "Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1)." + ] + } + ] + }, + { + "name": "Resilient", + "source": "PHB", + "page": 168, + "reprintedAs": [ + "Resilient|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1, + "entry": "Increase the chosen ability score by 1, to a maximum of 20." + } + } + ], + "savingThrowProficiencies": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + "Choose one ability score. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency in saving throws using the chosen ability." + ] + } + ] + }, + { + "name": "Resilient", + "source": "XPHB", + "page": 206, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1, + "entry": "Choose one ability in which you lack saving throw proficiency. Increase the chosen ability score by 1, to a maximum of 20." + } + } + ], + "savingThrowProficiencies": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Saving Throw Proficiency", + "entries": [ + "You gain saving throw proficiency with the chosen ability." + ] + } + ] + }, + { + "name": "Revenant Blade", + "source": "ERLW", + "page": 22, + "prerequisite": [ + { + "race": [ + { + "name": "elf" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "You are descended from a master of the {@item double-bladed scimitar|ERLW}, and some of that mastery has passed on to you. You gain the following benefits:", + { + "type": "list", + "items": [ + "While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.", + "A double-bladed scimitar has the finesse property when you wield it." + ] + } + ] + }, + { + "name": "Righteous Heritor", + "source": "SatO", + "page": 11, + "prerequisite": [ + { + "level": 4, + "feat": [ + "scion of the outer planes|sato|scion of the outer planes (good outer plane)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You can channel cosmic forces of good to gain these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Soothe Pain", + "entries": [ + "When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by {@dice 1d10} + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Ritual Caster", + "source": "PHB", + "page": 169, + "reprintedAs": [ + "Ritual Caster|XPHB" + ], + "prerequisite": [ + { + "ability": [ + { + "int": 13 + }, + { + "wis": 13 + } + ] + } + ], + "additionalSpells": [ + { + "name": "Bard Spells", + "ability": "cha", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Bard|components & miscellaneous=ritual", + "count": 2 + } + ] + } + } + } + }, + { + "name": "Cleric Spells", + "ability": "wis", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Cleric|components & miscellaneous=ritual", + "count": 2 + } + ] + } + } + } + }, + { + "name": "Druid Spells", + "ability": "wis", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Druid|components & miscellaneous=ritual", + "count": 2 + } + ] + } + } + } + }, + { + "name": "Sorcerer Spells", + "ability": "cha", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Sorcerer|components & miscellaneous=ritual", + "count": 2 + } + ] + } + } + } + }, + { + "name": "Warlock Spells", + "ability": "cha", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Warlock|components & miscellaneous=ritual", + "count": 2 + } + ] + } + } + } + }, + { + "name": "Wizard Spells", + "ability": "int", + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=Wizard|components & miscellaneous=ritual", + "count": 2 + } + ] + } + } + } + } + ], + "entries": [ + "You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.", + "When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: {@filter bard|spells|level=1|class=bard|components & miscellaneous=ritual}, {@filter cleric|spells|level=1|class=cleric|components & miscellaneous=ritual}, {@filter druid|spells|level=1|class=druid|components & miscellaneous=ritual}, {@filter sorcerer|spells|level=1|class=sorcerer|components & miscellaneous=ritual}, {@filter warlock|spells|level=1|class=warlock|components & miscellaneous=ritual}, or {@filter wizard|spells|level=1|class=wizard|components & miscellaneous=ritual}. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", + "If you come across a spell in written form, such as a magical {@item spell scroll} or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it." + ], + "hasFluffImages": true + }, + { + "name": "Ritual Caster", + "source": "XPHB", + "page": 206, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "int": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "wis": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "cha": 13 + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + { + "choose": "level=1|components & miscellaneous=ritual", + "count": 2 + } + ], + "5": [ + { + "choose": "level=1|components & miscellaneous=ritual", + "count": 1 + } + ], + "9": [ + { + "choose": "level=1|components & miscellaneous=ritual", + "count": 1 + } + ], + "13": [ + { + "choose": "level=1|components & miscellaneous=ritual", + "count": 1 + } + ], + "17": [ + { + "choose": "level=1|components & miscellaneous=ritual", + "count": 1 + } + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Ritual Spells", + "entries": [ + "Choose a number of level 1 spells equal to your Proficiency Bonus that have the {@filter Ritual tag|spells|level=1|components & miscellaneous=ritual}. You always have those spells prepared, and you can cast them with any spell slots you have. The spells' spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature." + ] + }, + { + "type": "entries", + "name": "Quick Ritual", + "entries": [ + "With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn't require a spell slot. Once you cast the spell in this way, you can't use this benefit again until you finish a Long Rest." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Rune Shaper", + "source": "BGG", + "page": 18, + "prerequisite": [ + { + "spellcastingFeature": true + }, + { + "background": [ + { + "name": "Rune Carver", + "displayEntry": "{@background Rune Carver|BGG}" + } + ] + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "comprehend languages" + ] + } + } + } + } + ], + "entries": [ + "You've studied the magic of Giant runes, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Comprehend Languages", + "entries": [ + "You learn the {@spell comprehend languages} spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have." + ] + }, + { + "type": "item", + "name": "Rune Magic", + "entries": [ + "You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.", + "You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).", + "Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.", + { + "type": "table", + "colStyles": [ + "col-2", + "col-10" + ], + "colLabels": [ + "Rune", + "Spell" + ], + "rows": [ + [ + "Cloud", + "{@spell Fog cloud}" + ], + [ + "Death", + "{@spell Inflict wounds}" + ], + [ + "Dragon", + "{@spell Chromatic orb}" + ], + [ + "Enemy", + "{@spell Disguise self}" + ], + [ + "Fire", + "{@spell Burning hands}" + ], + [ + "Friend", + "{@spell Speak with animals}" + ], + [ + "Frost", + "{@spell Armor of Agathys}" + ], + [ + "Hill", + "{@spell Goodberry}" + ], + [ + "Journey", + "{@spell Longstrider}" + ], + [ + "King", + "{@spell Command}" + ], + [ + "Mountain", + "{@spell Entangle}" + ], + [ + "Stone", + "{@spell Sanctuary}" + ], + [ + "Storm", + "{@spell Thunderwave}" + ] + ] + } + ] + } + ] + } + ] + }, + { + "name": "Savage Attacker", + "source": "PHB", + "page": 169, + "reprintedAs": [ + "Savage Attacker|XPHB" + ], + "entries": [ + "Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total." + ] + }, + { + "name": "Savage Attacker", + "source": "XPHB", + "page": 201, + "freeRules2024": true, + "category": "O", + "entries": [ + "You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target." + ] + }, + { + "name": "Scion of the Outer Planes", + "source": "SatO", + "page": 12, + "prerequisite": [ + { + "campaign": [ + "Planescape" + ] + } + ], + "resist": [ + { + "choose": { + "from": [ + "poison", + "necrotic", + "radiant", + "force", + "psychic" + ] + } + } + ], + "additionalSpells": [ + { + "name": "Chaotic Outer Plane", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "minor illusion#c" + ] + } + }, + { + "name": "Evil Outer Plane", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "chill touch#c" + ] + } + }, + { + "name": "Good Outer Plane", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "sacred flame#c" + ] + } + }, + { + "name": "Lawful Outer Plane", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "guidance#c" + ] + } + }, + { + "name": "The Outlands", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "mage hand#c" + ] + } + } + ], + "entries": [ + "Your connection to an Outer Plane infuses you with the energy there. Choose a type of plane listed in the Planar Infusion table. Your choice gives you resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you select this feat).", + { + "type": "table", + "colStyles": [ + "col-4", + "col-4", + "col-4" + ], + "colLabels": [ + "Plane", + "Damage Resistance", + "Cantrip" + ], + "rows": [ + [ + "Chaotic Outer Plane", + "Poison", + "{@spell Minor illusion}" + ], + [ + "Evil Outer Plane", + "Necrotic", + "{@spell Chill touch}" + ], + [ + "Good Outer Plane", + "Radiant", + "{@spell Sacred flame}" + ], + [ + "Lawful Outer Plane", + "Force", + "{@spell Guidance}" + ], + [ + "The Outlands", + "Psychic", + "{@spell Mage hand}" + ] + ] + } + ] + }, + { + "name": "Second Chance", + "source": "XGE", + "page": 75, + "prerequisite": [ + { + "race": [ + { + "name": "halfling" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "con", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "Fortune favors you when someone tries to strike you. You gain the following benefits:", + { + "type": "list", + "items": [ + "When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest." + ] + } + ] + }, + { + "name": "Sentinel", + "source": "PHB", + "page": 169, + "reprintedAs": [ + "Sentinel|XPHB" + ], + "entries": [ + "You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:", + { + "type": "list", + "items": [ + "When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.", + "Creatures provoke opportunity attacks from you even if they take the {@action Disengage} action before leaving your reach.", + "When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature." + ] + } + ] + }, + { + "name": "Sentinel", + "source": "XPHB", + "page": 207, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "str": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Guardian", + "entries": [ + "Immediately after a creature within 5 feet of you takes the {@action Disengage|XPHB} action or hits a target other than you with an attack, you can make an {@action Opportunity Attack|XPHB} against that creature." + ] + }, + { + "type": "entries", + "name": "Halt", + "entries": [ + "When you hit a creature with an {@action Opportunity Attack|XPHB}, the creature's Speed becomes 0 for the rest of the current turn." + ] + } + ] + }, + { + "name": "Servo Crafting", + "source": "PSK", + "page": 13, + "prerequisite": [ + { + "ability": [ + { + "int": 13 + } + ] + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "ritual": [ + "find familiar" + ] + } + } + } + ], + "entries": [ + "You are skilled in the creation of {@creature servo|psk|servos}\u2014tiny constructs that function as personal assistants. You can cast the {@spell find familiar} spell as a ritual, creating a {@creature servo|psk} to serve as your familiar instead of an animal. A {@creature servo|psk}'s statistics appear in the \"Artifact Creatures\" section of this document. In every other way, a servo familiar functions as described in the {@spell find familiar} spell.", + "You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice.", + "Additionally, when you take the {@action Attack} action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own." + ], + "hasFluffImages": true + }, + { + "name": "Shadow Touched", + "source": "TCE", + "page": 80, + "reprintedAs": [ + "Shadow-Touched|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "additionalSpells": [ + { + "ability": "inherit", + "innate": { + "_": { + "daily": { + "1e": [ + "invisibility", + { + "choose": "level=1|school=I;N" + } + ] + } + } + } + } + ], + "entries": [ + "Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:", + { + "type": "list", + "items": [ + "You learn the {@spell invisibility} spell and one {@filter 1st-level spell|spells|level=1|school=I;N} of your choice. The {@filter 1st-level spell|spells|level=1|school=I;N} must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat." + ] + } + ] + }, + { + "name": "Shadow-Touched", + "source": "XPHB", + "page": 207, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], + "additionalSpells": [ + { + "ability": "inherit", + "innate": { + "_": { + "daily": { + "1e": [ + "invisibility|xphb", + { + "choose": "level=1|school=I;N" + } + ] + } + } + } + } + ], + "entries": [ + "Your exposure to the Shadowfell's magic grants you the following benefits.", + { + "type": "entries", + "name": "Shadow Magic", + "entries": [ + "Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the {@spell Invisibility|XPHB} spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat." + ] + } + ] + }, + { + "name": "Sharpshooter", + "source": "PHB", + "page": 170, + "reprintedAs": [ + "Sharpshooter|XPHB" + ], + "entries": [ + "You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:", + { + "type": "list", + "items": [ + "Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.", + "Your ranged weapon attacks ignore {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover}.", + "Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage." + ] + } + ] + }, + { + "name": "Sharpshooter", + "source": "XPHB", + "page": 207, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Bypass Cover", + "entries": [ + "Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover." + ] + }, + { + "type": "entries", + "name": "Firing in Melee", + "entries": [ + "Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons." + ] + }, + { + "type": "entries", + "name": "Long Shots", + "entries": [ + "Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons." + ] + } + ] + }, + { + "name": "Shield Master", + "source": "PHB", + "page": 170, + "reprintedAs": [ + "Shield Master|XPHB" + ], + "entries": [ + "You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a {@item shield|phb}:", + { + "type": "list", + "items": [ + "If you take the {@action Attack} action on your turn, you can use a bonus action to try to {@action shove} a creature within 5 feet of you with your shield.", + "If you aren't {@condition incapacitated}, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.", + "If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect." + ] + } + ] + }, + { + "name": "Shield Master", + "source": "XPHB", + "page": 207, + "category": "G", + "prerequisite": [ + { + "level": 4, + "proficiency": [ + { + "armor": "shield" + } + ] + } + ], + "ability": [ + { + "str": 1 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Shield Bash", + "entries": [ + "If you attack a creature within 5 feet of you as part of the {@action Attack|XPHB} action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the {@condition Prone|XPHB} condition (your choice). You can use this benefit only once on each of your turns." + ] + }, + { + "type": "entries", + "name": "Interpose Shield", + "entries": [ + "If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield." + ] + } + ] + }, + { + "name": "Skill Expert", + "source": "TCE", + "page": 80, + "reprintedAs": [ + "Skill Expert|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ] + } + } + ], + "expertise": [ + { + "anyProficientSkill": 1 + } + ], + "entries": [ + "You have honed your proficiency with particular skills, granting you the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency in one {@table skills|phb|skill} of your choice.", + "Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus." + ] + } + ] + }, + { + "name": "Skill Expert", + "source": "XPHB", + "page": 207, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ] + } + } + ], + "skillProficiencies": [ + { + "any": 1 + } + ], + "expertise": [ + { + "anyProficientSkill": 1 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Skill Proficiency", + "entries": [ + "You gain proficiency in one skill of your choice." + ] + }, + { + "type": "entries", + "name": "Expertise", + "entries": [ + "Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill." + ] + } + ] + }, + { + "name": "Skilled", + "source": "PHB", + "page": 170, + "reprintedAs": [ + "Skilled|XPHB" + ], + "skillToolLanguageProficiencies": [ + { + "choose": [ + { + "from": [ + "anySkill", + "anyTool" + ], + "count": 3 + } + ] + } + ], + "entries": [ + "You gain proficiency in any combination of three {@table skills|phb} or {@filter tools|items|type=tools;artisan's tools;instrument;gaming set;vehicle (land);vehicle (water)} of your choice." + ] + }, + { + "name": "Skilled", + "source": "XPHB", + "page": 201, + "freeRules2024": true, + "category": "O", + "repeatable": true, + "skillToolLanguageProficiencies": [ + { + "choose": [ + { + "from": [ + "anySkill", + "anyTool" + ], + "count": 3 + } + ] + } + ], + "entries": [ + "You gain proficiency in any combination of three skills or tools of your choice.", + { + "type": "entries", + "name": "Repeatable", + "entries": [ + "You can take this feat more than once." + ] + } + ] + }, + { + "name": "Skulker", + "source": "PHB", + "page": 170, + "reprintedAs": [ + "Skulker|XPHB" + ], + "prerequisite": [ + { + "ability": [ + { + "dex": 13 + } + ] + } + ], + "entries": [ + "You are expert at slinking through shadows. You gain the following benefits:", + { + "type": "list", + "items": [ + "You can try to hide when you are lightly obscured from the creature from which you are hiding.", + "When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.", + "Dim light doesn't impose disadvantage on your Wisdom ({@skill Perception}) checks relying on sight." + ] + } + ] + }, + { + "name": "Skulker", + "source": "XPHB", + "page": 208, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "senses": [ + { + "blindsight": 10 + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Blindsight", + "entries": [ + "You have {@sense Blindsight|XPHB} with a range of 10 feet." + ] + }, + { + "type": "entries", + "name": "Fog of War", + "entries": [ + "You exploit the distractions of battle, gaining Advantage on any Dexterity ({@skill Stealth|XPHB}) check you make as part of the {@action Hide|XPHB} action during combat." + ] + }, + { + "type": "entries", + "name": "Sniper", + "entries": [ + "If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location." + ] + } + ] + }, + { + "name": "Slasher", + "source": "TCE", + "page": 81, + "reprintedAs": [ + "Slasher|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "You've learned where to cut to have the greatest results, granting you the following benefits:", + { + "type": "list", + "items": [ + "Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.", + "When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls." + ] + } + ] + }, + { + "name": "Slasher", + "source": "XPHB", + "page": 208, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Hamstring", + "entries": [ + "Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10 feet until the start of your next turn." + ] + }, + { + "type": "entries", + "name": "Enhanced Critical", + "entries": [ + "When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn." + ] + } + ] + }, + { + "name": "Soul of the Storm Giant", + "source": "BGG", + "page": 19, + "prerequisite": [ + { + "level": 4, + "feat": [ + "strike of the giants|BGG|strike of the giants (storm strike)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You've manifested the tempest magic emblematic of storm giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Maelstrom Aura", + "entries": [ + "As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through {@quickref Cover||3||total cover}. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature's speed is halved until the start of its next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Speech of the Ancient Beasts", + "source": "HWCS", + "page": 47, + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + "You have a special connection with the natural world. Great beasts regard you as their kin, and you possess the ability to speak the languages of the most powerful and mystic of their kind. You gain the following benefits:", + { + "type": "list", + "items": [ + "Beasts of Large size or larger have a friendly disposition toward you unless you have attacked them.", + "You have advantage on Charisma checks made against beasts that are of Large size or larger.", + "You can speak and understand Giant Eagle, Giant Elk, and Giant Owl. You can otherwise be understood by any beast of Large size or larger, whether or not they speak a language. Beasts with Intelligence scores of 4 or lower may only be able to understand simple concepts." + ] + } + ] + }, + { + "name": "Speedy", + "source": "XPHB", + "page": 208, + "category": "G", + "prerequisite": [ + { + "level": 4, + "ability": [ + { + "dex": 13 + } + ] + }, + { + "level": 4, + "ability": [ + { + "con": 13 + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "con" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Speed Increase", + "entries": [ + "Your Speed increases by 10 feet." + ] + }, + { + "type": "entries", + "name": "Dash over Difficult Terrain", + "entries": [ + "When you take the {@action Dash|XPHB} action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn." + ] + }, + { + "type": "entries", + "name": "Agile Movement", + "entries": [ + "Opportunity Attacks have Disadvantage against you." + ] + } + ] + }, + { + "name": "Spell Sniper", + "source": "PHB", + "page": 170, + "reprintedAs": [ + "Spell Sniper|XPHB" + ], + "prerequisite": [ + { + "spellcasting": true + } + ], + "additionalSpells": [ + { + "name": "Bard Spells", + "ability": "cha", + "known": { + "_": [ + { + "choose": "level=0|class=Bard|spell attack=m;r;o", + "count": 1 + } + ] + } + }, + { + "name": "Cleric Spells", + "ability": "wis", + "known": { + "_": [ + { + "choose": "level=0|class=Cleric|spell attack=m;r;o", + "count": 1 + } + ] + } + }, + { + "name": "Druid Spells", + "ability": "wis", + "known": { + "_": [ + { + "choose": "level=0|class=Druid|spell attack=m;r;o", + "count": 1 + } + ] + } + }, + { + "name": "Sorcerer Spells", + "ability": "cha", + "known": { + "_": [ + { + "choose": "level=0|class=Sorcerer|spell attack=m;r;o", + "count": 1 + } + ] + } + }, + { + "name": "Warlock Spells", + "ability": "cha", + "known": { + "_": [ + { + "choose": "level=0|class=Warlock|spell attack=m;r;o", + "count": 1 + } + ] + } + }, + { + "name": "Wizard Spells", + "ability": "int", + "known": { + "_": [ + { + "choose": "level=0|class=Wizard|spell attack=m;r;o", + "count": 1 + } + ] + } + } + ], + "entries": [ + "You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:", + { + "type": "list", + "items": [ + "When you cast a spell that requires you to make an attack roll, the spell's range is doubled.", + "Your ranged spell attacks ignore {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover}.", + "You learn one cantrip that requires an attack roll. Choose the cantrip from the {@filter bard|spells|level=0|class=bard|spell attack=m;r;o}, {@filter cleric|spells|level=0|class=cleric|spell attack=m;r;o}, {@filter druid|spells|level=0|class=druid|spell attack=m;r;o}, {@filter sorcerer|spells|level=0|class=sorcerer|spell attack=m;r;o}, {@filter warlock|spells|level=0|class=warlock|spell attack=m;r;o}, or {@filter wizard|spells|level=0|class=wizard|spell attack=m;r;o} spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard." + ] + } + ] + }, + { + "name": "Spell Sniper", + "source": "XPHB", + "page": 208, + "category": "G", + "prerequisite": [ + { + "level": 4, + "spellcasting2020": true + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Bypass Cover", + "entries": [ + "Your attack rolls for spells ignore Half Cover and Three-Quarters Cover." + ] + }, + { + "type": "entries", + "name": "Casting in Melee", + "entries": [ + "Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells." + ] + }, + { + "type": "entries", + "name": "Increased Range", + "entries": [ + "When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet." + ] + } + ] + }, + { + "name": "Spelldriver", + "source": "TDCSR", + "page": 190, + "prerequisite": [ + { + "level": 11, + "spellcasting2020": true + } + ], + "entries": [ + "Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting.", + "When you use your bonus action to cast a spell of 1st level or higher, you can also use your action to cast another spell of 1st level or higher. However, if you cast two or more spells in a single turn, only one of them can be 3rd level or higher.", + { + "type": "inset", + "name": "Rules Tip: Casting Multiple Spells", + "page": 190, + "entries": [ + "Normally, when you cast a spell as a bonus action, you can't use your action to also cast a spell that turn unless that spell is a cantrip\u2014{@note see {@book PHB p202|PHB|10|Bonus Action}.} The Spelldriver feat removes that restriction, but the focus necessary to channel multiple spells in the same round still limits the overall power of those spells." + ] + } + ] + }, + { + "name": "Squat Nimbleness", + "source": "XGE", + "page": 75, + "prerequisite": [ + { + "race": [ + { + "name": "dwarf" + }, + { + "name": "small race", + "displayEntry": "a Small race" + } + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics" + ] + } + } + ], + "entries": [ + "You are uncommonly nimble for your race. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your walking speed by 5 feet.", + "You gain proficiency in the {@skill Acrobatics} or {@skill Athletics} skill (your choice).", + "You have advantage on any Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check you make to escape from being {@condition grappled}." + ] + } + ] + }, + { + "name": "Squire of Solamnia", + "source": "DSotDQ", + "page": 34, + "prerequisite": [ + { + "campaign": [ + "Dragonlance" + ], + "level": { + "level": 1, + "class": { + "name": "Fighter", + "visible": true + } + } + }, + { + "campaign": [ + "Dragonlance" + ], + "level": { + "level": 1, + "class": { + "name": "Paladin", + "visible": true + } + } + }, + { + "campaign": [ + "Dragonlance" + ], + "background": [ + { + "name": "Knight of Solamnia", + "displayEntry": "{@background Knight of Solamnia|DSotDQ}" + } + ] + } + ], + "entries": [ + "Your training in the ways of the Knights of Solamnia grants you these benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Mount Up", + "entries": [ + "Mounting or dismounting costs you only 5 feet of movement." + ] + }, + { + "type": "item", + "name": "Precise Strike", + "entries": [ + "Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a {@dice d8} and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "type": "inset", + "name": "Membership in Knightly Orders", + "entries": [ + "Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired." + ] + } + ] + }, + { + "name": "Strike of the Giants", + "source": "BGG", + "page": 19, + "prerequisite": [ + { + "proficiency": [ + { + "weaponGroup": "martial" + } + ] + }, + { + "background": [ + { + "name": "Giant Foundling", + "displayEntry": "{@background Giant Foundling|BGG}" + } + ] + } + ], + "entries": [ + "You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:", + { + "type": "entries", + "name": "Cloud Strike", + "entries": [ + "The target takes an extra {@damage 1d4} thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell." + ] + }, + { + "type": "entries", + "name": "Fire Strike", + "entries": [ + "The target takes an extra {@damage 1d10} fire damage." + ] + }, + { + "type": "entries", + "name": "Frost Strike", + "entries": [ + "The target takes an extra {@damage 1d6} cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn." + ] + }, + { + "type": "entries", + "name": "Hill Strike", + "entries": [ + "The target takes an extra {@damage 1d6} damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition." + ] + }, + { + "type": "entries", + "name": "Stone Strike", + "entries": [ + "The target takes an extra {@damage 1d6} force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line." + ] + }, + { + "type": "entries", + "name": "Storm Strike", + "entries": [ + "The target takes an extra {@damage 1d6} lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.", + "The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.", + "You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ] + }, + { + "name": "Strixhaven Initiate", + "source": "SCC", + "page": 36, + "additionalSpells": [ + { + "name": "Lorehold 1", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "light#c", + "sacred flame#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=cleric;wizard" + } + ] + } + } + } + }, + { + "name": "Lorehold 2", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "light#c", + "thaumaturgy#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=cleric;wizard" + } + ] + } + } + } + }, + { + "name": "Lorehold 3", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "sacred flame#c", + "thaumaturgy#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=cleric;wizard" + } + ] + } + } + } + }, + { + "name": "Prismari 1", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "fire bolt#c", + "prestidigitation#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=bard;sorcerer" + } + ] + } + } + } + }, + { + "name": "Prismari 2", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "fire bolt#c", + "ray of frost#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=bard;sorcerer" + } + ] + } + } + } + }, + { + "name": "Prismari 3", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "prestidigitation#c", + "ray of frost#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=bard;sorcerer" + } + ] + } + } + } + }, + { + "name": "Quandrix 1", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "druidcraft#c", + "guidance#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=druid;wizard" + } + ] + } + } + } + }, + { + "name": "Quandrix 2", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "druidcraft#c", + "mage hand#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=druid;wizard" + } + ] + } + } + } + }, + { + "name": "Quandrix 3", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "guidance#c", + "mage hand#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=druid;wizard" + } + ] + } + } + } + }, + { + "name": "Silverquill 1", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "sacred flame#c", + "thaumaturgy#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=bard;cleric" + } + ] + } + } + } + }, + { + "name": "Silverquill 2", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "sacred flame#c", + "vicious mockery#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=bard;cleric" + } + ] + } + } + } + }, + { + "name": "Silverquill 3", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "thaumaturgy#c", + "vicious mockery#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=bard;cleric" + } + ] + } + } + } + }, + { + "name": "Witherbloom 1", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "chill touch#c", + "druidcraft#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=druid;wizard" + } + ] + } + } + } + }, + { + "name": "Witherbloom 2", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "chill touch#c", + "spare the dying#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=druid;wizard" + } + ] + } + } + } + }, + { + "name": "Witherbloom 3", + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + "druidcraft#c", + "spare the dying#c" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "level=1|class=druid;wizard" + } + ] + } + } + } + } + ], + "entries": [ + "You have studied some magical theory and have learned a few spells associated with Strixhaven University.", + "Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.", + "You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.", + "Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).", + { + "type": "table", + "caption": "Strixhaven Spells", + "colLabels": [ + "College", + "Cantrips", + "1st-Level Spell" + ], + "colStyles": [ + "col-2", + "col-5", + "col-5" + ], + "rows": [ + [ + "Lorehold", + "Choose two from {@spell light}, {@spell sacred flame}, and {@spell thaumaturgy}.", + "Choose one 1st-level {@filter cleric or wizard spell|spells|level=1|class=cleric;wizard}." + ], + [ + "Prismari", + "Choose two from {@spell fire bolt}, {@spell prestidigitation}, and {@spell ray of frost}.", + "Choose one 1st-level {@filter bard or sorcerer spell|spells|level=1|class=bard;sorcerer}." + ], + [ + "Quandrix", + "Choose two from {@spell druidcraft}, {@spell guidance}, and {@spell mage hand}.", + "Choose one 1st-level {@filter druid or wizard spell|spells|level=1|class=druid;wizard}." + ], + [ + "Silverquill", + "Choose two from {@spell sacred flame}, {@spell thaumaturgy}, and {@spell vicious mockery}.", + "Choose one 1st-level {@filter bard or cleric spell|spells|level=1|class=bard;cleric}." + ], + [ + "Witherbloom", + "Choose two from {@spell chill touch}, {@spell druidcraft}, and {@spell spare the dying}.", + "Choose one 1st-level {@filter druid or wizard spell|spells|level=1|class=druid;wizard}." + ] + ] + } + ] + }, + { + "name": "Strixhaven Mascot", + "source": "SCC", + "page": 37, + "prerequisite": [ + { + "level": 4, + "feat": [ + "strixhaven initiate|scc" + ] + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "ritual": [ + "find familiar" + ] + } + } + } + ], + "entries": [ + "You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:", + { + "type": "list", + "items": [ + "You can cast the {@spell find familiar} spell as a ritual. Your familiar can take the form of the mascot associated with the college you chose for the Strixhaven Initiate feat: a {@creature spirit statue mascot|scc} (Lorehold), an {@creature art elemental mascot|scc} (Prismari), a {@creature fractal mascot|scc} (Quandrix), an {@creature inkling mascot|scc} (Silverquill), or a {@creature pest mascot|scc} (Witherbloom).", + "When you take the {@action Attack} action on your turn, you can forgo one attack to allow your mascot familiar to make one attack of its own with its reaction.", + "If your mascot familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again." + ] + } + ] + }, + { + "name": "Svirfneblin Magic", + "source": "MTF", + "page": 114, + "additionalSources": [ + { + "source": "EEPC", + "page": 7 + }, + { + "source": "SCAG", + "page": 115 + } + ], + "prerequisite": [ + { + "race": [ + { + "name": "gnome", + "subrace": "deep" + } + ] + } + ], + "additionalSpells": [ + { + "ability": "int", + "innate": { + "_": { + "will": [ + "nondetection" + ], + "daily": { + "1e": [ + "blindness/deafness", + "blur", + "disguise self" + ] + } + } + } + } + ], + "entries": [ + "You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast {@spell nondetection} on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: {@spell blindness/deafness}, {@spell blur}, and {@spell disguise self}. You regain the ability to cast these spells when you finish a long rest.", + "Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels." + ] + }, + { + "name": "Tavern Brawler", + "source": "PHB", + "page": 170, + "reprintedAs": [ + "Tavern Brawler|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con" + ], + "amount": 1 + } + } + ], + "entries": [ + "Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are proficient with improvised weapons.", + "Your unarmed strike uses a {@damage d4} for damage.", + "When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target." + ] + } + ] + }, + { + "name": "Tavern Brawler", + "source": "XPHB", + "page": 202, + "category": "O", + "weaponProficiencies": [ + { + "improvised": true + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Enhanced Unarmed Strike", + "entries": [ + "When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to {@dice 1d4} plus your Strength modifier instead of the normal damage of an Unarmed Strike." + ] + }, + { + "type": "entries", + "name": "Damage Rerolls", + "entries": [ + "Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll." + ] + }, + { + "type": "entries", + "name": "Improvised Weaponry", + "entries": [ + "You have proficiency with improvised weapons." + ] + }, + { + "type": "entries", + "name": "Push", + "entries": [ + "When you hit a creature with an Unarmed Strike as part of the {@action Attack|XPHB} action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn." + ] + } + ] + }, + { + "name": "Telekinetic", + "source": "TCE", + "page": 81, + "reprintedAs": [ + "Telekinetic|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "additionalSpells": [ + { + "ability": "inherit", + "known": { + "_": [ + "mage hand#c" + ] + } + } + ], + "entries": [ + "You learn to move things with your mind, granting you the following benefits:", + { + "type": "list", + "items": [ + "You learn the {@spell mage hand} cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand {@condition invisible}. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.", + "As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save." + ] + } + ] + }, + { + "name": "Telekinetic", + "source": "XPHB", + "page": 208, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], + "additionalSpells": [ + { + "ability": "inherit", + "known": { + "_": [ + "mage hand|xphb#c" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Minor Telekinesis", + "entries": [ + "You learn the {@spell Mage Hand|XPHB} spell. You can cast it without Verbal or Somatic components, you can make the spectral hand {@condition Invisible|XPHB}, and its range and the distance it can be away from you both increase by 30 feet when you cast it. The spell's spellcasting ability is the ability increased by this feat." + ] + }, + { + "type": "entries", + "name": "Telekinetic Shove", + "entries": [ + "As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you." + ] + } + ] + }, + { + "name": "Telepathic", + "source": "TCE", + "page": 81, + "reprintedAs": [ + "Telepathic|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "additionalSpells": [ + { + "ability": "inherit", + "innate": { + "_": { + "daily": { + "1": [ + "detect thoughts" + ] + } + } + } + } + ], + "entries": [ + "You awaken the ability to mentally connect with others, granting you the following benefits:", + { + "type": "list", + "items": [ + "You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.", + "You can cast the {@spell detect thoughts} spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Telepathic", + "source": "XPHB", + "page": 208, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], + "additionalSpells": [ + { + "ability": "inherit", + "innate": { + "_": { + "daily": { + "1": [ + "detect thoughts|xphb" + ] + } + } + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Telepathic Utterance", + "entries": [ + "You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically." + ] + }, + { + "type": "entries", + "name": "Detect Thoughts", + "entries": [ + "You always have the {@spell Detect Thoughts|XPHB} spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat." + ] + } + ] + }, + { + "name": "Thrown Arms Master", + "source": "TDCSR", + "page": 191, + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "You've honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:", + { + "type": "list", + "items": [ + "Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.", + "Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.", + "When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way." + ] + } + ] + }, + { + "name": "Thrown Weapon Fighting", + "source": "XPHB", + "page": 210, + "category": "FS", + "prerequisite": [ + { + "feature": [ + "Fighting Style" + ] + } + ], + "entries": [ + "When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll." + ] + }, + { + "name": "Tough", + "source": "PHB", + "page": 170, + "reprintedAs": [ + "Tough|XPHB" + ], + "entries": [ + "Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points." + ] + }, + { + "name": "Tough", + "source": "XPHB", + "page": 202, + "category": "O", + "entries": [ + "Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points." + ] + }, + { + "name": "Two-Weapon Fighting", + "source": "XPHB", + "page": 210, + "freeRules2024": true, + "category": "FS", + "prerequisite": [ + { + "feature": [ + "Fighting Style" + ] + } + ], + "entries": [ + "When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage." + ], + "hasFluffImages": true + }, + { + "name": "Unarmed Fighting", + "source": "XPHB", + "page": 210, + "category": "FS", + "prerequisite": [ + { + "feature": [ + "Fighting Style" + ] + } + ], + "entries": [ + "When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to {@dice 1d6} plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the {@dice d6} becomes a {@dice d8}.", + "At the start of each of your turns, you can deal {@damage 1d4} Bludgeoning damage to one creature {@condition Grappled|XPHB} by you." + ] + }, + { + "name": "Vampiric Exultation", + "source": "PSX", + "page": 14, + "prerequisite": [ + { + "race": [ + { + "name": "Vampire (Ixalan)" + } + ] + } + ], + "entries": [ + "As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Vigor of the Hill Giant", + "source": "BGG", + "page": 19, + "prerequisite": [ + { + "level": 4, + "feat": [ + "strike of the giants|BGG|strike of the giants (hill strike)" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "con", + "wis" + ], + "amount": 1 + } + } + ], + "entries": [ + "You've manifested the resilience emblematic of hill giants, granting you the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Bulwark", + "entries": [ + "When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren't moved and don't have the prone condition." + ] + }, + { + "type": "item", + "name": "Iron Stomach", + "entries": [ + "Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus." + ] + } + ] + } + ] + }, + { + "name": "Vital Sacrifice", + "source": "TDCSR", + "page": 191, + "entries": [ + "You've learned secrets of {@variantrule hemocraft|TDCSR} that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take {@damage 1d6} necrotic damage to gain a blood boon. Your blood boon lasts for 1 hour or until expended.", + "You can expend this blood boon to gain one of the following benefits:", + { + "type": "list", + "items": [ + "When you make an attack roll, you roll {@dice 1d6} and add it to the total.", + "When you hit with an attack or spell, you deal an additional {@damage 2d6} necrotic damage.", + "When you cause a creature to make a Strength, Dexterity, or Constitution {@quickref saving throws|PHB|2|1|saving throw}, roll a {@dice d4} and reduce their save by the amount rolled." + ] + }, + "The damage you take to gain a blood boon can't be reduced in any way." + ] + }, + { + "name": "War Caster", + "source": "PHB", + "page": 170, + "reprintedAs": [ + "War Caster|XPHB" + ], + "prerequisite": [ + { + "spellcasting": true + } + ], + "entries": [ + "You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on Constitution saving throws that you make to maintain your {@status concentration} on a spell when you take damage.", + "You can perform the somatic components of spells even when you have weapons or a {@item shield|phb} in one or both hands.", + "When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature." + ] + } + ] + }, + { + "name": "War Caster", + "source": "XPHB", + "page": 209, + "category": "G", + "prerequisite": [ + { + "level": 4, + "spellcasting2020": true + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Concentration", + "entries": [ + "You have Advantage on Constitution saving throws that you make to maintain {@status Concentration|XPHB}." + ] + }, + { + "type": "entries", + "name": "Reactive Spell", + "entries": [ + "When a creature provokes an {@action Opportunity Attack|XPHB} from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an {@action Opportunity Attack|XPHB}. The spell must have a casting time of one action and must target only that creature." + ] + }, + { + "type": "entries", + "name": "Somatic Components", + "entries": [ + "You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands." + ] + } + ] + }, + { + "name": "Weapon Master", + "source": "PHB", + "page": 170, + "reprintedAs": [ + "Martial Weapon Training|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "weaponProficiencies": [ + { + "choose": { + "fromFilter": "type=martial weapon;mundane weapon|miscellaneous=mundane", + "count": 4 + } + } + ], + "entries": [ + "You have practiced extensively with a variety of weapons, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon." + ] + } + ] + }, + { + "name": "Weapon Master", + "source": "XPHB", + "page": 209, + "category": "G", + "prerequisite": [ + { + "level": 4 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], + "entries": [ + "You gain the following benefits.", + { + "type": "entries", + "name": "Mastery Property", + "entries": [ + "Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Wood Elf Magic", + "source": "XGE", + "page": 75, + "prerequisite": [ + { + "race": [ + { + "name": "elf", + "subrace": "wood" + } + ] + } + ], + "additionalSpells": [ + { + "ability": "wis", + "innate": { + "_": { + "daily": { + "1e": [ + "longstrider", + "pass without trace" + ] + } + } + }, + "known": { + "_": [ + { + "choose": "level=0|class=Druid" + } + ] + } + } + ], + "entries": [ + "You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the {@spell longstrider} and {@spell pass without trace} spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells." + ] + }, + { + "name": "Woodwise", + "source": "HWCS", + "page": 47, + "skillProficiencies": [ + { + "survival": true, + "nature": true + } + ], + "entries": [ + "You have lived your entire life in the gnarled, wooded areas of the world. You are adept at finding your way through even the most treacherous terrain. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency in either the {@skill Survival} or {@skill Nature} skill.", + "You ignore difficult terrain.", + "You cannot become lost in natural surroundings except by magical means." + ] + } + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/index.md b/src/ttfrog/five_e_tools/sources/index.md new file mode 100644 index 0000000..589cf1f --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/index.md @@ -0,0 +1,4 @@ +Everything here is forked from + +https://github.com/5etools-mirror-3/5etools-src + diff --git a/src/ttfrog/five_e_tools/sources/items-base.json b/src/ttfrog/five_e_tools/sources/items-base.json new file mode 100644 index 0000000..06767af --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/items-base.json @@ -0,0 +1,5013 @@ +{ + "_meta": { + "internalCopies": [ + "itemType" + ] + }, + "baseitem": [ + { + "name": "Antimatter Rifle", + "source": "DMG", + "page": 268, + "type": "R", + "rarity": "none", + "weight": 10, + "weaponCategory": "martial", + "age": "futuristic", + "property": [ + "AF|DMG", + "RLD", + "2H" + ], + "range": "120/360", + "reload": 2, + "dmg1": "6d8", + "dmgType": "N", + "firearm": true, + "weapon": true, + "ammoType": "energy cell" + }, + { + "name": "Arrow", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Arrow|XPHB" + ], + "edition": "classic", + "type": "A", + "rarity": "none", + "weight": 0.05, + "value": 5, + "arrow": true + }, + { + "name": "Arrow", + "source": "XPHB", + "page": 222, + "type": "A|XPHB", + "rarity": "none", + "weight": 0.05, + "value": 5, + "arrow": true, + "entries": [ + "Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", + "Arrows are typically stored in a {@item Quiver|XPHB} (bought separately)." + ] + }, + { + "name": "Arrows (20)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Arrows (20)|XPHB" + ], + "edition": "classic", + "type": "A", + "rarity": "none", + "weight": 1, + "value": 100, + "arrow": true, + "packContents": [ + { + "item": "arrow|phb", + "quantity": 20 + } + ] + }, + { + "name": "Arrows (20)", + "source": "XPHB", + "page": 222, + "type": "A|XPHB", + "rarity": "none", + "weight": 1, + "value": 100, + "arrow": true, + "entries": [ + "Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", + "Arrows are typically stored in a {@item Quiver|XPHB} (bought separately)." + ], + "packContents": [ + { + "item": "arrow|xphb", + "quantity": 20 + } + ] + }, + { + "name": "Automatic Pistol", + "source": "DMG", + "page": 268, + "type": "R", + "rarity": "none", + "weight": 3, + "weaponCategory": "martial", + "age": "modern", + "property": [ + "AF|DMG", + "RLD" + ], + "range": "50/150", + "reload": 15, + "dmg1": "2d6", + "dmgType": "P", + "firearm": true, + "weapon": true, + "ammoType": "modern bullet" + }, + { + "name": "Automatic Rifle", + "source": "DMG", + "page": 268, + "type": "R", + "rarity": "none", + "weight": 8, + "weaponCategory": "martial", + "age": "modern", + "property": [ + "AF|DMG", + "BF|DMG", + "RLD", + "2H" + ], + "range": "80/240", + "reload": 30, + "dmg1": "2d8", + "dmgType": "P", + "firearm": true, + "weapon": true, + "ammoType": "modern bullet" + }, + { + "name": "Bagpipes", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Bagpipes|XPHB" + ], + "edition": "classic", + "type": "INS", + "rarity": "none", + "weight": 6, + "value": 3000 + }, + { + "name": "Bagpipes", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "weight": 6, + "value": 3000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Play a known tune ({@dc 10}), or improvise a song ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Battleaxe", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Battleaxe|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 4, + "value": 1000, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "axe": true, + "weapon": true + }, + { + "name": "Battleaxe", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 4, + "value": 1000, + "weaponCategory": "martial", + "property": [ + "V|XPHB" + ], + "mastery": [ + "Topple|XPHB" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "axe": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Birdpipes", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "Pan pipes or satyr pipes, also known as the shalm, these are sacred to {@deity Lliira|Faerûnian|scag} and popular with wood elf and wild elf bards." + ] + }, + { + "name": "Blowgun", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Blowgun|XPHB" + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "weight": 1, + "value": 1000, + "weaponCategory": "martial", + "property": [ + "A", + "LD" + ], + "range": "25/100", + "dmg1": "1", + "dmgType": "P", + "weapon": true, + "ammoType": "blowgun needle|phb" + }, + { + "name": "Blowgun", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "R", + "rarity": "none", + "weight": 1, + "value": 1000, + "weaponCategory": "martial", + "property": [ + "A|XPHB", + "LD|XPHB" + ], + "mastery": [ + "Vex|XPHB" + ], + "range": "25/100", + "dmg1": "1", + "dmgType": "P", + "weapon": true, + "ammoType": "needle|xphb", + "hasFluffImages": true + }, + { + "name": "Blowgun Needle", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Needle|XPHB" + ], + "edition": "classic", + "type": "A", + "rarity": "none", + "weight": 0.02, + "value": 2, + "needleBlowgun": true + }, + { + "name": "Blowgun Needles (50)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Needles (50)|XPHB" + ], + "edition": "classic", + "type": "A", + "rarity": "none", + "weight": 1, + "value": 100, + "needleBlowgun": true, + "packContents": [ + { + "item": "blowgun needle|phb", + "quantity": 50 + } + ] + }, + { + "name": "Bolt", + "source": "XPHB", + "page": 222, + "type": "A|XPHB", + "rarity": "none", + "weight": 0.075, + "value": 5, + "bolt": true, + "entries": [ + "Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", + "Bolts are typically stored in a {@item Crossbow Bolt Case|XPHB} (bought separately)." + ] + }, + { + "name": "Bolts (20)", + "source": "XPHB", + "page": 222, + "type": "A|XPHB", + "rarity": "none", + "weight": 1.5, + "value": 100, + "bolt": true, + "entries": [ + "Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", + "Bolts are typically stored in a {@item Crossbow Bolt Case|XPHB} (bought separately)." + ], + "packContents": [ + { + "item": "bolt|xphb", + "quantity": 20 + } + ] + }, + { + "name": "Breastplate", + "source": "PHB", + "page": 145, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Breastplate|XPHB" + ], + "edition": "classic", + "type": "MA", + "rarity": "none", + "weight": 20, + "value": 40000, + "ac": 14, + "armor": true, + "entries": [ + "This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered." + ] + }, + { + "name": "Breastplate", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "MA", + "rarity": "none", + "weight": 20, + "value": 40000, + "ac": 14, + "armor": true, + "hasFluffImages": true + }, + { + "name": "Chain Mail", + "source": "PHB", + "page": 145, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Chain Mail|XPHB" + ], + "edition": "classic", + "type": "HA", + "rarity": "none", + "weight": 55, + "value": 7500, + "ac": 16, + "strength": "13", + "armor": true, + "stealth": true, + "entries": [ + "Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets." + ] + }, + { + "name": "Chain Mail", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "HA", + "rarity": "none", + "weight": 55, + "value": 7500, + "ac": 16, + "strength": "13", + "armor": true, + "stealth": true, + "hasFluffImages": true + }, + { + "name": "Chain Shirt", + "source": "PHB", + "page": 144, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Chain Shirt|XPHB" + ], + "edition": "classic", + "type": "MA", + "rarity": "none", + "weight": 20, + "value": 5000, + "ac": 13, + "armor": true, + "entries": [ + "Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers." + ] + }, + { + "name": "Chain Shirt", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "MA", + "rarity": "none", + "weight": 20, + "value": 5000, + "ac": 13, + "armor": true, + "hasFluffImages": true + }, + { + "name": "Club", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Club|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 2, + "value": 10, + "weaponCategory": "simple", + "property": [ + "L" + ], + "dmg1": "1d4", + "dmgType": "B", + "club": true, + "weapon": true + }, + { + "name": "Club", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 10, + "weaponCategory": "simple", + "property": [ + "L|XPHB" + ], + "mastery": [ + "Slow|XPHB" + ], + "dmg1": "1d4", + "dmgType": "B", + "club": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Crossbow Bolt", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Bolt|XPHB" + ], + "edition": "classic", + "type": "A", + "rarity": "none", + "weight": 0.075, + "value": 5, + "bolt": true + }, + { + "name": "Crossbow Bolts (20)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Bolts (20)|XPHB" + ], + "edition": "classic", + "type": "A", + "rarity": "none", + "weight": 1.5, + "value": 100, + "bolt": true, + "packContents": [ + { + "item": "crossbow bolt|phb", + "quantity": 20 + } + ] + }, + { + "name": "Crystal", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Crystal|XPHB" + ], + "edition": "classic", + "type": "SCF", + "scfType": "arcane", + "rarity": "none", + "weight": 1, + "value": 1000 + }, + { + "name": "Crystal", + "source": "XPHB", + "page": 224, + "type": "SCF|XPHB", + "scfType": "arcane", + "rarity": "none", + "weight": 1, + "value": 1000 + }, + { + "name": "Dagger", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dagger|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 1, + "value": 200, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "dagger": true, + "weapon": true + }, + { + "name": "Dagger", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 1, + "value": 200, + "weaponCategory": "simple", + "property": [ + "F|XPHB", + "L|XPHB", + "T|XPHB" + ], + "mastery": [ + "Nick|XPHB" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "dagger": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Dart", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dart|XPHB" + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "weight": 0.25, + "value": 5, + "weaponCategory": "simple", + "property": [ + "F", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "weapon": true + }, + { + "name": "Dart", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "R", + "rarity": "none", + "weight": 0.25, + "value": 5, + "weaponCategory": "simple", + "property": [ + "F|XPHB", + "T|XPHB" + ], + "mastery": [ + "Vex|XPHB" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Double-Bladed Scimitar", + "source": "ERLW", + "page": 21, + "type": "M", + "rarity": "none", + "weight": 6, + "value": 10000, + "weaponCategory": "martial", + "property": [ + "S", + "2H" + ], + "dmg1": "2d4", + "dmgType": "S", + "sword": true, + "weapon": true, + "entries": [ + { + "type": "entries", + "name": "Special", + "entries": [ + "If you attack with a double-bladed scimitar as part of the {@action Attack} action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals {@dice 1d4} slashing damage on a hit, instead of {@dice 2d4}." + ] + } + ], + "hasFluff": true + }, + { + "name": "Drum", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Drum|XPHB" + ], + "edition": "classic", + "type": "INS", + "rarity": "none", + "weight": 3, + "value": 600 + }, + { + "name": "Drum", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "weight": 3, + "value": 600, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Play a known tune ({@dc 10}), or improvise a song ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Dulcimer", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dulcimer|XPHB" + ], + "edition": "classic", + "type": "INS", + "rarity": "none", + "weight": 10, + "value": 2500 + }, + { + "name": "Dulcimer", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "weight": 10, + "value": 2500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Play a known tune ({@dc 10}), or improvise a song ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Energy Cell", + "source": "DMG", + "page": 268, + "type": "AF|DMG", + "rarity": "none", + "weight": 0.3125, + "age": "futuristic", + "miscTags": [ + "CNS" + ] + }, + { + "name": "Firearm Bullet", + "source": "XPHB", + "page": 222, + "type": "A|XPHB", + "rarity": "none", + "weight": 0.2, + "value": 30, + "bulletFirearm": true, + "entries": [ + "The ammunition of a firearm is destroyed upon use.", + "Firearm Bullets are typically stored in a {@item Pouch|XPHB} (bought separately)." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Firearm Bullets (10)", + "source": "XPHB", + "page": 222, + "type": "A|XPHB", + "rarity": "none", + "weight": 2, + "value": 300, + "bulletFirearm": true, + "entries": [ + "The ammunition of a firearm is destroyed upon use.", + "Firearm Bullets are typically stored in a {@item Pouch|XPHB} (bought separately)." + ], + "packContents": [ + { + "item": "firearm bullet|xphb", + "quantity": 10 + } + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Flail", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Flail|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 2, + "value": 1000, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "B", + "weapon": true + }, + { + "name": "Flail", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 1000, + "weaponCategory": "martial", + "mastery": [ + "Sap|XPHB" + ], + "dmg1": "1d8", + "dmgType": "B", + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Flute", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Flute|XPHB" + ], + "edition": "classic", + "type": "INS", + "rarity": "none", + "weight": 1, + "value": 200 + }, + { + "name": "Flute", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "weight": 1, + "value": 200, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Play a known tune ({@dc 10}), or improvise a song ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Glaive", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Glaive|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 6, + "value": 2000, + "weaponCategory": "martial", + "property": [ + "H", + "R", + "2H" + ], + "dmg1": "1d10", + "dmgType": "S", + "polearm": true, + "weapon": true + }, + { + "name": "Glaive", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 6, + "value": 2000, + "weaponCategory": "martial", + "property": [ + "H|XPHB", + "R|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Graze|XPHB" + ], + "dmg1": "1d10", + "dmgType": "S", + "polearm": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Glaur", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound." + ] + }, + { + "name": "Greataxe", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Greataxe|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 7, + "value": 3000, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "S", + "axe": true, + "weapon": true + }, + { + "name": "Greataxe", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 7, + "value": 3000, + "weaponCategory": "martial", + "property": [ + "H|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Cleave|XPHB" + ], + "dmg1": "1d12", + "dmgType": "S", + "axe": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Greatclub", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Greatclub|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 10, + "value": 20, + "weaponCategory": "simple", + "property": [ + "2H" + ], + "dmg1": "1d8", + "dmgType": "B", + "club": true, + "weapon": true + }, + { + "name": "Greatclub", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 10, + "value": 20, + "weaponCategory": "simple", + "property": [ + "2H|XPHB" + ], + "mastery": [ + "Push|XPHB" + ], + "dmg1": "1d8", + "dmgType": "B", + "club": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Greatsword", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Greatsword|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 6, + "value": 5000, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "sword": true, + "weapon": true + }, + { + "name": "Greatsword", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 6, + "value": 5000, + "weaponCategory": "martial", + "property": [ + "H|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Graze|XPHB" + ], + "dmg1": "2d6", + "dmgType": "S", + "sword": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Halberd", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Halberd|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 6, + "value": 2000, + "weaponCategory": "martial", + "property": [ + "H", + "R", + "2H" + ], + "dmg1": "1d10", + "dmgType": "S", + "polearm": true, + "weapon": true + }, + { + "name": "Halberd", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 6, + "value": 2000, + "weaponCategory": "martial", + "property": [ + "H|XPHB", + "R|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Cleave|XPHB" + ], + "dmg1": "1d10", + "dmgType": "S", + "polearm": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Half Plate Armor", + "source": "PHB", + "page": 145, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Half Plate Armor|XPHB" + ], + "edition": "classic", + "type": "MA", + "rarity": "none", + "weight": 40, + "value": 75000, + "ac": 15, + "armor": true, + "stealth": true, + "entries": [ + "Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps." + ] + }, + { + "name": "Half Plate Armor", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "MA", + "rarity": "none", + "weight": 40, + "value": 75000, + "ac": 15, + "armor": true, + "stealth": true, + "hasFluffImages": true + }, + { + "name": "Hand Crossbow", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Hand Crossbow|XPHB" + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "weight": 3, + "value": 7500, + "weaponCategory": "martial", + "property": [ + "A", + "L", + "LD" + ], + "range": "30/120", + "dmg1": "1d6", + "dmgType": "P", + "crossbow": true, + "weapon": true, + "ammoType": "crossbow bolt|phb" + }, + { + "name": "Hand Crossbow", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "R", + "rarity": "none", + "weight": 3, + "value": 7500, + "weaponCategory": "martial", + "property": [ + "A|XPHB", + "L|XPHB", + "LD|XPHB" + ], + "mastery": [ + "Vex|XPHB" + ], + "range": "30/120", + "dmg1": "1d6", + "dmgType": "P", + "crossbow": true, + "weapon": true, + "ammoType": "bolt|xphb", + "hasFluffImages": true + }, + { + "name": "Hand Drum", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "A double-headed skin drum fitted with handles along its side." + ] + }, + { + "name": "Handaxe", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Handaxe|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 2, + "value": 500, + "weaponCategory": "simple", + "property": [ + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "S", + "axe": true, + "weapon": true + }, + { + "name": "Handaxe", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 500, + "weaponCategory": "simple", + "property": [ + "L|XPHB", + "T|XPHB" + ], + "mastery": [ + "Vex|XPHB" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "S", + "axe": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Heavy Crossbow", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Heavy Crossbow|XPHB" + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "weight": 18, + "value": 5000, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "LD", + "2H" + ], + "range": "100/400", + "dmg1": "1d10", + "dmgType": "P", + "crossbow": true, + "weapon": true, + "ammoType": "crossbow bolt|phb" + }, + { + "name": "Heavy Crossbow", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "R", + "rarity": "none", + "weight": 18, + "value": 5000, + "weaponCategory": "martial", + "property": [ + "A|XPHB", + "H|XPHB", + "LD|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Push|XPHB" + ], + "range": "100/400", + "dmg1": "1d10", + "dmgType": "P", + "crossbow": true, + "weapon": true, + "ammoType": "bolt|xphb", + "hasFluffImages": true + }, + { + "name": "Hide Armor", + "source": "PHB", + "page": 144, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Hide Armor|XPHB" + ], + "edition": "classic", + "type": "MA", + "rarity": "none", + "weight": 12, + "value": 1000, + "ac": 12, + "armor": true, + "entries": [ + "This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor." + ] + }, + { + "name": "Hide Armor", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "MA", + "rarity": "none", + "weight": 12, + "value": 1000, + "ac": 12, + "armor": true, + "hasFluffImages": true + }, + { + "name": "Hooked Shortspear", + "source": "OotA", + "page": 224, + "type": "M", + "rarity": "unknown", + "weight": 2, + "weaponCategory": "martial", + "property": [ + "L" + ], + "dmg1": "1d4", + "dmgType": "P", + "weapon": true, + "entries": [ + "On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall {@condition prone}. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus." + ] + }, + { + "name": "Hoopak", + "source": "DSotDQ", + "page": 188, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 10, + "weaponCategory": "martial", + "property": [ + "A", + "F", + "S", + "2H" + ], + "range": "40/160", + "dmg1": "1d6", + "dmgType": "P", + "weapon": true, + "entries": [ + "A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other.", + { + "type": "entries", + "name": "Special", + "entries": [ + "When you make a melee attack with this weapon, you ignore its ammunition property. You can use the hoopak as a martial ranged weapon. If you do, it uses the ammunition property, uses sling bullets, and deals {@damage 1d4} bludgeoning damage on a hit." + ] + } + ], + "ammoType": "sling bullet|phb", + "hasFluffImages": true + }, + { + "name": "Horn", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Horn|XPHB" + ], + "edition": "classic", + "type": "INS", + "rarity": "none", + "weight": 2, + "value": 300 + }, + { + "name": "Horn", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "weight": 2, + "value": 300, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Play a known tune ({@dc 10}), or improvise a song ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Hunting Rifle", + "source": "DMG", + "page": 268, + "type": "R", + "rarity": "none", + "weight": 8, + "weaponCategory": "martial", + "age": "modern", + "property": [ + "AF|DMG", + "RLD", + "2H" + ], + "range": "80/240", + "reload": 5, + "dmg1": "2d10", + "dmgType": "P", + "firearm": true, + "weapon": true, + "ammoType": "modern bullet" + }, + { + "name": "Javelin", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Javelin|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 2, + "value": 50, + "weaponCategory": "simple", + "property": [ + "T" + ], + "range": "30/120", + "dmg1": "1d6", + "dmgType": "P", + "spear": true, + "weapon": true + }, + { + "name": "Javelin", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 50, + "weaponCategory": "simple", + "property": [ + "T|XPHB" + ], + "mastery": [ + "Slow|XPHB" + ], + "range": "30/120", + "dmg1": "1d6", + "dmgType": "P", + "spear": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Lance", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Lance|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 6, + "value": 1000, + "weaponCategory": "martial", + "property": [ + "R", + "S" + ], + "dmg1": "1d12", + "dmgType": "P", + "lance": true, + "weapon": true, + "entries": [ + { + "type": "entries", + "name": "Special", + "entries": [ + "You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted." + ] + } + ] + }, + { + "name": "Lance", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 6, + "value": 1000, + "weaponCategory": "martial", + "property": [ + "H|XPHB", + "R|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Topple|XPHB" + ], + "dmg1": "1d10", + "dmgType": "P", + "lance": true, + "weapon": true, + "entries": [ + "A Lance requires two hands to wield when you aren't mounted." + ], + "hasFluffImages": true + }, + { + "name": "Laser Pistol", + "source": "DMG", + "page": 268, + "type": "R", + "rarity": "none", + "weight": 2, + "weaponCategory": "martial", + "age": "futuristic", + "property": [ + "AF|DMG", + "RLD" + ], + "range": "40/120", + "reload": 50, + "dmg1": "3d6", + "dmgType": "R", + "firearm": true, + "weapon": true, + "ammoType": "energy cell" + }, + { + "name": "Laser Rifle", + "source": "DMG", + "page": 268, + "type": "R", + "rarity": "none", + "weight": 7, + "weaponCategory": "martial", + "age": "futuristic", + "property": [ + "AF|DMG", + "RLD", + "2H" + ], + "range": "100/300", + "reload": 30, + "dmg1": "3d8", + "dmgType": "R", + "firearm": true, + "weapon": true, + "ammoType": "energy cell" + }, + { + "name": "Leather Armor", + "source": "PHB", + "page": 144, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Leather Armor|XPHB" + ], + "edition": "classic", + "type": "LA", + "rarity": "none", + "weight": 10, + "value": 1000, + "ac": 11, + "armor": true, + "entries": [ + "The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials." + ] + }, + { + "name": "Leather Armor", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "LA", + "rarity": "none", + "weight": 10, + "value": 1000, + "ac": 11, + "armor": true, + "hasFluffImages": true + }, + { + "name": "Light Crossbow", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Light Crossbow|XPHB" + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "weight": 5, + "value": 2500, + "weaponCategory": "simple", + "property": [ + "A", + "LD", + "2H" + ], + "range": "80/320", + "dmg1": "1d8", + "dmgType": "P", + "crossbow": true, + "weapon": true, + "ammoType": "crossbow bolt|phb" + }, + { + "name": "Light Crossbow", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "R", + "rarity": "none", + "weight": 5, + "value": 2500, + "weaponCategory": "simple", + "property": [ + "A|XPHB", + "LD|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Slow|XPHB" + ], + "range": "80/320", + "dmg1": "1d8", + "dmgType": "P", + "crossbow": true, + "weapon": true, + "ammoType": "bolt|xphb", + "hasFluffImages": true + }, + { + "name": "Light Hammer", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Light Hammer|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 2, + "value": 200, + "weaponCategory": "simple", + "property": [ + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "B", + "hammer": true, + "weapon": true + }, + { + "name": "Light Hammer", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 200, + "weaponCategory": "simple", + "property": [ + "L|XPHB", + "T|XPHB" + ], + "mastery": [ + "Nick|XPHB" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "B", + "hammer": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Light Repeating Crossbow", + "source": "OotA", + "page": 224, + "type": "R", + "rarity": "unknown", + "weight": 5, + "weaponCategory": "simple", + "property": [ + "A", + "2H" + ], + "range": "40/160", + "dmg1": "1d8", + "dmgType": "P", + "crossbow": true, + "weapon": true, + "entries": [ + "This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action." + ], + "ammoType": "crossbow bolt|phb" + }, + { + "name": "Longbow", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Longbow|XPHB" + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "weight": 2, + "value": 5000, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "2H" + ], + "range": "150/600", + "dmg1": "1d8", + "dmgType": "P", + "bow": true, + "weapon": true, + "ammoType": "arrow|phb" + }, + { + "name": "Longbow", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "R", + "rarity": "none", + "weight": 2, + "value": 5000, + "weaponCategory": "martial", + "property": [ + "A|XPHB", + "H|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Slow|XPHB" + ], + "range": "150/600", + "dmg1": "1d8", + "dmgType": "P", + "bow": true, + "weapon": true, + "ammoType": "arrow|xphb", + "hasFluffImages": true + }, + { + "name": "Longhorn", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "A Faerûnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves." + ] + }, + { + "name": "Longsword", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Longsword|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 3, + "value": 1500, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "sword": true, + "weapon": true + }, + { + "name": "Longsword", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 1500, + "weaponCategory": "martial", + "property": [ + "V|XPHB" + ], + "mastery": [ + "Sap|XPHB" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "sword": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Lute", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Lute|XPHB" + ], + "edition": "classic", + "type": "INS", + "rarity": "none", + "weight": 2, + "value": 3500 + }, + { + "name": "Lute", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "weight": 2, + "value": 3500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Play a known tune ({@dc 10}), or improvise a song ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Lyre", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Lyre|XPHB" + ], + "edition": "classic", + "type": "INS", + "rarity": "none", + "weight": 2, + "value": 3000 + }, + { + "name": "Lyre", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "weight": 2, + "value": 3000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Play a known tune ({@dc 10}), or improvise a song ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Mace", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Mace|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 4, + "value": 500, + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "mace": true, + "weapon": true + }, + { + "name": "Mace", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 4, + "value": 500, + "weaponCategory": "simple", + "mastery": [ + "Sap|XPHB" + ], + "dmg1": "1d6", + "dmgType": "B", + "mace": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Maul", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Maul|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 10, + "value": 1000, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "B", + "hammer": true, + "weapon": true + }, + { + "name": "Maul", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 10, + "value": 1000, + "weaponCategory": "martial", + "property": [ + "H|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Topple|XPHB" + ], + "dmg1": "2d6", + "dmgType": "B", + "hammer": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Modern Bullet", + "source": "DMG", + "page": 268, + "type": "AF|DMG", + "rarity": "none", + "weight": 0.1, + "age": "modern", + "miscTags": [ + "CNS" + ] + }, + { + "name": "Modern Bullets (10)", + "source": "DMG", + "page": 268, + "type": "AF|DMG", + "rarity": "none", + "weight": 1, + "age": "modern", + "packContents": [ + { + "item": "modern bullet", + "quantity": 10 + } + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Morningstar", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Morningstar|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 4, + "value": 1500, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "P", + "mace": true, + "weapon": true + }, + { + "name": "Morningstar", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 4, + "value": 1500, + "weaponCategory": "martial", + "mastery": [ + "Sap|XPHB" + ], + "dmg1": "1d8", + "dmgType": "P", + "mace": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Musket", + "source": "DMG", + "page": 268, + "reprintedAs": [ + "Musket|XPHB" + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "weight": 10, + "value": 50000, + "weaponCategory": "martial", + "age": "renaissance", + "property": [ + "AF|DMG", + "LD", + "2H" + ], + "range": "40/120", + "dmg1": "1d12", + "dmgType": "P", + "firearm": true, + "weapon": true, + "ammoType": "renaissance bullet" + }, + { + "name": "Musket", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "R", + "rarity": "none", + "weight": 10, + "value": 50000, + "weaponCategory": "martial", + "property": [ + "A|XPHB", + "LD|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Slow|XPHB" + ], + "range": "40/120", + "dmg1": "1d12", + "dmgType": "P", + "firearm": true, + "weapon": true, + "ammoType": "firearm bullet|xphb", + "hasFluffImages": true + }, + { + "name": "Needle", + "source": "XPHB", + "page": 222, + "type": "A|XPHB", + "rarity": "none", + "weight": 0.02, + "value": 2, + "needleBlowgun": true, + "entries": [ + "Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", + "Needles are typically stored in a {@item Pouch|XPHB} (bought separately)." + ] + }, + { + "name": "Needles (50)", + "source": "XPHB", + "page": 222, + "type": "A|XPHB", + "rarity": "none", + "weight": 1, + "value": 100, + "needleBlowgun": true, + "entries": [ + "Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", + "Needles are typically stored in a {@item Pouch|XPHB} (bought separately)." + ], + "packContents": [ + { + "item": "needle|xphb", + "quantity": 50 + } + ] + }, + { + "name": "Net", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + { + "uid": "Net|XPHB", + "tag": "item" + } + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "weight": 3, + "value": 100, + "weaponCategory": "martial", + "property": [ + "S", + "T" + ], + "range": "5/15", + "net": true, + "weapon": true, + "entries": [ + { + "type": "entries", + "name": "Special", + "entries": [ + "A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make." + ] + } + ] + }, + { + "name": "Orb", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Orb|XPHB" + ], + "edition": "classic", + "type": "SCF", + "scfType": "arcane", + "rarity": "none", + "weight": 3, + "value": 2000 + }, + { + "name": "Orb", + "source": "XPHB", + "page": 224, + "type": "SCF|XPHB", + "scfType": "arcane", + "rarity": "none", + "weight": 3, + "value": 2000 + }, + { + "name": "Padded Armor", + "source": "PHB", + "page": 144, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Padded Armor|XPHB" + ], + "edition": "classic", + "type": "LA", + "rarity": "none", + "weight": 8, + "value": 500, + "ac": 11, + "armor": true, + "stealth": true, + "entries": [ + "Padded armor consists of quilted layers of cloth and batting." + ] + }, + { + "name": "Padded Armor", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "LA", + "rarity": "none", + "weight": 8, + "value": 500, + "ac": 11, + "armor": true, + "stealth": true, + "hasFluffImages": true + }, + { + "name": "Pan Flute", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Pan Flute|XPHB" + ], + "edition": "classic", + "type": "INS", + "rarity": "none", + "weight": 2, + "value": 1200 + }, + { + "name": "Pan Flute", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "weight": 2, + "value": 1200, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Play a known tune ({@dc 10}), or improvise a song ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Pike", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Pike|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 18, + "value": 500, + "weaponCategory": "martial", + "property": [ + "H", + "R", + "2H" + ], + "dmg1": "1d10", + "dmgType": "P", + "weapon": true + }, + { + "name": "Pike", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 18, + "value": 500, + "weaponCategory": "martial", + "property": [ + "H|XPHB", + "R|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Push|XPHB" + ], + "dmg1": "1d10", + "dmgType": "P", + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Pistol", + "source": "DMG", + "page": 268, + "reprintedAs": [ + "Pistol|XPHB" + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "weight": 3, + "value": 25000, + "weaponCategory": "martial", + "age": "renaissance", + "property": [ + "AF|DMG", + "LD" + ], + "range": "30/90", + "dmg1": "1d10", + "dmgType": "P", + "firearm": true, + "weapon": true, + "ammoType": "renaissance bullet" + }, + { + "name": "Pistol", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "R", + "rarity": "none", + "weight": 3, + "value": 25000, + "weaponCategory": "martial", + "property": [ + "A|XPHB", + "LD|XPHB" + ], + "mastery": [ + "Vex|XPHB" + ], + "range": "30/90", + "dmg1": "1d10", + "dmgType": "P", + "firearm": true, + "weapon": true, + "ammoType": "firearm bullet|xphb", + "hasFluffImages": true + }, + { + "name": "Plate Armor", + "source": "PHB", + "page": 145, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Plate Armor|XPHB" + ], + "edition": "classic", + "type": "HA", + "rarity": "none", + "weight": 65, + "value": 150000, + "ac": 18, + "strength": "15", + "armor": true, + "stealth": true, + "entries": [ + "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body." + ] + }, + { + "name": "Plate Armor", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "HA", + "rarity": "none", + "weight": 65, + "value": 150000, + "ac": 18, + "strength": "15", + "armor": true, + "stealth": true, + "hasFluffImages": true + }, + { + "name": "Quarterstaff", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Quarterstaff|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 4, + "value": 20, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "weapon": true + }, + { + "name": "Quarterstaff", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 4, + "value": 20, + "weaponCategory": "simple", + "property": [ + "V|XPHB" + ], + "mastery": [ + "Topple|XPHB" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Rapier", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Rapier|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 2, + "value": 2500, + "weaponCategory": "martial", + "property": [ + "F" + ], + "dmg1": "1d8", + "dmgType": "P", + "rapier": true, + "sword": true, + "weapon": true + }, + { + "name": "Rapier", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 2500, + "weaponCategory": "martial", + "property": [ + "F|XPHB" + ], + "mastery": [ + "Vex|XPHB" + ], + "dmg1": "1d8", + "dmgType": "P", + "rapier": true, + "sword": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Renaissance Bullet", + "source": "DMG", + "page": 268, + "reprintedAs": [ + "Firearm Bullet|XPHB" + ], + "type": "AF|DMG", + "rarity": "none", + "weight": 0.2, + "value": 30, + "age": "renaissance", + "miscTags": [ + "CNS" + ] + }, + { + "name": "Renaissance Bullets (10)", + "source": "DMG", + "page": 268, + "reprintedAs": [ + "Firearm Bullets (10)|XPHB" + ], + "type": "AF|DMG", + "rarity": "none", + "weight": 2, + "value": 300, + "age": "renaissance", + "packContents": [ + { + "item": "renaissance bullet", + "quantity": 10 + } + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Revolver", + "source": "DMG", + "page": 268, + "type": "R", + "rarity": "none", + "weight": 3, + "weaponCategory": "martial", + "age": "modern", + "property": [ + "AF|DMG", + "RLD" + ], + "range": "40/120", + "reload": 6, + "dmg1": "2d8", + "dmgType": "P", + "firearm": true, + "weapon": true, + "ammoType": "modern bullet" + }, + { + "name": "Ring Mail", + "source": "PHB", + "page": 145, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Ring Mail|XPHB" + ], + "edition": "classic", + "type": "HA", + "rarity": "none", + "weight": 40, + "value": 3000, + "ac": 14, + "armor": true, + "stealth": true, + "entries": [ + "This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor." + ] + }, + { + "name": "Ring Mail", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "HA", + "rarity": "none", + "weight": 40, + "value": 3000, + "ac": 14, + "armor": true, + "stealth": true, + "hasFluffImages": true + }, + { + "name": "Rod", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Rod|XPHB" + ], + "edition": "classic", + "type": "SCF", + "scfType": "arcane", + "rarity": "none", + "weight": 2, + "value": 1000 + }, + { + "name": "Rod", + "source": "XPHB", + "page": 224, + "type": "SCF|XPHB", + "scfType": "arcane", + "rarity": "none", + "weight": 2, + "value": 1000 + }, + { + "name": "Scale Mail", + "source": "PHB", + "page": 144, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Scale Mail|XPHB" + ], + "edition": "classic", + "type": "MA", + "rarity": "none", + "weight": 45, + "value": 5000, + "ac": 14, + "armor": true, + "stealth": true, + "entries": [ + "This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets." + ] + }, + { + "name": "Scale Mail", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "MA", + "rarity": "none", + "weight": 45, + "value": 5000, + "ac": 14, + "armor": true, + "stealth": true, + "hasFluffImages": true + }, + { + "name": "Scimitar", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Scimitar|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 3, + "value": 2500, + "weaponCategory": "martial", + "property": [ + "F", + "L" + ], + "dmg1": "1d6", + "dmgType": "S", + "sword": true, + "weapon": true + }, + { + "name": "Scimitar", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 2500, + "weaponCategory": "martial", + "property": [ + "F|XPHB", + "L|XPHB" + ], + "mastery": [ + "Nick|XPHB" + ], + "dmg1": "1d6", + "dmgType": "S", + "sword": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Shawm", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Shawm|XPHB" + ], + "edition": "classic", + "type": "INS", + "rarity": "none", + "weight": 1, + "value": 200 + }, + { + "name": "Shawm", + "source": "SCAG", + "page": 124, + "reprintedAs": [ + "Shawm|XPHB" + ], + "type": "INS", + "rarity": "none", + "entries": [ + "A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions." + ] + }, + { + "name": "Shawm", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "weight": 1, + "value": 200, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Play a known tune ({@dc 10}), or improvise a song ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Shield", + "source": "PHB", + "page": 144, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Shield|XPHB" + ], + "edition": "classic", + "type": "S", + "rarity": "none", + "weight": 6, + "value": 1000, + "ac": 2, + "entries": [ + "A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time." + ] + }, + { + "name": "Shield", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "S", + "rarity": "none", + "weight": 6, + "value": 1000, + "ac": 2, + "hasFluffImages": true + }, + { + "name": "Shortbow", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Shortbow|XPHB" + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "weight": 2, + "value": 2500, + "weaponCategory": "simple", + "property": [ + "A", + "2H" + ], + "range": "80/320", + "dmg1": "1d6", + "dmgType": "P", + "bow": true, + "weapon": true, + "ammoType": "arrow|phb" + }, + { + "name": "Shortbow", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "R", + "rarity": "none", + "weight": 2, + "value": 2500, + "weaponCategory": "simple", + "property": [ + "A|XPHB", + "2H|XPHB" + ], + "mastery": [ + "Vex|XPHB" + ], + "range": "80/320", + "dmg1": "1d6", + "dmgType": "P", + "bow": true, + "weapon": true, + "ammoType": "arrow|xphb", + "hasFluffImages": true + }, + { + "name": "Shortsword", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Shortsword|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 2, + "value": 1000, + "weaponCategory": "martial", + "property": [ + "F", + "L" + ], + "dmg1": "1d6", + "dmgType": "P", + "sword": true, + "weapon": true + }, + { + "name": "Shortsword", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 1000, + "weaponCategory": "martial", + "property": [ + "F|XPHB", + "L|XPHB" + ], + "mastery": [ + "Vex|XPHB" + ], + "dmg1": "1d6", + "dmgType": "P", + "sword": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Shotgun", + "source": "DMG", + "page": 268, + "type": "R", + "rarity": "none", + "weight": 7, + "weaponCategory": "martial", + "age": "modern", + "property": [ + "AF|DMG", + "RLD", + "2H" + ], + "range": "30/90", + "reload": 2, + "dmg1": "2d8", + "dmgType": "P", + "firearm": true, + "weapon": true, + "ammoType": "modern bullet" + }, + { + "name": "Sickle", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sickle|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 2, + "value": 100, + "weaponCategory": "simple", + "property": [ + "L" + ], + "dmg1": "1d4", + "dmgType": "S", + "weapon": true + }, + { + "name": "Sickle", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 100, + "weaponCategory": "simple", + "property": [ + "L|XPHB" + ], + "mastery": [ + "Nick|XPHB" + ], + "dmg1": "1d4", + "dmgType": "S", + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Sling", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sling|XPHB" + ], + "edition": "classic", + "type": "R", + "rarity": "none", + "value": 10, + "weaponCategory": "simple", + "property": [ + "A" + ], + "range": "30/120", + "dmg1": "1d4", + "dmgType": "B", + "weapon": true, + "ammoType": "sling bullet|phb" + }, + { + "name": "Sling", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "R", + "rarity": "none", + "value": 10, + "weaponCategory": "simple", + "property": [ + "A|XPHB" + ], + "mastery": [ + "Slow|XPHB" + ], + "range": "30/120", + "dmg1": "1d4", + "dmgType": "B", + "weapon": true, + "ammoType": "sling bullet|xphb", + "hasFluffImages": true + }, + { + "name": "Sling Bullet", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sling Bullet|XPHB" + ], + "edition": "classic", + "type": "A", + "rarity": "none", + "weight": 0.075, + "value": 0.2, + "bulletSling": true + }, + { + "name": "Sling Bullet", + "source": "XPHB", + "page": 222, + "type": "A|XPHB", + "rarity": "none", + "weight": 0.075, + "value": 0.2, + "bulletSling": true, + "entries": [ + "Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", + "Sling Bullets are typically stored in a {@item Pouch|XPHB} (bought separately)." + ] + }, + { + "name": "Sling Bullets (20)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sling Bullets (20)|XPHB" + ], + "edition": "classic", + "type": "A", + "rarity": "none", + "weight": 1.5, + "value": 4, + "bulletSling": true, + "packContents": [ + { + "item": "sling bullet|phb", + "quantity": 20 + } + ] + }, + { + "name": "Sling Bullets (20)", + "source": "XPHB", + "page": 222, + "type": "A|XPHB", + "rarity": "none", + "weight": 1.5, + "value": 4, + "bulletSling": true, + "entries": [ + "Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", + "Sling Bullets are typically stored in a {@item Pouch|XPHB} (bought separately)." + ], + "packContents": [ + { + "item": "sling bullet|xphb", + "quantity": 20 + } + ] + }, + { + "name": "Songhorn", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "A recorder, a simple type of flute, usually carved from wood." + ] + }, + { + "name": "Spear", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Spear|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 3, + "value": 100, + "weaponCategory": "simple", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "spear": true, + "weapon": true + }, + { + "name": "Spear", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 100, + "weaponCategory": "simple", + "property": [ + "T|XPHB", + "V|XPHB" + ], + "mastery": [ + "Sap|XPHB" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "spear": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Spiked Armor", + "source": "SCAG", + "page": 121, + "type": "MA", + "rarity": "unknown", + "weight": 45, + "value": 7500, + "ac": 14, + "armor": true, + "stealth": true, + "entries": [ + "Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal." + ] + }, + { + "name": "Splint Armor", + "source": "PHB", + "page": 145, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Splint Armor|XPHB" + ], + "edition": "classic", + "type": "HA", + "rarity": "none", + "weight": 60, + "value": 20000, + "ac": 17, + "strength": "15", + "armor": true, + "stealth": true, + "entries": [ + "This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints." + ] + }, + { + "name": "Splint Armor", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "HA", + "rarity": "none", + "weight": 60, + "value": 20000, + "ac": 17, + "strength": "15", + "armor": true, + "stealth": true, + "hasFluffImages": true + }, + { + "name": "Staff", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Staff|XPHB" + ], + "edition": "classic", + "type": "SCF", + "scfType": "arcane", + "rarity": "none", + "weight": 4, + "value": 500, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true + }, + { + "name": "Staff", + "source": "XPHB", + "page": 224, + "type": "SCF|XPHB", + "scfType": "arcane", + "rarity": "none", + "weight": 4, + "value": 500, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true + }, + { + "name": "Studded Leather Armor", + "source": "PHB", + "page": 144, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Studded Leather Armor|XPHB" + ], + "edition": "classic", + "type": "LA", + "rarity": "none", + "weight": 13, + "value": 4500, + "ac": 12, + "armor": true, + "entries": [ + "Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes." + ] + }, + { + "name": "Studded Leather Armor", + "source": "XPHB", + "page": 219, + "freeRules2024": true, + "type": "LA", + "rarity": "none", + "weight": 13, + "value": 4500, + "ac": 12, + "armor": true, + "hasFluffImages": true + }, + { + "name": "Tantan", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "A tambourine, a popular instrument with halflings and humans south of the Dalelands." + ] + }, + { + "name": "Thelarr", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children\u2014to the parents' delight or regret." + ] + }, + { + "name": "Tocken", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry." + ] + }, + { + "name": "Trident", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Trident|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 4, + "value": 500, + "weaponCategory": "martial", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "weapon": true + }, + { + "name": "Trident", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 4, + "value": 500, + "weaponCategory": "martial", + "property": [ + "T|XPHB", + "V|XPHB" + ], + "mastery": [ + "Topple|XPHB" + ], + "range": "20/60", + "dmg1": "1d8", + "dmgType": "P", + "dmg2": "1d10", + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Viol", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Viol|XPHB" + ], + "edition": "classic", + "type": "INS", + "rarity": "none", + "weight": 1, + "value": 3000 + }, + { + "name": "Viol", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "weight": 1, + "value": 3000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Play a known tune ({@dc 10}), or improvise a song ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Wand", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Wand|XPHB" + ], + "edition": "classic", + "type": "SCF", + "scfType": "arcane", + "rarity": "none", + "weight": 1, + "value": 1000 + }, + { + "name": "Wand", + "source": "XPHB", + "page": 224, + "type": "SCF|XPHB", + "scfType": "arcane", + "rarity": "none", + "weight": 1, + "value": 1000 + }, + { + "name": "War Pick", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "War Pick|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 2, + "value": 500, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "P", + "weapon": true + }, + { + "name": "War Pick", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 500, + "weaponCategory": "martial", + "property": [ + "V|XPHB" + ], + "mastery": [ + "Sap|XPHB" + ], + "dmg1": "1d8", + "dmgType": "P", + "dmg2": "1d10", + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Wargong", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark." + ] + }, + { + "name": "Warhammer", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Warhammer|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 2, + "value": 1500, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "hammer": true, + "weapon": true + }, + { + "name": "Warhammer", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 5, + "value": 1500, + "weaponCategory": "martial", + "property": [ + "V|XPHB" + ], + "mastery": [ + "Push|XPHB" + ], + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "hammer": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Whip", + "source": "PHB", + "page": 149, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Whip|XPHB" + ], + "edition": "classic", + "type": "M", + "rarity": "none", + "weight": 3, + "value": 200, + "weaponCategory": "martial", + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "weapon": true + }, + { + "name": "Whip", + "source": "XPHB", + "page": 215, + "freeRules2024": true, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 200, + "weaponCategory": "martial", + "property": [ + "F|XPHB", + "R|XPHB" + ], + "mastery": [ + "Slow|XPHB" + ], + "dmg1": "1d4", + "dmgType": "S", + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Wooden Staff", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Wooden Staff|XPHB" + ], + "edition": "classic", + "type": "SCF", + "scfType": "druid", + "rarity": "none", + "weight": 4, + "value": 500, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8" + }, + { + "name": "Wooden Staff", + "source": "XPHB", + "page": 225, + "type": "SCF|XPHB", + "scfType": "druid", + "rarity": "none", + "weight": 4, + "value": 500, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8" + }, + { + "name": "Yarting", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent." + ] + }, + { + "name": "Yklwa", + "source": "ToA", + "page": 32, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 100, + "weaponCategory": "simple", + "property": [ + "T" + ], + "range": "10/30", + "dmg1": "1d8", + "dmgType": "P", + "weapon": true, + "entries": [ + "A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing." + ] + }, + { + "name": "Zulkoon", + "source": "SCAG", + "page": 124, + "type": "INS", + "rarity": "none", + "entries": [ + "A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound." + ] + } + ], + "itemProperty": [ + { + "abbreviation": "2H", + "source": "PHB", + "page": 147, + "reprintedAs": [ + "2H|XPHB" + ], + "template": "{{prop_name_lower}}", + "entries": [ + { + "type": "entries", + "name": "Two-Handed", + "entries": [ + "This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it." + ] + } + ] + }, + { + "abbreviation": "2H", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "template": "{{prop_name}}", + "entries": [ + { + "type": "entries", + "name": "Two-Handed", + "entries": [ + "A Two-Handed weapon requires two hands when you attack with it." + ] + } + ] + }, + { + "abbreviation": "A", + "source": "PHB", + "page": 146, + "reprintedAs": [ + "A|XPHB" + ], + "template": "{{prop_name_lower}} ({{item.range}}\u00A0ft.)", + "entries": [ + { + "type": "entries", + "name": "Ammunition", + "entries": [ + "You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", + "If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way." + ] + } + ] + }, + { + "abbreviation": "A", + "source": "XPHB", + "page": 213, + "freeRules2024": true, + "template": "{{prop_name}} ({{item.range}}\u00A0ft.)", + "entries": [ + { + "type": "entries", + "name": "Ammunition", + "entries": [ + "You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost." + ] + } + ] + }, + { + "abbreviation": "AF", + "source": "DMG", + "page": 267, + "template": "{{prop_name_lower}} ({{item.range}}\u00A0ft.)", + "entries": [ + { + "type": "entries", + "name": "Ammunition", + "entries": [ + "You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.", + "If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way." + ] + } + ] + }, + { + "abbreviation": "BF", + "source": "DMG", + "page": 267, + "template": "{{prop_name_lower}}", + "entries": [ + { + "type": "entries", + "name": "Burst Fire", + "entries": [ + "A weapon that has the burst fire property can make a single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition." + ] + } + ] + }, + { + "abbreviation": "ER", + "source": "TDCSR", + "page": 195, + "template": "{{prop_name_lower}} ({{item.reach}}\u00A0ft.)", + "entriesTemplate": [ + { + "type": "entries", + "name": "Extended Reach", + "page": 195, + "entries": [ + "This weapon adds {{item.reach}} feet to your reach when you attack with it. This property also determines your reach for {@action opportunity attack|PHB|opportunity attacks} with an Extended Reach weapon." + ] + } + ] + }, + { + "abbreviation": "F", + "source": "PHB", + "page": 147, + "reprintedAs": [ + "F|XPHB" + ], + "template": "{{prop_name_lower}}", + "entries": [ + { + "type": "entries", + "name": "Finesse", + "entries": [ + "When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls." + ] + } + ] + }, + { + "abbreviation": "F", + "source": "XPHB", + "page": 213, + "freeRules2024": true, + "template": "{{prop_name}}", + "entries": [ + { + "type": "entries", + "name": "Finesse", + "entries": [ + "When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls." + ] + } + ] + }, + { + "abbreviation": "H", + "source": "PHB", + "page": 147, + "reprintedAs": [ + "H|XPHB" + ], + "template": "{{prop_name_lower}}", + "entries": [ + { + "type": "entries", + "name": "Heavy", + "entries": [ + "Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively." + ] + } + ] + }, + { + "abbreviation": "H", + "source": "XPHB", + "page": 213, + "freeRules2024": true, + "template": "{{prop_name}}", + "entries": [ + { + "type": "entries", + "name": "Heavy", + "entries": [ + "You have {@variantrule Disadvantage|XPHB} on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13." + ] + } + ] + }, + { + "abbreviation": "L", + "source": "PHB", + "page": 147, + "reprintedAs": [ + "L|XPHB" + ], + "template": "{{prop_name_lower}}", + "entries": [ + { + "type": "entries", + "name": "Light", + "entries": [ + "A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons." + ] + } + ] + }, + { + "abbreviation": "L", + "source": "XPHB", + "page": 213, + "freeRules2024": true, + "template": "{{prop_name}}", + "entries": [ + { + "type": "entries", + "name": "Light", + "entries": [ + "When you take the {@action Attack|XPHB} action on your turn and attack with a Light weapon, you can make one extra attack as a {@variantrule Bonus Action|XPHB} later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a {@item Shortsword|XPHB} in one hand and a {@item Dagger|XPHB} in the other using the {@action Attack|XPHB} action and a {@variantrule Bonus Action|XPHB}, but you don't add your Strength or Dexterity modifier to the damage roll of the {@variantrule Bonus Action|XPHB} unless that modifier is negative." + ] + } + ] + }, + { + "abbreviation": "LD", + "source": "PHB", + "page": 147, + "reprintedAs": [ + "LD|XPHB" + ], + "template": "{{prop_name_lower}}", + "entries": [ + { + "type": "entries", + "name": "Loading", + "entries": [ + "Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make." + ] + } + ] + }, + { + "abbreviation": "LD", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "template": "{{prop_name}}", + "entries": [ + { + "type": "entries", + "name": "Loading", + "entries": [ + "You can fire only one piece of ammunition from a Loading weapon when you use an action, a {@variantrule Bonus Action|XPHB}, or a {@variantrule Reaction|XPHB} to fire it, regardless of the number of attacks you can normally make." + ] + } + ] + }, + { + "abbreviation": "R", + "source": "PHB", + "page": 147, + "reprintedAs": [ + "R|XPHB" + ], + "template": "{{prop_name_lower}}", + "entries": [ + { + "type": "entries", + "name": "Reach", + "entries": [ + "This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon." + ] + } + ] + }, + { + "abbreviation": "R", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "template": "{{prop_name}}", + "entries": [ + { + "type": "entries", + "name": "Reach", + "entries": [ + "A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it." + ] + } + ] + }, + { + "abbreviation": "RLD", + "source": "DMG", + "page": 267, + "template": "{{prop_name_lower}} ({{item.reload}} shots)", + "entries": [ + { + "type": "entries", + "name": "Reload", + "entries": [ + "A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice)." + ] + } + ] + }, + { + "name": "special", + "abbreviation": "S", + "source": "PHB", + "page": 147, + "template": "{{prop_name_lower}}" + }, + { + "abbreviation": "T", + "source": "PHB", + "page": 147, + "reprintedAs": [ + "T|XPHB" + ], + "template": "{{prop_name_lower}} ({{item.range}}\u00A0ft.)", + "entries": [ + { + "type": "entries", + "name": "Thrown", + "entries": [ + "If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property." + ] + } + ] + }, + { + "abbreviation": "T", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "template": "{{prop_name}} ({{item.range}}\u00A0ft.)", + "entries": [ + { + "type": "entries", + "name": "Thrown", + "entries": [ + "If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon." + ] + } + ] + }, + { + "abbreviation": "V", + "source": "PHB", + "page": 147, + "reprintedAs": [ + "V|XPHB" + ], + "template": "{{prop_name_lower}} ({{item.dmg2}})", + "entries": [ + { + "type": "entries", + "name": "Versatile", + "entries": [ + "This weapon can be used with one or two hands. A damage value in parentheses appears with the property\u2014the damage when the weapon is used with two hands to make a melee attack." + ] + } + ] + }, + { + "abbreviation": "V", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "template": "{{prop_name}}", + "entries": [ + { + "type": "entries", + "name": "Versatile", + "entries": [ + "A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack." + ] + } + ] + }, + { + "abbreviation": "Vst", + "source": "TDCSR", + "page": 200, + "template": "Vestige", + "entries": [ + { + "type": "entries", + "name": "Vestige of Divergence", + "page": 200, + "entries": [ + "{@note This item is a Vestige of Divergence, see {@book Tal'Dorei Treasures|TDCSR|5|Vestiges of Divergence} for more information.}" + ] + } + ] + } + ], + "itemType": [ + { + "name": "Treasure", + "abbreviation": "$", + "source": "DMG", + "page": 133 + }, + { + "name": "Treasure (Art Object)", + "abbreviation": "$A", + "source": "DMG", + "page": 133 + }, + { + "name": "Treasure (Coinage)", + "abbreviation": "$C", + "source": "PHB", + "page": 143, + "reprintedAs": [ + "$C|XPHB" + ] + }, + { + "name": "Treasure (Coinage)", + "abbreviation": "$C", + "source": "XPHB", + "page": 213, + "freeRules2024": true, + "entries": [ + "Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.", + "A coin weighs about a third of an ounce, so fifty coins weigh a pound." + ] + }, + { + "name": "Treasure (Gemstone)", + "abbreviation": "$G", + "source": "DMG", + "page": 133 + }, + { + "name": "Ammunition", + "abbreviation": "A", + "source": "PHB", + "page": 148, + "reprintedAs": [ + "A|XPHB" + ] + }, + { + "name": "Ammunition", + "abbreviation": "A", + "source": "XPHB", + "page": 222, + "freeRules2024": true + }, + { + "name": "Ammunition", + "abbreviation": "AF", + "source": "DMG", + "page": 267 + }, + { + "name": "Vehicle (Air)", + "abbreviation": "AIR", + "source": "DMG", + "page": 119, + "reprintedAs": [ + "AIR|XPHB" + ], + "_copy": { + "abbreviation": "SHP", + "source": "DMG" + } + }, + { + "name": "Vehicle (Air)", + "abbreviation": "AIR", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "_copy": { + "abbreviation": "SHP", + "source": "XPHB" + } + }, + { + "name": "Artisan's Tools", + "abbreviation": "AT", + "source": "PHB", + "page": 154, + "reprintedAs": [ + "AT|XPHB" + ], + "entries": [ + "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency." + ] + }, + { + "name": "Artisan's Tools", + "abbreviation": "AT", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "entries": [ + "Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency.", + "If you have proficiency with a tool, add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have {@variantrule Advantage|XPHB} on the check too." + ] + }, + { + "name": "Explosive", + "abbreviation": "EXP", + "source": "DMG", + "page": 267 + }, + { + "name": "Food and Drink", + "abbreviation": "FD", + "source": "PHB", + "page": 158, + "reprintedAs": [ + "FD|XPHB" + ] + }, + { + "name": "Food and Drink", + "abbreviation": "FD", + "source": "XPHB", + "page": 231, + "freeRules2024": true + }, + { + "name": "Adventuring Gear", + "abbreviation": "G", + "source": "PHB", + "page": 148, + "reprintedAs": [ + "G|XPHB" + ] + }, + { + "name": "Adventuring Gear", + "abbreviation": "G", + "source": "XPHB", + "page": 222, + "freeRules2024": true + }, + { + "name": "Gaming Set", + "abbreviation": "GS", + "source": "PHB", + "page": 154, + "reprintedAs": [ + "GS|XPHB" + ], + "entries": [ + "If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency." + ] + }, + { + "name": "Gaming Set", + "abbreviation": "GS", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "entries": [ + "If you have proficiency with a tool, add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have {@variantrule Advantage|XPHB} on the check too." + ] + }, + { + "name": "Generic Variant", + "abbreviation": "GV", + "source": "DMG", + "page": 135 + }, + { + "name": "Heavy Armor", + "abbreviation": "HA", + "source": "PHB", + "page": 145, + "reprintedAs": [ + "HA|XPHB" + ] + }, + { + "name": "Heavy Armor", + "abbreviation": "HA", + "source": "XPHB", + "page": 219, + "freeRules2024": true + }, + { + "name": "Illegal Drug", + "abbreviation": "IDG", + "source": "TDCSR", + "page": 85, + "entriesTemplate": [ + "{@note This item is an illegal drug; see {@variantrule Illegal Drugs|TDCSR} for more information.}" + ] + }, + { + "name": "Instrument", + "abbreviation": "INS", + "source": "PHB", + "page": 154, + "reprintedAs": [ + "INS|XPHB" + ], + "entries": [ + "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency." + ] + }, + { + "name": "Instrument", + "abbreviation": "INS", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "entries": [ + "If you have proficiency with a tool, add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have {@variantrule Advantage|XPHB} on the check too." + ] + }, + { + "name": "Light Armor", + "abbreviation": "LA", + "source": "PHB", + "page": 144, + "reprintedAs": [ + "LA|XPHB" + ] + }, + { + "name": "Light Armor", + "abbreviation": "LA", + "source": "XPHB", + "page": 219, + "freeRules2024": true + }, + { + "name": "Melee Weapon", + "abbreviation": "M", + "source": "PHB", + "page": 146, + "reprintedAs": [ + "M|XPHB" + ] + }, + { + "name": "Melee Weapon", + "abbreviation": "M", + "source": "XPHB", + "page": 213, + "freeRules2024": true + }, + { + "name": "Medium Armor", + "abbreviation": "MA", + "source": "PHB", + "page": 144, + "reprintedAs": [ + "MA|XPHB" + ] + }, + { + "name": "Medium Armor", + "abbreviation": "MA", + "source": "XPHB", + "page": 219, + "freeRules2024": true + }, + { + "name": "Mount", + "abbreviation": "MNT", + "source": "PHB", + "page": 155, + "reprintedAs": [ + "MNT|XPHB" + ] + }, + { + "name": "Mount", + "abbreviation": "MNT", + "source": "XPHB", + "page": 230, + "freeRules2024": true + }, + { + "name": "Other", + "abbreviation": "OTH", + "source": "PHB", + "page": 143 + }, + { + "name": "Potion", + "abbreviation": "P", + "source": "PHB", + "page": 148, + "reprintedAs": [ + "P|XPHB" + ] + }, + { + "name": "Potion", + "abbreviation": "P", + "source": "XPHB", + "page": 222, + "freeRules2024": true + }, + { + "name": "Ranged Weapon", + "abbreviation": "R", + "source": "PHB", + "page": 146, + "reprintedAs": [ + "R|XPHB" + ], + "entries": [ + { + "type": "entries", + "name": "Range", + "entries": [ + "A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range." + ] + } + ] + }, + { + "name": "Ranged Weapon", + "abbreviation": "R", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "entries": [ + { + "type": "entries", + "name": "Range", + "entries": [ + "A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have {@variantrule Disadvantage|XPHB} on the attack roll. You can't attack a target beyond the long range." + ] + } + ] + }, + { + "name": "Rod", + "abbreviation": "RD", + "source": "DMG", + "page": 139 + }, + { + "name": "Ring", + "abbreviation": "RG", + "source": "DMG", + "page": 139 + }, + { + "name": "Shield", + "abbreviation": "S", + "source": "PHB", + "page": 144, + "reprintedAs": [ + "S|XPHB" + ] + }, + { + "name": "Shield", + "abbreviation": "S", + "source": "XPHB", + "page": 219, + "freeRules2024": true + }, + { + "name": "Scroll", + "abbreviation": "SC", + "source": "DMG", + "page": 139, + "reprintedAs": [ + "SC|XPHB" + ] + }, + { + "name": "Scroll", + "abbreviation": "SC", + "source": "XPHB", + "page": 222, + "freeRules2024": true + }, + { + "name": "Spellcasting Focus", + "abbreviation": "SCF", + "source": "PHB", + "page": 148, + "reprintedAs": [ + "SCF|XPHB" + ] + }, + { + "name": "Spellcasting Focus", + "abbreviation": "SCF", + "source": "XPHB", + "page": 222, + "freeRules2024": true + }, + { + "name": "Vehicle (Water)", + "abbreviation": "SHP", + "source": "DMG", + "page": 119, + "reprintedAs": [ + "SHP|XPHB" + ], + "entries": [ + { + "type": "entries", + "name": "Crew", + "entries": [ + "A ship needs a crew of skilled hirelings to function. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel.", + "You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master's Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return." + ] + }, + { + "type": "entries", + "name": "Passengers", + "entries": [ + "This indicates the number of Small and Medium passengers the ship can accommodate.", + "Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers.", + "A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day." + ] + }, + { + "type": "entries", + "name": "Cargo", + "entries": [ + "The maximum tonnage the ship can carry." + ] + }, + { + "type": "entries", + "name": "Damage Threshold", + "entries": [ + "If a ship has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points." + ] + }, + { + "type": "entries", + "name": "Ship Repair", + "entries": [ + "Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor." + ] + } + ] + }, + { + "name": "Vehicle (Water)", + "abbreviation": "SHP", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "entries": [ + { + "type": "entries", + "name": "Speed", + "entries": [ + "A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds." + ] + }, + { + "type": "entries", + "name": "Crew", + "entries": [ + "A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see \"{@book Services|XPHB|6|Services}\") to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship." + ] + }, + { + "type": "entries", + "name": "Passengers", + "entries": [ + "The number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day." + ] + }, + { + "type": "entries", + "name": "Damage Threshold", + "entries": [ + "See the {@variantrule Damage Threshold|XPHB|rules glossary}." + ] + }, + { + "type": "entries", + "name": "Ship Repair", + "entries": [ + "Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 {@variantrule Hit Points|XPHB|Hit Point} of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved." + ] + } + ] + }, + { + "name": "Vehicle (Space)", + "abbreviation": "SPC", + "source": "AAG", + "page": 24 + }, + { + "name": "Tool", + "abbreviation": "T", + "source": "PHB", + "page": 154, + "reprintedAs": [ + "T|XPHB" + ] + }, + { + "name": "Tool", + "abbreviation": "T", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "entries": [ + "If you have proficiency with a tool, add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have {@variantrule Advantage|XPHB} on the check too." + ] + }, + { + "name": "Tack and Harness", + "abbreviation": "TAH", + "source": "PHB", + "page": 155, + "reprintedAs": [ + "TAH|XPHB" + ] + }, + { + "name": "Tack and Harness", + "abbreviation": "TAH", + "source": "XPHB", + "page": 230, + "freeRules2024": true + }, + { + "name": "Trade Good", + "abbreviation": "TG", + "source": "PHB", + "page": 146, + "entries": [ + "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).", + "Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency." + ] + }, + { + "name": "Vehicle (Land)", + "abbreviation": "VEH", + "source": "PHB", + "page": 155, + "reprintedAs": [ + "VEH|XPHB" + ] + }, + { + "name": "Vehicle (Land)", + "abbreviation": "VEH", + "source": "XPHB", + "page": 230, + "freeRules2024": true + }, + { + "name": "Wand", + "abbreviation": "WD", + "source": "DMG", + "page": 139 + } + ], + "itemTypeAdditionalEntries": [ + { + "name": "Gaming Set", + "source": "XGE", + "appliesTo": "GS|PHB", + "entries": [ + "Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.", + { + "type": "entries", + "name": "Components", + "entries": [ + "A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it." + ] + }, + { + "type": "entries", + "name": "Insight", + "entries": [ + "Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood." + ] + }, + { + "type": "entries", + "name": "Sleight of Hand", + "entries": [ + "Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt." + ] + }, + { + "type": "table", + "caption": "Gaming Set", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Catch a player cheating", + "15" + ], + [ + "Gain insight into an opponent's personality", + "15" + ] + ] + } + ] + }, + { + "name": "Instrument", + "source": "XGE", + "appliesTo": "INS|PHB", + "entries": [ + "Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.", + { + "type": "entries", + "name": "History", + "entries": [ + "Your expertise aids you in recalling lore related to your instrument." + ] + }, + { + "type": "entries", + "name": "Performance", + "entries": [ + "Your ability to put on a good show is improved when you incorporate an instrument into your act." + ] + }, + { + "type": "entries", + "name": "Compose a Tune", + "entries": [ + "As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune." + ] + }, + { + "type": "table", + "caption": "Musical Instrument", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Identify a tune", + "10" + ], + [ + "Improvise a tune", + "20" + ] + ] + } + ] + } + ], + "itemEntry": [ + { + "name": "Absorbing Tattoo", + "source": "TCE", + "entriesTemplate": [ + "Produced by a special needle, this magic tattoo features designs that emphasize one color ({{item.detail1}}).", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Damage Resistance", + "entries": [ + "While the tattoo is on your skin, you have resistance to {{item.resist}} damage." + ] + }, + { + "type": "entries", + "name": "Damage Absorption", + "entries": [ + "When you take {{item.resist}} damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn." + ] + } + ] + }, + { + "name": "Armor of Resistance", + "source": "DMG", + "entriesTemplate": [ + "You have resistance to {{item.resist}} damage while you wear this armor." + ] + }, + { + "name": "Chromatic Rose", + "source": "WBtW", + "entriesTemplate": [ + "While this rose is held, it {{item.detail1}} as a harmless visual effect.", + "While holding the rose by its stem, you gain resistance to {{item.resist}} damage. If you would take more than 10 {{item.resist}} damage from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.", + "As an action, you can blow the petals from the rose to produce a 20-foot cone of {{item.resist}}. Each creature in the cone must make a DC 15 Constitution saving throw, taking {@damage 3d10} {{item.resist}} damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose." + ] + }, + { + "name": "Grenade", + "source": "DMG", + "entriesTemplate": [ + "As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away." + ] + }, + { + "name": "Potion of Resistance", + "source": "DMG", + "entriesTemplate": [ + "When you drink this potion, you gain resistance to {{item.resist}} damage for 1 hour." + ] + }, + { + "name": "Ring of Resistance", + "source": "DMG", + "entriesTemplate": [ + "You have resistance to {{item.resist}} damage while wearing this ring. The ring is set with {{item.detail1}}." + ] + } + ], + "itemMastery": [ + { + "name": "Cleave", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "entries": [ + "If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn." + ] + }, + { + "name": "Graze", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "entries": [ + "If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier." + ] + }, + { + "name": "Nick", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "entries": [ + "When you make the extra attack of the Light property, you can make it as part of the {@action Attack|XPHB} action instead of as a {@variantrule Bonus Action|XPHB}. You can make this extra attack only once per turn." + ] + }, + { + "name": "Push", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "entries": [ + "If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller." + ] + }, + { + "name": "Sap", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "entries": [ + "If you hit a creature with this weapon, that creature has {@variantrule Disadvantage|XPHB} on its next attack roll before the start of your next turn." + ] + }, + { + "name": "Slow", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "entries": [ + "If you hit a creature with this weapon and deal damage to it, you can reduce its {@variantrule Speed|XPHB} by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the {@variantrule Speed|XPHB} reduction doesn't exceed 10 feet." + ] + }, + { + "name": "Topple", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "entries": [ + "If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw ({@dc 8} plus the ability modifier used to make the attack roll and your {@variantrule Proficiency|XPHB} Bonus). On a failed save, the creature has the {@condition Prone|XPHB} condition." + ] + }, + { + "name": "Vex", + "source": "XPHB", + "page": 214, + "freeRules2024": true, + "entries": [ + "If you hit a creature with this weapon and deal damage to the creature, you have {@variantrule Advantage|XPHB} on your next attack roll against that creature before the end of your next turn." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/items.json b/src/ttfrog/five_e_tools/sources/items.json new file mode 100644 index 0000000..364a33b --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/items.json @@ -0,0 +1,59139 @@ +{ + "_meta": { + "internalCopies": [ + "item" + ] + }, + "item": [ + { + "name": "+1 All-Purpose Tool", + "source": "TCE", + "page": 119, + "rarity": "uncommon", + "reqAttune": "by an artificer", + "reqAttuneTags": [ + { + "class": "artificer|tce" + } + ], + "wondrous": true, + "bonusSpellAttack": "+1", + "bonusSpellSaveDc": "+1", + "focus": [ + "Artificer" + ], + "entries": [ + "This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \"Equipment\" chapter in the {@book Player's Handbook|PHB} for a list of {@item artisan's tools|PHB}). Whatever form the tool takes, you are proficient with it.", + "While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.", + "As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "+1 Amulet of the Devout", + "source": "TCE", + "page": 119, + "rarity": "uncommon", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "wondrous": true, + "weight": 1, + "bonusSpellAttack": "+1", + "bonusSpellSaveDc": "+1", + "entries": [ + "This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.", + "While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "+1 Arcane Grimoire", + "source": "TCE", + "page": 120, + "rarity": "uncommon", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "bonusSpellAttack": "+1", + "bonusSpellSaveDc": "+1", + "focus": [ + "Wizard" + ], + "entries": [ + "While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.", + "You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1." + ] + }, + { + "name": "+1 Bloodwell Vial", + "source": "TCE", + "page": 122, + "rarity": "uncommon", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "bonusSpellAttack": "+1", + "bonusSpellSaveDc": "+1", + "focus": [ + "Sorcerer" + ], + "entries": [ + "To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.", + "In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn." + ] + }, + { + "name": "+1 Dragonhide Belt", + "source": "FTD", + "page": 23, + "rarity": "uncommon", + "reqAttune": "by a monk", + "reqAttuneTags": [ + { + "class": "monk" + } + ], + "wondrous": true, + "entries": [ + "This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn." + ] + }, + { + "name": "+1 Fate Dealer's Deck", + "source": "BMT", + "page": 61, + "rarity": "rare", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "wondrous": true, + "bonusSpellAttack": "+1", + "bonusSpellSaveDc": "+1", + "entries": [ + "The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +1 bonus to spell attack rolls and to your spell save DC.", + "In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total." + ], + "hasFluffImages": true + }, + { + "name": "+1 Moon Sickle", + "source": "TCE", + "page": 133, + "baseItem": "sickle|PHB", + "type": "M", + "rarity": "uncommon", + "reqAttune": "by a druid or ranger", + "reqAttuneTags": [ + { + "class": "druid" + }, + { + "class": "ranger" + } + ], + "weight": 2, + "weaponCategory": "simple", + "property": [ + "L" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+1", + "bonusSpellAttack": "+1", + "bonusSpellSaveDc": "+1", + "focus": [ + "Druid", + "Ranger" + ], + "entries": [ + "This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.", + "When you cast a spell that restores hit points, you can roll a {@dice d4} and add the number rolled to the amount of hit points restored, provided you are holding the sickle." + ] + }, + { + "name": "+1 Rhythm-Maker's Drum", + "source": "TCE", + "page": 134, + "type": "INS", + "rarity": "uncommon", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 3, + "bonusSpellAttack": "+1", + "bonusSpellSaveDc": "+1", + "entries": [ + "While holding this {@item drum|PHB}, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.", + "As an action, you can play the {@item drum|PHB} to regain one use of your Bardic Inspiration feature. This property of the {@item drum|PHB} can't be used again until the next dawn." + ] + }, + { + "name": "+1 Rod of the Pact Keeper", + "source": "DMG", + "page": 197, + "type": "RD|DMG", + "tier": "major", + "rarity": "uncommon", + "reqAttune": "by a warlock", + "reqAttuneTags": [ + { + "class": "warlock" + } + ], + "weight": 2, + "bonusSpellAttack": "+1", + "bonusSpellSaveDc": "+1", + "entries": [ + "While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.", + "In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest." + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "+1 Wand of the War Mage", + "source": "DMG", + "page": 212, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "bonusSpellAttack": "+1", + "entries": [ + "While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore {@quickref Cover||3||half cover} when making a spell attack." + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "+1 Wraps of Unarmed Prowess", + "source": "BMT", + "page": 69, + "rarity": "uncommon", + "wondrous": true, + "bonusWeapon": "+1", + "entries": [ + "While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes." + ] + }, + { + "name": "+2 All-Purpose Tool", + "source": "TCE", + "page": 119, + "rarity": "rare", + "reqAttune": "by an artificer", + "reqAttuneTags": [ + { + "class": "artificer|tce" + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "focus": [ + "Artificer" + ], + "entries": [ + "This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \"Equipment\" chapter in the {@book Player's Handbook|PHB} for a list of {@item artisan's tools|PHB}). Whatever form the tool takes, you are proficient with it.", + "While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.", + "As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "+2 Amulet of the Devout", + "source": "TCE", + "page": 119, + "rarity": "rare", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "wondrous": true, + "weight": 1, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "entries": [ + "This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.", + "While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "+2 Arcane Grimoire", + "source": "TCE", + "page": 120, + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "focus": [ + "Wizard" + ], + "entries": [ + "While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.", + "You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1." + ] + }, + { + "name": "+2 Bloodwell Vial", + "source": "TCE", + "page": 122, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "focus": [ + "Sorcerer" + ], + "entries": [ + "To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.", + "In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn." + ] + }, + { + "name": "+2 Dragonhide Belt", + "source": "FTD", + "page": 23, + "rarity": "rare", + "reqAttune": "by a monk", + "reqAttuneTags": [ + { + "class": "monk" + } + ], + "wondrous": true, + "entries": [ + "This finely detailed belt is made of dragonhide. While wearing it, you gain a +2 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn." + ] + }, + { + "name": "+2 Fate Dealer's Deck", + "source": "BMT", + "page": 61, + "rarity": "very rare", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "entries": [ + "The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +2 bonus to spell attack rolls and to your spell save DC.", + "In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total." + ], + "hasFluffImages": true + }, + { + "name": "+2 Moon Sickle", + "source": "TCE", + "page": 133, + "baseItem": "sickle|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": "by a druid or ranger", + "reqAttuneTags": [ + { + "class": "druid" + }, + { + "class": "ranger" + } + ], + "weight": 2, + "weaponCategory": "simple", + "property": [ + "L" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+2", + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "focus": [ + "Druid", + "Ranger" + ], + "entries": [ + "This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.", + "When you cast a spell that restores hit points, you can roll a {@dice d4} and add the number rolled to the amount of hit points restored, provided you are holding the sickle." + ] + }, + { + "name": "+2 Rhythm-Maker's Drum", + "source": "TCE", + "page": 134, + "type": "INS", + "rarity": "rare", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 3, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "entries": [ + "While holding this {@item drum|PHB}, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells.", + "As an action, you can play the {@item drum|PHB} to regain one use of your Bardic Inspiration feature. This property of the {@item drum|PHB} can't be used again until the next dawn." + ] + }, + { + "name": "+2 Ring of Protection", + "source": "TDCSR", + "page": 263, + "_copy": { + "name": "Ring of Protection", + "source": "DMG", + "_mod": { + "entries": { + "mode": "replaceTxt", + "replace": "\\+1", + "with": "+2", + "flags": "i" + } + }, + "_preserve": { + "tier": true + } + }, + "bonusAc": "+2", + "bonusSavingThrow": "+2", + "optionalfeatures": [], + "hasFluffImages": true + }, + { + "name": "+2 Rod of the Pact Keeper", + "source": "DMG", + "page": 197, + "type": "RD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": "by a warlock", + "reqAttuneTags": [ + { + "class": "warlock" + } + ], + "weight": 2, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "entries": [ + "While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.", + "In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "+2 Studded Leather Armor of Acid Resistance", + "source": "TDCSR", + "page": 271, + "type": "LA", + "resist": [ + "acid" + ], + "tier": "major", + "rarity": "unknown (magic)", + "reqAttune": true, + "weight": 13, + "ac": 12, + "bonusAc": "+2", + "entries": [ + "You have a +2 bonus to AC while wearing this armor.", + "You have resistance to acid damage while you wear this armor.", + "{@note Worn by {@creature Scanlan Shorthalt|TDCSR}.}" + ] + }, + { + "name": "+2 Studded White Dragon Leather Armor of Cold Resistance", + "source": "TDCSR", + "page": 267, + "type": "LA", + "resist": [ + "cold" + ], + "tier": "major", + "rarity": "unknown (magic)", + "reqAttune": true, + "weight": 13, + "ac": 12, + "bonusAc": "+2", + "entries": [ + "You have a +2 bonus to AC while wearing this armor.", + "You have resistance to cold damage while you wear this armor.", + "{@note Worn by {@creature Vex'ahlia|TDCSR}.}" + ] + }, + { + "name": "+2 Wand of the War Mage", + "source": "DMG", + "page": 212, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "bonusSpellAttack": "+2", + "entries": [ + "While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore {@quickref Cover||3||half cover} when making a spell attack." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "+2 Wraps of Unarmed Prowess", + "source": "BMT", + "page": 69, + "rarity": "rare", + "wondrous": true, + "bonusWeapon": "+2", + "entries": [ + "While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +2 bonus to the attack and damage rolls of your unarmed strikes." + ] + }, + { + "name": "+3 All-Purpose Tool", + "source": "TCE", + "page": 119, + "rarity": "very rare", + "reqAttune": "by an artificer", + "reqAttuneTags": [ + { + "class": "artificer|tce" + } + ], + "wondrous": true, + "bonusSpellAttack": "+3", + "bonusSpellSaveDc": "+3", + "focus": [ + "Artificer" + ], + "entries": [ + "This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \"Equipment\" chapter in the {@book Player's Handbook|PHB} for a list of {@item artisan's tools|PHB}). Whatever form the tool takes, you are proficient with it.", + "While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.", + "As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "+3 Amulet of the Devout", + "source": "TCE", + "page": 119, + "rarity": "very rare", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "wondrous": true, + "weight": 1, + "bonusSpellAttack": "+3", + "bonusSpellSaveDc": "+3", + "entries": [ + "This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.", + "While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "+3 Arcane Grimoire", + "source": "TCE", + "page": 120, + "rarity": "very rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "bonusSpellAttack": "+3", + "bonusSpellSaveDc": "+3", + "focus": [ + "Wizard" + ], + "entries": [ + "While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.", + "You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1." + ] + }, + { + "name": "+3 Bloodwell Vial", + "source": "TCE", + "page": 122, + "rarity": "very rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "bonusSpellAttack": "+3", + "bonusSpellSaveDc": "+3", + "focus": [ + "Sorcerer" + ], + "entries": [ + "To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.", + "In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn." + ] + }, + { + "name": "+3 Dragonhide Belt", + "source": "FTD", + "page": 23, + "rarity": "very rare", + "reqAttune": "by a monk", + "reqAttuneTags": [ + { + "class": "monk" + } + ], + "wondrous": true, + "entries": [ + "This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn." + ] + }, + { + "name": "+3 Fate Dealer's Deck", + "source": "BMT", + "page": 61, + "rarity": "legendary", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "wondrous": true, + "bonusSpellAttack": "+3", + "bonusSpellSaveDc": "+3", + "entries": [ + "The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +3 bonus to spell attack rolls and to your spell save DC.", + "In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total." + ], + "hasFluffImages": true + }, + { + "name": "+3 Moon Sickle", + "source": "TCE", + "page": 133, + "baseItem": "sickle|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": "by a druid or ranger", + "reqAttuneTags": [ + { + "class": "druid" + }, + { + "class": "ranger" + } + ], + "weight": 2, + "weaponCategory": "simple", + "property": [ + "L" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+3", + "bonusSpellAttack": "+3", + "bonusSpellSaveDc": "+3", + "focus": [ + "Druid", + "Ranger" + ], + "entries": [ + "This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.", + "When you cast a spell that restores hit points, you can roll a {@dice d4} and add the number rolled to the amount of hit points restored, provided you are holding the sickle." + ] + }, + { + "name": "+3 Rhythm-Maker's Drum", + "source": "TCE", + "page": 134, + "type": "INS", + "rarity": "very rare", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 3, + "bonusSpellAttack": "+3", + "bonusSpellSaveDc": "+3", + "entries": [ + "While holding this {@item drum|PHB}, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells.", + "As an action, you can play the {@item drum|PHB} to regain one use of your Bardic Inspiration feature. This property of the {@item drum|PHB} can't be used again until the next dawn." + ] + }, + { + "name": "+3 Rod of the Pact Keeper", + "source": "DMG", + "page": 197, + "type": "RD|DMG", + "tier": "major", + "rarity": "very rare", + "reqAttune": "by a warlock", + "reqAttuneTags": [ + { + "class": "warlock" + } + ], + "weight": 2, + "bonusSpellAttack": "+3", + "bonusSpellSaveDc": "+3", + "entries": [ + "While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.", + "In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "+3 Wand of the War Mage", + "source": "DMG", + "page": 212, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "bonusSpellAttack": "+3", + "entries": [ + "While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore {@quickref Cover||3||half cover} when making a spell attack." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "+3 Wraps of Unarmed Prowess", + "source": "BMT", + "page": 69, + "rarity": "very rare", + "wondrous": true, + "bonusWeapon": "+3", + "entries": [ + "While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +3 bonus to the attack and damage rolls of your unarmed strikes." + ] + }, + { + "name": "Abacus", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 2, + "value": 200 + }, + { + "name": "Abracadabrus", + "source": "IDRotF", + "page": 314, + "rarity": "very rare", + "wondrous": true, + "weight": 25, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d20}", + "charges": 20, + "entries": [ + "An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side.", + "The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest's charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn't contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute.", + "The chest regains {@dice 1d20} expended charges daily at dawn. If the item's last charge is expended, roll a {@dice d20}. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust." + ], + "miscTags": [ + "CF/W" + ] + }, + { + "name": "Accounting and Valuation of All Things", + "source": "CoA", + "page": 272, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "The Accounting and Valuation of All Things is bound in gold leaf, with pages of silver and text of blood.", + "This is a magic tome that functions as a spellbook and arcane focus. You have a +3 bonus to your spell attack and spell save DC.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Accounting and Valuation of All Things has the following random properties:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "The Soul Trade", + "entries": [ + "One section of the book is dedicated to negotiating and valuing mortal souls. When the book is opened within 10 feet of a creature with a soul, that creature must make a DC 22 Wisdom saving throw. On a failed save, the tome analyzes their greatest desires and calculates exactly what they would need to give up their soul. That information is then displayed within the tome, such that the user can offer a trade to acquire a soul. Creatures that succeed on the saving throw simply show up as a question mark in the book's pages and are immune to further valuations." + ] + }, + { + "type": "entries", + "name": "Mammon's Tax", + "entries": [ + "When the Accounting and Valuation of All Things is used as a spellbook, it maintains a unique ability to forcibly acquire souls. Any creature killed by a spell transcribed within the book has their soul ripped from their body and sent to Minauros. This process renders the subject immune to all forms of resurrection aside from {@spell True Resurrection}. In payment for their soul, Mammon drops gold equal to (20 × CR) or (2 × Level) on their corpse." + ] + }, + { + "type": "entries", + "name": "Negotiation Tactics", + "entries": [ + "The tome is capable of providing some assistance to all negotiations, not just those made for souls. You gain a passive +5 to Charisma ({@skill Persuasion}) checks made to barter. Additionally, as an action, you can surrender your consciousness to the tome, allowing it to take over. For 1 minute, the Accounting and Valuation of All Things speaks for you, using a +12 Charisma ({@skill Persuasion}) skill and gaining advantage on your rolls. Using the book in this manner has a corrupting influence, and each use compels you to become increasingly greedy, vain, and evil\u2014much like its original owner, Mammon. When the duration ends, if your alignment is non-evil, you suffer {@damage 6d6} necrotic damage." + ] + }, + { + "type": "entries", + "name": "Transcribed Spells", + "entries": [ + "The spellbook section of the Accounting and Valuation of All Things comes with some spells already recorded. For each spell level, roll ({@dice 1d4 - 1}). The DM will determine the necessary spells of each level that already exist within the tome. If you copy spells from the tome to your own spellbook, the cost in gold is doubled. On the opposite end, copying spells from your spellbook to the tome only costs half the gold it normally would." + ] + }, + { + "type": "entries", + "name": "Destroying the Tome", + "entries": [ + "Destroying the Accounting and Valuation of All Things can be done in two ways. The first option is a simple bribe to Mammon to have him destroy the tome. An offering of 99,999 gp must be made, at midnight, by opening the book and placing the gold inside. If Mammon accepts the offering, the gold melts around the book, then both vanish.", + "The second route, in case Mammon is unavailable or unwilling, is to incinerate the book. To accomplish this task, a pot of platinum (valued at no less than 99,999 gp) must be melted, enough to fully submerge the book. Once the platinum is prepared, dropping the tome into the molten solution melts the tome. The process completely destroys the tome, as well as the platinum." + ] + } + ] + }, + { + "name": "Acid", + "source": "XPHB", + "page": 222, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 2500, + "entries": [ + "When you take the {@action Attack|XPHB} action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or take {@damage 2d6} Acid damage." + ] + }, + { + "name": "Acid (vial)", + "source": "PHB", + "page": 148, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Acid|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 2500, + "entries": [ + "As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes {@damage 2d6} acid damage." + ] + }, + { + "name": "Acid Absorbing Tattoo", + "source": "TCE", + "page": 119, + "resist": [ + "acid" + ], + "detail1": "green", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Absorbing Tattoo|TCE}" + ] + }, + { + "name": "Adamantine Bar", + "source": "WDH", + "page": 90, + "type": "TG", + "rarity": "none", + "weight": 10, + "value": 100000 + }, + { + "name": "Adjustable Stilts", + "source": "WDH", + "page": 47, + "type": "OTH", + "rarity": "unknown", + "weight": 8, + "entries": [ + "The stilts take 1 minute to put on or remove. They increase the height of any humanoid wearing them by 2 to 5 feet. Each stilt weighs 8 pounds and is 1 foot long when fully collapsed." + ] + }, + { + "name": "Adze of Annam", + "source": "BGG", + "page": 110, + "baseItem": "greataxe|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weight": 7, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "This massive adze is said to have been wielded by All-Father Annam, not as a weapon but as the tool he used to shape the various worlds of the Material Plane eons ago.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The adze has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties" + ] + } + ] + }, + { + "type": "entries", + "name": "Magic Weapon", + "entries": [ + "When a creature attunes to the adze, the artifact magically adjusts its size so that creature can wield it as a greataxe. The adze is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. On a hit, the adze deals an additional {@damage 3d12} force damage. It also deals double damage to objects and structures." + ] + }, + { + "type": "entries", + "name": "Divine Mattock", + "entries": [ + "As an action, you can call upon the might of the All-Father and use the adze to cast {@spell move earth} or {@spell fabricate}. Once this property is used, it can't be used again until the next dawn." + ] + } + ], + "attachedSpells": [ + "move earth" + ], + "hasFluffImages": true + }, + { + "name": "Aerenal Trinket", + "source": "ERLW", + "page": 134, + "type": "G", + "rarity": "none", + "entries": [ + { + "caption": "Trinkets from Aerenal", + "colLabels": [ + "d8", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A bronzewood ring inscribed with the Elvish word for \"hope\"" + ], + [ + "2", + "A dried flower; if it's placed in water, it blooms" + ], + [ + "3", + "An ebony locket; when it's opened, an elven voice whispers \"Always\"" + ], + [ + "4", + "A tiny skull carved from dark wood" + ], + [ + "5", + "A finger bone inscribed with an unknown sigil" + ], + [ + "6", + "An ivory flute which produces no sound" + ], + [ + "7", + "A small journal made from preserved leaves" + ], + [ + "8", + "A book of poetry written by undead elves" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Agony (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Agony (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When Agony reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The extra damage when you hit a marked creature increases to {@dice 1d8}.", + "A marked creature has {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on Constitution checks and Constitution {@quickref saving throws|PHB|2|1}.", + "When you reduce a creature to 0 hit points with an attack using Agony, you can immediately make an additional melee attack with this weapon as a bonus action." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "hasFluffImages": true + }, + { + "name": "Agony (Dormant)", + "source": "TDCSR", + "page": 202, + "baseItem": "flail|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a creature of non-good alignment", + "reqAttuneTags": [ + { + "alignment": [ + "N", + "E", + "C", + "L", + "A" + ] + } + ], + "weight": 2, + "weaponCategory": "martial", + "property": [ + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "B", + "bonusWeapon": "+2", + "entries": [ + "Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon constantly show dried blood and rot. Legend says that Agony was wielded in the {@book Calamity|TDCSR|1|The Calamity} by the gnoll scion of a flesh-eating Demon Lord.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While Agony is in a dormant state, you gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever you damage a creature with Agony, that creature is marked for 10 minutes or until you damage a different creature. When you hit a creature marked in this way with this weapon, the target takes an extra {@damage 1d6} piercing damage." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Agony (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Agony (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When Agony reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "The extra damage when you hit a marked creature increases to {@dice 2d8}.", + "When you score a critical hit with this weapon, the target must succeed on a {@dc 17} Wisdom {@quickref saving throws|PHB|2|1|saving throw} or become {@condition frightened} of you for 1 minute. On a success, the target is immune to this effect for 24 hours." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+3", + "hasFluffImages": true + }, + { + "name": "Airship", + "source": "DMG", + "page": 119, + "reprintedAs": [ + "Airship|XPHB" + ], + "type": "AIR|DMG", + "rarity": "none", + "value": 2000000, + "crew": 10, + "vehAc": 13, + "vehHp": 300, + "vehSpeed": 8, + "capPassenger": 20, + "capCargo": 1 + }, + { + "name": "Airship", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "AIR|XPHB", + "rarity": "none", + "value": 4000000, + "crew": 10, + "vehAc": 13, + "vehHp": 300, + "vehSpeed": 8, + "capPassenger": 20, + "capCargo": 1 + }, + { + "name": "Akmon, Hammer of Purphoros", + "source": "MOT", + "page": 198, + "baseItem": "warhammer|PHB", + "type": "M", + "resist": [ + "fire" + ], + "conditionImmune": [ + "exhaustion" + ], + "rarity": "artifact", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "grantsProficiency": true, + "bonusWeapon": "+3", + "entries": [ + "Purphoros's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome.", + { + "type": "entries", + "name": "Hammer of the Forge", + "entries": [ + "This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra {@damage 3d10} fire damage." + ] + }, + { + "type": "entries", + "name": "Blessing of the Forge", + "entries": [ + "If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Piety 10+", + "entry": "The hammer has 1 randomly determined {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property." + }, + { + "type": "item", + "name": "Piety 25+", + "entry": "The hammer has 1 randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property." + }, + { + "type": "item", + "name": "Piety 50+", + "entry": "The hammer has 1 additional randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property." + } + ] + }, + "If you aren't a worshiper of Purphoros, the hammer has 2 randomly determined {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties.", + "See \"Artifacts\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties." + ] + }, + { + "type": "entries", + "name": "Reforged", + "entries": [ + "While holding the hammer, you have resistance to fire damage and are immune to {@condition exhaustion}. Additionally, you have proficiency with {@item smith's tools|PHB} and have advantage on all ability checks made using them." + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): {@spell animate objects}, {@spell heat metal}, {@spell fabricate}, {@spell magic weapon}, {@spell mending}, {@spell shatter}. Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dusk." + ] + }, + { + "type": "entries", + "name": "Destroying the Hammer", + "entries": [ + "To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken." + ] + } + ], + "attachedSpells": [ + "animate objects", + "heat metal", + "fabricate", + "magic weapon", + "mending", + "shatter" + ], + "hasFluffImages": true + }, + { + "name": "Alchemical Compendium", + "source": "TCE", + "page": 119, + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Wizard" + ], + "entries": [ + "Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: {@spell enlarge/reduce}, {@spell feather fall}, {@spell flesh to stone}, {@spell gaseous form}, {@spell magic weapon}, and {@spell polymorph}. It functions as a spellbook for you.", + "While you are holding the book, you can use it as a spellcasting focus for your wizard spells.", + "The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.", + "As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original." + ] + } + ], + "attachedSpells": [ + "enlarge/reduce", + "feather fall", + "flesh to stone", + "gaseous form", + "magic weapon", + "polymorph" + ] + }, + { + "name": "Alchemist's Doom", + "source": "SCC", + "page": 179, + "_copy": { + "name": "Alchemist's Fire (flask)", + "source": "PHB" + }, + "type": "G", + "rarity": "unknown", + "value": null, + "entries": [ + "This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's doom as an improvised weapon. On a hit, the target takes 7 ({@dice 2d6}) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames." + ] + }, + { + "name": "Alchemist's Fire", + "source": "XPHB", + "page": 222, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 5000, + "entries": [ + "When you take the {@action Attack|XPHB} action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or take {@damage 1d4} Fire damage and start burning." + ] + }, + { + "name": "Alchemist's Fire (flask)", + "source": "PHB", + "page": 148, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Alchemist's Fire|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 5000, + "entries": [ + "This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes {@damage 1d4} fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames." + ] + }, + { + "name": "Alchemist's Supplies", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 79 + } + ], + "reprintedAs": [ + "Alchemist's Supplies|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 8, + "value": 5000, + "additionalEntries": [ + "Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water." + ] + }, + { + "type": "entries", + "name": "Arcana", + "entries": [ + "Proficiency with alchemist's supplies allows you to unlock more information on {@skill Arcana} checks involving potions and similar materials." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area." + ] + }, + { + "type": "entries", + "name": "Alchemical Crafting", + "entries": [ + "You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of {@item acid (vial)|phb|acid}, {@item alchemist's fire (flask)|phb|alchemist's fire}, {@item antitoxin (vial)|phb|antitoxin}, {@item oil (flask)|phb|oil}, {@item perfume (vial)|phb|perfume}, or {@item soap|phb}. Subtract half the value of the created item from the total gp worth of raw materials you are carrying." + ] + }, + { + "type": "table", + "caption": "Alchemist's Supplies", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Create a puff of thick smoke", + "10" + ], + [ + "Identify a poison", + "10" + ], + [ + "Identify a substance", + "15" + ], + [ + "Start a fire", + "15" + ], + [ + "Neutralize acid", + "20" + ] + ] + } + ] + }, + { + "name": "Alchemist's Supplies", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 8, + "value": 5000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Intelligence" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Identify a substance ({@dc 15}), or start a fire ({@dc 15})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Acid|XPHB}, {@item Alchemist's Fire|XPHB}, {@item Component Pouch|XPHB}, {@item Oil|XPHB}, {@item Paper|XPHB}, {@item Perfume|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Alchemy Jug", + "source": "DMG", + "page": 150, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "weight": 12, + "entries": [ + "This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.", + "You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.", + "Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.", + { + "type": "table", + "colLabels": [ + "Liquid", + "Max Amount" + ], + "colStyles": [ + "col-2", + "col-10" + ], + "rows": [ + [ + "Acid", + "8 ounces" + ], + [ + "Basic poison", + "½ ounce" + ], + [ + "Beer", + "4 gallons" + ], + [ + "Honey", + "1 gallon" + ], + [ + "Mayonnaise", + "2 gallons" + ], + [ + "Oil", + "1 quart" + ], + [ + "Vinegar", + "2 gallons" + ], + [ + "Water, fresh", + "8 gallons" + ], + [ + "Water, salt", + "12 gallons" + ], + [ + "Wine", + "1 gallon" + ] + ] + } + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CF/W" + ], + "hasFluffImages": true + }, + { + "name": "Alchemy Jug (Blue)", + "source": "CM", + "page": 144, + "rarity": "uncommon", + "wondrous": true, + "weight": 12, + "entries": [ + "This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.", + "You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.", + "Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.", + { + "type": "table", + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "colLabels": [ + "Liquid", + "Max Amount" + ], + "rows": [ + [ + "Beer", + "4 gallons" + ], + [ + "Boiling Hot Tea", + "1 quart" + ], + [ + "Honey", + "1 gallon" + ], + [ + "Mayonnaise", + "2 gallons" + ], + [ + "Oil", + "quart" + ], + [ + "Vinegar", + "2 gallons" + ], + [ + "Water, fresh", + "8 gallons" + ], + [ + "Water, salt", + "12 gallons" + ], + [ + "Wine", + "1 gallon" + ] + ] + } + ], + "miscTags": [ + "CF/W" + ] + }, + { + "name": "Alchemy Jug (Orange)", + "source": "CM", + "page": 144, + "rarity": "uncommon", + "wondrous": true, + "weight": 12, + "entries": [ + "This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.", + "You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.", + "Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.", + { + "type": "table", + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "colLabels": [ + "Liquid", + "Max Amount" + ], + "rows": [ + [ + "Beer", + "4 gallons" + ], + [ + "Honey", + "1 gallon" + ], + [ + "Mayonnaise", + "2 gallons" + ], + [ + "Oil", + "quart" + ], + [ + "Soy Sauce", + "1 gallon" + ], + [ + "Vinegar", + "2 gallons" + ], + [ + "Water, fresh", + "8 gallons" + ], + [ + "Water, salt", + "12 gallons" + ], + [ + "Wine", + "1 gallon" + ] + ] + } + ], + "miscTags": [ + "CF/W" + ] + }, + { + "name": "Ale (gallon)", + "source": "PHB", + "page": 158, + "srd": true, + "basicRules": true, + "type": "FD", + "rarity": "none", + "value": 20, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Ale (mug)", + "source": "PHB", + "page": 158, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Ale (mug)|XPHB" + ], + "type": "FD", + "rarity": "none", + "value": 4, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Ale (mug)", + "source": "XPHB", + "page": 231, + "freeRules2024": true, + "type": "FD|XPHB", + "rarity": "none", + "value": 4, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Alexandrite", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 50000, + "entries": [ + "A transparent dark green gemstone." + ] + }, + { + "name": "Amber", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 10000, + "entries": [ + "A transparent watery gold to rich gold gemstone." + ] + }, + { + "name": "Amber Runestone", + "source": "NRH-TLT", + "page": 6, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This piece of polished amber is engraved with many tiny runes. As a bonus action, you can mentally command the stone to shed bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the light persists, you can also use a bonus action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each." + ] + }, + { + "name": "Amethyst", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 10000, + "entries": [ + "A transparent deep purple gemstone." + ] + }, + { + "name": "Amethyst Lodestone", + "source": "FTD", + "page": 22, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "equal": { + "fly": "walk" + } + }, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.", + "The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains {@dice 1d6} expended charges daily at dawn.", + { + "type": "entries", + "name": "Flight", + "entries": [ + "As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover." + ] + }, + { + "type": "entries", + "name": "Gravitational Thrust", + "entries": [ + "As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice." + ] + }, + { + "type": "entries", + "name": "Reverse Gravity", + "entries": [ + "As an action, you can expend 3 charges to cast {@spell reverse gravity} from the stone (save DC 18)." + ] + } + ], + "attachedSpells": [ + "reverse gravity" + ] + }, + { + "name": "Amulet", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Amulet|XPHB" + ], + "type": "SCF", + "scfType": "holy", + "rarity": "none", + "weight": 1, + "value": 500 + }, + { + "name": "Amulet", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "SCF|XPHB", + "scfType": "holy", + "rarity": "none", + "weight": 1, + "value": 500, + "entries": [ + "For an Amulet to be an effective Holy Symbol, it must be worn or held." + ] + }, + { + "name": "Amulet of Appearance", + "source": "CoA", + "page": 267, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Your armor, weapons, and other equipment always shine as if just polished. Even if you're wounded, your wounds do not appear to others. You're immune to the {@condition frightened} and {@condition poisoned} conditions, as these would otherwise ruin your elegant appearance. However, whenever you would otherwise have been affected by one of these conditions, a random non-evil Humanoid on the Material Plane whom you have previously met gets the condition instead. You know this." + ] + }, + { + "name": "Amulet of Betrayal", + "source": "CoA", + "page": 267, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "You can use a bonus action to move one of the following conditions from yourself to an ally within 60 feet of you: {@condition blinded}, {@condition deafened}, {@condition frightened}, {@condition poisoned}, {@condition stunned}, {@condition exhaustion}. When transferring {@condition exhaustion}, move all your {@condition exhaustion} levels. If the chosen ally is immune to a transferred condition, the transfer fails." + ] + }, + { + "name": "Amulet of dinosaur feathers (Sun Empire)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Amulet of Duplicity", + "source": "CoA", + "page": 267, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "curse": true, + "entries": [ + "When you die, you're transported to an extradimensional space where you're stabilized at 0 hit points and kept in that state. The amulet creates a perfect copy of your corpse and places it where you were just before you died, but without any of your worn or carried items. After 24 hours, you regain 1 hit point and are returned to the location of your near-death. Everything about you is the same, except that your facial features are entirely different from before. Only a {@spell Wish} spell can restore your true identity.", + "Until then, you have disadvantage on any Charisma ({@skill Persuasion}) checks to attempt to reveal who you really are.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "An {@spell Identify} spell or similar reveals only that the amulet can prevent death. Once you attune to the amulet, you can't describe its ability to any other creature, and if unattuned, you immediately forget what the amulet does. A {@spell Remove Curse} spell reveals the details of the curse but does not remove it from the amulet." + ] + } + ] + }, + { + "name": "Amulet of Harmony", + "source": "NRH-AT", + "page": 8, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "entries": [ + "The amulet is a golden disk about 4 inches across. There are symbols etched into its surface and there are six bezels that hold the Gems of Power.", + "The Amulet of Harmony has the following properties:", + { + "type": "list", + "items": [ + "While attuned to this amulet, you feel a pull in the direction of the Prismatic Well.", + "If the Prismatic Well is dormant, you can restore its power by expending your own energy. You must be within 10-feet of the well to restore its power and you must say the words, \"I invoke the power of the Prismatic Well and restore the colors of Harmony for all.\" If you do so, roll a {@dice d6}. On a 2-6, the power of the well is restored. On a 1, the well is restored but you fall into a deep, magical slumber for 1 year and cannot be roused except by a remove curse spell or similar magic.", + "You can turn off the power of the Prismatic Well, plunging all of Harmony into a polarized world where everything is horribly black and white. To do this, you must be within 10-feet of the well and you must say the words, \"I revoke the power of the Prismatic Well and withhold the colors of Harmony to all.\" If you do so, roll a {@dice d6}. On a 3-6, the well is turned off. On 1-2, the power of the well remains and you turn into a statue of black stone." + ] + }, + "Only a wish spell can undo this effect." + ] + }, + { + "name": "Amulet of Health", + "source": "DMG", + "page": 150, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "ability": { + "static": { + "con": 19 + } + }, + "entries": [ + "Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Amulet of Proof against Detection and Location", + "source": "DMG", + "page": 150, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "entries": [ + "While wearing this amulet, you are hidden from {@filter divination|spells|school=D} magic. You can't be targeted by such magic or perceived through magical scrying sensors." + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Amulet of Protection from Turning", + "source": "TftYP", + "page": 228, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "entries": [ + "While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.", + "If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds." + ] + }, + { + "name": "Amulet of the Black Skull", + "source": "ToA", + "page": 206, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.", + "The amulet has 6 charges and regains {@dice 1d6} charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.", + "If you aren't undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.", + { + "type": "table", + "caption": "Black Skull Transformation", + "colLabels": [ + "{@dice d100}", + "Transformation" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01-20", + "The symbol of {@creature Acererak|ToA} is burned into your flesh, a curse that can only be removed with a {@spell remove curse} spell or similar magic. Until the curse ends, your hit points can't be restored by magic." + ], + [ + "21-35", + "You grow larger as if affected by an {@spell enlarge/reduce} spell, except the effect lasts for 1 hour." + ], + [ + "36-50", + "You grow smaller as if affected by an {@spell enlarge/reduce} spell, except the effect lasts for 1 hour." + ], + [ + "51-70", + "You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you." + ], + [ + "71-95", + "You are {@condition paralyzed} for 1 minute or until this effect is ended with a {@spell lesser restoration} spell or similar magic." + ], + [ + "96-00", + "You become {@condition petrified}. This effect can be ended only with a {@spell greater restoration} spell or similar magic." + ] + ] + } + ] + }, + { + "name": "Amulet of the Drunkard", + "source": "EGW", + "page": 265, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This amulet smells of old, ale-stained wood. While wearing it, you can regain {@dice 4d4 + 4} hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Amulet of the Inferno", + "source": "CoA", + "page": 273, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "When Fierna was born, petitioners and devils from all over came to celebrate her birth. Many brought gifts and treasures, including a powerful infernal warlock. Recognizing the strength and inner fire of Fierna, the warlock gifted her with the Amulet of the Inferno, and it has been around her neck ever since.", + "The Amulet of the Inferno is a magic necklace that grants a +3 bonus to spell save DC and spell attack bonus.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Amulet of the Inferno has the following random properties:", + { + "type": "list", + "items": [ + "3 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} properties", + "2 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} properties" + ] + } + ] + }, + { + "type": "entries", + "name": "Infernal Fire", + "entries": [ + "While worn, the amulet augments any magical flames created by you, transforming normal fire into Hellfire. Hellfire ignores resistances and immunities to fire damage and deals double damage to creatures vulnerable to either fire or necrotic damage. It is also capable of melting stone, as well as igniting flammable objects." + ] + }, + { + "type": "entries", + "name": "Raging Inferno", + "entries": [ + "While attuned to the Amulet of the Inferno, you may use a bonus action to cast {@spell Fire Bolt} or {@spell Produce Flame}. The cantrips scale based on your total character level and use Intelligence as a spellcasting modifier if you're normally incapable of casting spells." + ] + }, + { + "type": "entries", + "name": "Everburning", + "entries": [ + "The Amulet of the Inferno grants resistance to cold damage and the ability to breathe underwater. Any magical flames you conjure are similarly augmented: they can be used underwater, can't be extinguished through any means, and can exude any temperature. While the casting of a fire spell can still be interrupted with {@spell Counterspell}, once the spell has been cast, any lingering flames can't be removed." + ] + }, + { + "type": "entries", + "name": "Destroying the Amulet", + "entries": [ + "The only creature capable of destroying the amulet is the warlock that created it. Nobody living knows the warlock's identity, making destroying the amulet almost impossible." + ] + } + ], + "attachedSpells": [ + "fire bolt", + "produce flame" + ], + "hasFluffImages": true + }, + { + "name": "Amulet of the Planes", + "source": "DMG", + "page": 150, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "entries": [ + "While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the {@spell plane shift} spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a {@dice d100}. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence." + ], + "attachedSpells": [ + "plane shift" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Animated Shield", + "source": "DMG", + "page": 151, + "srd": true, + "type": "S", + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "entries": [ + "While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are {@condition incapacitated} or die, at which point the shield falls to the ground or into your hand if you have one free." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Antigravity Belt", + "source": "QftIS", + "type": "G", + "rarity": "none", + "charges": 10, + "entries": [ + "Metal tubes ring the lower edge of this wide belt. It is powered by an {@item energy cell} stored in a metal case near the buckle. Placing a full {@item energy cell} in the belt gives the belt 10 charges.", + { + "name": "Activating the Belt", + "type": "entries", + "entries": [ + "As a bonus action, you can expend any number of the belt's charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn't recover any expended charges.", + "When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall." + ] + }, + { + "name": "Replacing the Energy Cell", + "type": "entries", + "entries": [ + "While the belt has charges remaining, its {@item energy cell} can't be removed. Once the belt has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Antitoxin", + "source": "XPHB", + "page": 222, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 5000, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can drink a vial of Antitoxin to gain {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Poisoned|XPHB} condition for 1 hour." + ] + }, + { + "name": "Antitoxin (vial)", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Antitoxin|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 5000, + "entries": [ + "A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs." + ] + }, + { + "name": "Apparatus of Kwalish", + "source": "DMG", + "page": 151, + "srd": "Apparatus of the Crab", + "tier": "major", + "rarity": "legendary", + "wondrous": true, + "weight": 500, + "entries": [ + "This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence ({@skill Investigation}) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.", + "The apparatus of Kwalish is a Large object with the following statistics:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Armor Class:", + "entry": "20" + }, + { + "type": "item", + "name": "Hit Points:", + "entry": "200" + }, + { + "type": "item", + "name": "Speed:", + "entry": "30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)" + }, + { + "type": "item", + "name": "Damage Immunities:", + "entry": "poison, psychic" + } + ] + }, + "To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.", + "The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes {@damage 2d6} bludgeoning damage per minute from pressure.", + "A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.", + { + "type": "table", + "caption": "Apparatus of Kwalish Levers:", + "colLabels": [ + "Lever", + "Up", + "Down" + ], + "colStyles": [ + "col-1 text-center", + "col-5-5", + "col-5-5" + ], + "rows": [ + [ + "1", + "Legs and tail extend, allowing the apparatus to walk and swim.", + "Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed." + ], + [ + "2", + "Forward window shutter opens.", + "Forward window shutter closes." + ], + [ + "3", + "Side window shutters open (two per side).", + "Side window shutters close (two per side)." + ], + [ + "4", + "Two claws extend from the front sides of the apparatus.", + "The claws retract." + ], + [ + "5", + "Each extended claw makes the following melee weapon attack: {@hit 8} to hit, reach 5 ft., one target. {@h} 7 ({@damage 2d6}) bludgeoning damage.", + "Each extended claw makes the following melee weapon attack: {@hit 8} to hit, reach 5 ft., one target. {@h} The target is {@condition grappled} (escape {@dc 15})." + ], + [ + "6", + "The apparatus walks or swims forward.", + "The apparatus walks or swims backward." + ], + [ + "7", + "The apparatus turns 90 degrees left.", + "The apparatus turns 90 degrees right." + ], + [ + "8", + "Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.", + "The light turns off." + ], + [ + "9", + "The apparatus sinks as much as 20 feet in liquid.", + "The apparatus rises up to 20 feet in liquid." + ], + [ + "10", + "The rear hatch unseals and opens.", + "The rear hatch closes and seals." + ] + ] + } + ], + "lootTables": [ + "Magic Item Table I" + ], + "seeAlsoVehicle": [ + "Apparatus of Kwalish|DMG" + ], + "hasFluffImages": true + }, + { + "name": "Aqua Delerium", + "source": "DoDk", + "page": 230, + "type": "P", + "rarity": "rare", + "entries": [ + "This purple potion glows dimly with octarine light. It swirls and sparkles in its small stoppered bottle.", + "When you drink this potion, you regain expended spell slots. Roll {@dice 1d6} - you choose spell slots to regain that have a combined level that is equal to or less than the result. None of the slots can be higher than 5th level.", + "For one hour after drinking aqua delerium, roll {@dice 1d20} each time you cast a spell of 1st level or higher. On a 1, you trigger a random arcane anomaly (see Dungeons of Drakkenheim).", + "If you consume more than one dose of aqua delerium before finishing your next long rest, you take ({@dice 1d12}) necrotic damage for each spell level regained, and your hit point maximum is reduced by an amount equal to the damage taken until you finish a long rest. This damage can't be reduced or prevented in any way.", + "When a creature who cannot cast spells using spell slots drinks aqua delerium, it takes 10 ({@damage 3d6}) necrotic damage and gains one {@adventure level of contamination|DoDk|12}." + ], + "miscTags": [ + "CNS" + ], + "hasFluffImages": true + }, + { + "name": "Aqua Expurgo", + "source": "DoDk", + "page": 230, + "type": "P", + "rarity": "rare", + "entries": [ + "This bright orange fluid is stored in a syringe and charged with arcane magic. You can use an action to administer the shot directly to the heart of yourself or another willing creature.", + "You are protected against {@adventure contamination|DoDk|12} for six hours after receiving a dose of aqua expurgo. During this time, whenever you fail a saving throw against an effect that would cause you to gain one or more {@adventure contamination levels|DoDk|12}, you can choose to succeed instead. You can use this ability three times, after which the effects of aqua expurgo expire.", + "If the effects of aqua expurgo expire in this manner, you immediately take 10 ({@damage 3d6}) necrotic damage and become incapacitated for 1 minute while you violently retch corrupt bile. Your hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until you finish a long rest. You die if this effect reduces your hit point maximum to 0. The necrotic damage can't be reduced or prevented by any means." + ], + "miscTags": [ + "CNS" + ], + "hasFluffImages": true + }, + { + "name": "Aquamarine", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 50000, + "entries": [ + "A transparent pale blue-green gemstone." + ] + }, + { + "name": "Arcanaloth's Music Box", + "source": "ToA", + "page": 188, + "type": "OTH", + "rarity": "unknown (magic)", + "value": 75000, + "entries": [ + "This music box is made of dark wood with gold filigree. Each of its five sides is sculpted with the image of a horned woman playing a different {@item musical instrument|PHB}: a {@item dulcimer|PHB}, a {@item flute|PHB}, a harp, a {@item lyre|PHB}, and a {@item viol|PHB}. While touching the box, you can use an action to make it play music featuring one of the instruments shown, which can be heard up to 60 feet away. You can also use an action to stop the music." + ] + }, + { + "name": "Arcane Cannon", + "source": "EGW", + "page": 265, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.", + "The creature firing the cannon chooses the effect from the following options:", + { + "type": "entries", + "name": "Acid Jet", + "entries": [ + "The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 ({@damage 2d10}) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water." + ] + }, + { + "type": "entries", + "name": "Fire Jet", + "entries": [ + "The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 ({@damage 6d10}) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried." + ] + }, + { + "type": "entries", + "name": "Frost Shot", + "entries": [ + "The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 ({@damage 4d10}) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "type": "entries", + "name": "Lightning Shot", + "entries": [ + "The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 ({@damage 6d10}) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save." + ] + }, + { + "type": "entries", + "name": "Poison Spray", + "entries": [ + "The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) poison damage and is {@condition poisoned} for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}. A creature {@condition poisoned} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ] + }, + { + "name": "Arcane Oil", + "source": "GHLoE", + "page": 111, + "type": "P", + "rarity": "rare", + "bonusWeapon": "+2", + "entries": [ + "This substance is created by distilling the jelly that encases the brain of a {@creature xakalonus|GHLoE}. As an action, you can coat one weapon or 20 pieces of ammunition with the substance.", + "If the coated objects are not magical, for the next minute, your attacks with the coated weapon or ammunition gain a +2 bonus to attack and damage rolls.", + "If the coated objects are magical, the oil does not affect attack or damage rolls with them. However, your attacks against the {@creature hraptnon|GHLoE} can fully damage that creature for one minute." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Arcane Propulsion Arm", + "source": "ERLW", + "page": 276, + "rarity": "very rare", + "reqAttune": "by a creature missing a hand or an arm", + "wondrous": true, + "property": [ + "T" + ], + "range": "20/60", + "dmg1": "1d8", + "dmgType": "O", + "entries": [ + "This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing.", + "While attached, the prosthetic provides these benefits:", + { + "type": "list", + "items": [ + "The prosthetic is a fully capable part of your body.", + "You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will.", + "The prosthetic is a magic melee weapon with which you're proficient. It deals {@damage 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 prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches." + ] + } + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Argonnessen Trinket", + "source": "ERLW", + "page": 134, + "type": "G", + "rarity": "none", + "entries": [ + { + "caption": "Trinkets from Argonnessen", + "colLabels": [ + "d10", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A pierced dragon scale on a cord" + ], + [ + "2", + "A statuette of a dragon carved from black bone" + ], + [ + "3", + "A dragon's tooth, engraved with an unknown sigil" + ], + [ + "4", + "A child's doll of a dragon, woven from leather cords" + ], + [ + "5", + "A dagger carved from a dragon's talon" + ], + [ + "6", + "A brass disk bearing the silhouette of a black dragon" + ], + [ + "7", + "A small egg-shaped piece of polished bone" + ], + [ + "8", + "A bone fragment with brass inlaid runes" + ], + [ + "9", + "A leather pouch filled with tiny draconic teeth" + ], + [ + "10", + "A single large seed that's warm to the touch" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Armor of Invulnerability", + "source": "DMG", + "page": 152, + "srd": true, + "baseItem": "plate armor|phb", + "type": "HA", + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "weight": 65, + "ac": 18, + "strength": "15", + "stealth": true, + "entries": [ + "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn." + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Armor of the Valiant Soul (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Armor of the Valiant Soul (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the Armor of the Valiant Soul reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The AC bonus of the armor increases to +2.", + "You have resistance to acid damage while wearing this armor.", + "You are immune to the {@condition frightened} condition while wearing this armor.", + "The spell save DC for the armor's {@spell command} spell increases to 16, and the spell can target up to three creatures." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "resist": [ + "acid" + ], + "conditionImmune": [ + "frightened" + ], + "bonusAc": "+2", + "hasFluffImages": true + }, + { + "name": "Armor of the Valiant Soul (Dormant)", + "source": "TDCSR", + "page": 202, + "baseItem": "scale mail|PHB", + "type": "MA", + "immune": [ + "acid" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 45, + "property": [ + "Vst|TDCSR" + ], + "ac": 14, + "bonusAc": "+1", + "recharge": "restLong", + "stealth": true, + "entries": [ + "This antique armor forged from jade and black dragon scales was once worn by J'mon Sa Ord of {@book Ank'Harel|TDCSR|3|Marquet}.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While the Armor of the Valiant Soul is in a dormant state, you gain a +1 bonus to AC while wearing it. You can also cast the {@spell command} spell (save {@dc 14}) while attuned to this armor. Once this property is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}." + ] + } + ], + "attachedSpells": [ + "command" + ], + "hasFluffImages": true + }, + { + "name": "Armor of the Valiant Soul (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Armor of the Valiant Soul (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the Armor of the Valiant Soul reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The AC bonus of the armor increases to +3.", + "You are immune to acid damage while wearing this armor.", + "All friendly creatures within 15 feet of you are immune to the {@condition frightened} condition as long as you are conscious.", + "The spell save DC of the armor's {@spell command} spell increases to 18, and the spell can target up to five creatures." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "immune": [ + "acid" + ], + "resist": null, + "bonusAc": "+3", + "hasFluffImages": true + }, + { + "name": "Armor of Vulnerability (Bludgeoning)", + "source": "DMG", + "page": 152, + "srd": true, + "baseItem": "plate armor|phb", + "type": "HA", + "resist": [ + "bludgeoning" + ], + "vulnerable": [ + "piercing", + "slashing" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "curse": true, + "weight": 65, + "ac": 18, + "strength": "15", + "stealth": true, + "entries": [ + "While wearing this armor, you have resistance to bludgeoning damage.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This armor is cursed, a fact that is revealed only when an {@spell identify} spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the {@spell remove curse} spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage." + ] + } + ] + }, + { + "name": "Armor of Vulnerability (Piercing)", + "source": "DMG", + "page": 152, + "srd": true, + "baseItem": "plate armor|phb", + "type": "HA", + "resist": [ + "piercing" + ], + "vulnerable": [ + "bludgeoning", + "slashing" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "curse": true, + "weight": 65, + "ac": 18, + "strength": "15", + "stealth": true, + "entries": [ + "While wearing this armor, you have resistance to piercing damage.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This armor is cursed, a fact that is revealed only when an {@spell identify} spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the {@spell remove curse} spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage." + ] + } + ] + }, + { + "name": "Armor of Vulnerability (Slashing)", + "source": "DMG", + "page": 152, + "srd": true, + "baseItem": "plate armor|phb", + "type": "HA", + "resist": [ + "slashing" + ], + "vulnerable": [ + "bludgeoning", + "piercing" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "curse": true, + "weight": 65, + "ac": 18, + "strength": "15", + "stealth": true, + "entries": [ + "While wearing this armor, you have resistance to slashing damage.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This armor is cursed, a fact that is revealed only when an {@spell identify} spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the {@spell remove curse} spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage." + ] + } + ] + }, + { + "name": "Arrow-Catching Shield", + "source": "DMG", + "page": 152, + "srd": true, + "type": "S", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "bonusAc": "+2", + "entries": [ + "You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Ascendant Dragon Vessel", + "source": "FTD", + "_copy": { + "name": "Wakened Dragon Vessel", + "source": "FTD", + "_preserve": { + "page": true + } + }, + "rarity": "legendary", + "entries": [ + "This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.", + "As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, mead, wine, whiskey, a {@item potion of healing}, a {@item potion of greater healing}, a {@item potion of superior healing}, a {@item potion of supreme healing}, a {@item potion of climbing}, a {@item potion of fire breath}, a {@item potion of flying}, or a {@item potion of dragon's majesty|FTD}. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours." + ] + }, + { + "name": "Ascendant Dragon-Touched Focus", + "source": "FTD", + "_copy": { + "name": "Wakened Dragon-Touched Focus", + "source": "FTD", + "_preserve": { + "page": true + } + }, + "rarity": "legendary", + "entries": [ + "This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.", + "You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.", + "The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Chromatic", + "entries": [ + "Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a {@dice d6}, and you gain a bonus equal to the number rolled to one of the spell's damage rolls." + ] + }, + { + "type": "item", + "name": "Gem", + "entries": [ + "Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you." + ] + }, + { + "type": "item", + "name": "Metallic", + "entries": [ + "When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw." + ] + } + ] + }, + "While you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Chromatic", + "entries": [ + "{@spell Hold monster}, {@spell Rime's binding ice|FTD}" + ] + }, + { + "type": "item", + "name": "Gem", + "entries": [ + "{@spell Rary's telepathic bond}, {@spell Raulothim's psychic lance|FTD}" + ] + }, + { + "type": "item", + "name": "Metallic", + "entries": [ + "{@spell Fizban's platinum shield|FTD}, {@spell legend lore}" + ] + } + ] + }, + "When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "Ascendant Scaled Ornament", + "source": "FTD", + "_copy": { + "name": "Wakened Scaled Ornament", + "source": "FTD", + "_preserve": { + "page": true + } + }, + "rarity": "legendary", + "modifySpeed": { + "equal": { + "fly": "walk" + } + }, + "entries": [ + "This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.", + "You gain a +1 bonus to AC, and you can't be {@condition charmed} or {@condition frightened}. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being {@condition charmed} or {@condition frightened} or to end those conditions on itself.", + "When you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn.", + "While you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back." + ] + }, + { + "name": "Assassin's Blood", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 15000, + "poison": true, + "entries": [ + "A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 ({@damage 1d12}) poison damage and is {@condition poisoned} for 24 hours. On a successful save, the creature takes half damage and isn't {@condition poisoned}." + ], + "poisonTypes": [ + "ingested" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Astral Shard", + "source": "TCE", + "page": 120, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you." + ] + }, + { + "name": "Astromancy Archive", + "source": "TCE", + "page": 120, + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Wizard" + ], + "entries": [ + "This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: {@spell augury}, {@spell divination}, {@spell find the path}, {@spell foresight}, {@spell locate creature}, and {@spell locate object}. It functions as a spellbook for you, with spells encoded on the rings.", + "While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.", + "The archive has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.", + "When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a {@dice d4} and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied." + ] + } + ], + "attachedSpells": [ + "augury", + "divination", + "find the path", + "foresight", + "locate creature", + "locate object" + ] + }, + { + "name": "Atlas of Endless Horizons", + "source": "TCE", + "page": 120, + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Wizard" + ], + "entries": [ + "This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: {@spell arcane gate}, {@spell dimension door}, {@spell gate}, {@spell misty step}, {@spell plane shift}, {@spell teleportation circle}, and {@spell word of recall}. It functions as a spellbook for you.", + "While you are holding the book, you can use it as a spellcasting focus for your wizard spells.", + "The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.", + "When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you." + ] + } + ], + "attachedSpells": [ + "arcane gate", + "dimension door", + "gate", + "misty step", + "plane shift", + "teleportation circle", + "word of recall" + ], + "hasFluffImages": true + }, + { + "name": "Axe Beak", + "source": "IDRotF", + "page": 20, + "type": "MNT", + "rarity": "none", + "value": 5000, + "entries": [ + "An {@creature axe beak}'s splayed toes allow it to run across snow, and it can carry as much weight as a mule. A domesticated axe beak can be purchased in Ten-Towns for 50 gp." + ], + "hasFluffImages": true + }, + { + "name": "Axe of the Dwarvish Lords", + "source": "DMG", + "page": 221, + "baseItem": "battleaxe|phb", + "type": "M", + "immune": [ + "poison" + ], + "rarity": "artifact", + "reqAttune": true, + "curse": true, + "weight": 4, + "weaponCategory": "martial", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "grantsProficiency": true, + "bonusWeapon": "+3", + "entries": [ + "Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.", + "Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the {@italic Brutal Pick}, the {@italic Earthheart Forge}, the {@italic Anvil of Songs}, and the {@italic Shaping Hammer}. With them, he forged the {@italic Axe of the Dwarvish Lords}.", + "Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.", + "Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.", + { + "name": "Magic Weapon", + "type": "entries", + "entries": [ + "The {@italic Axe of the Dwarvish Lords} is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a {@item belt of dwarvenkind}, a {@item dwarven thrower}, and a {@item sword of sharpness}." + ] + }, + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The axe has the following randomly determined properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}", + "2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental properties}" + ] + } + ] + }, + { + "type": "entries", + "name": "Blessings of Moradin", + "entries": [ + "If you are a dwarf attuned to the axe, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have immunity to poison damage.", + "The range of your {@sense darkvision} increases by 60 feet.", + "You gain proficiency with {@item artisan's tools|PHB} related to blacksmithing, brewing, and stonemasonry." + ] + } + ] + }, + { + "type": "entries", + "name": "Conjure Earth Elemental", + "entries": [ + "If you are holding the axe, you can use your action to cast the {@spell conjure elemental} spell from it, summoning an {@creature earth elemental}. You can't use this property again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Travel the Depths", + "entries": [ + "You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the {@spell teleport} spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a {@spell greater restoration} or {@spell remove curse} spell." + ] + }, + { + "type": "entries", + "name": "Destroying the Axe", + "entries": [ + "The only way to destroy the axe is to melt it down in the {@italic Earthheart Forge}, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed." + ] + } + ], + "attachedSpells": [ + "conjure elemental", + "teleport" + ], + "hasFluffImages": true + }, + { + "name": "Azorius Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring, adorned with the symbol of Azorius, allows you to cast {@spell ensnaring strike}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Azorius's recognition and favor.", + "A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13)." + ], + "attachedSpells": [ + "ensnaring strike" + ], + "hasFluffImages": true + }, + { + "name": "Azorius Keyrune", + "source": "GGR", + "page": 177, + "rarity": "rare", + "reqAttune": "by a member of the Azorius guild", + "reqAttuneTags": [ + { + "background": "azorius functionary|ggr" + } + ], + "wondrous": true, + "entries": [ + "This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a {@creature giant eagle} for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle's eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses.", + "When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature giant eagle}. If there isn't enough space for the eagle, the keyrune doesn't transform.", + "The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the eagle takes the {@action Dodge} action and moves to avoid danger.", + "At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Azuredge", + "source": "WDH", + "page": 189, + "baseItem": "battleaxe|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "sentient": true, + "weight": 4, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named {@creature Meloon Wardragon|WDH}, but the weapon is searching for a new owner.", + "Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.", + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. The {@spell shield} spell provides no defense against the axe, which passes through that spell's barrier of magical force.", + "When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra {@damage 2d6} radiant damage to the target.", + { + "type": "entries", + "name": "Hurling", + "entries": [ + "The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn." + ] + }, + { + "type": "entries", + "name": "Illumination", + "entries": [ + "While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder.", + "If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a {@spell wish} spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time." + ] + } + ], + "attachedSpells": [ + "shield" + ] + }, + { + "name": "Azuremite", + "source": "TDCSR", + "page": 141, + "type": "IDG|TDCSR", + "rarity": "unknown (magic)", + "entries": [ + "The ruins of this sprawling city are now known as the Crystalfen Caverns. These caves are home to scattered veins of {@item azuremite|TDCSR}, a gorgeous blue crystal that formed from millennia of psychic energies existing near element deposits. Curious explorers who discovered the veins found that, when mined and refined into a fine dust, the {@item azuremite|TDCSR} powder is a strong mind-altering agent and induces temporary visions and other psychic phenomena.", + "While a number of small, isolated entrances to this labyrinth of tunnels have been discovered and adventuring parties have attempted to chart the mines, the caverns are so vast and deep that either they gave up for fear of becoming lost, or they were assailed by the terrible denizens of the caverns, never to return. Most who now brave the caverns are foolish treasure hunters or criminals seeking to mine more {@item azuremite|TDCSR} to sell on the black market." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Azurite", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "An opaque mottled deep blue gemstone." + ] + }, + { + "name": "Baba Yaga's Mortar and Pestle", + "source": "TCE", + "page": 121, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": 12, + "charges": 12, + "entries": [ + "The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "This artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Properties of the Mortar", + "entries": [ + "The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding-if there's enough space-up to Large size, meaning it can hold even a Large creature." + ] + }, + { + "type": "entries", + "name": "Properties of the Pestle", + "entries": [ + "The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.", + "The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra {@damage 1d8} force damage for each charge expended. The pestle regains all expended charges daily at dawn." + ] + }, + { + "type": "entries", + "name": "Perfect Tools", + "entries": [ + "While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest.", + "You can also use the artifact as {@item alchemist's supplies|PHB}, {@item brewer's supplies|PHB}, {@item cook's utensils|PHB}, an {@item herbalism kit|PHB}, and a {@item poisoner's kit|PHB}. You have advantage on any check you make using the artifact as one of these tools." + ] + }, + { + "type": "entries", + "name": "Primal Parts", + "entries": [ + "As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes {@damage 4d10} force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles." + ] + }, + { + "type": "entries", + "name": "Traverse the Night", + "entries": [ + "If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature.", + "You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later." + ] + }, + { + "type": "entries", + "name": "Bones Know Their Home", + "entries": [ + "When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute." + ] + }, + { + "type": "entries", + "name": "Destroying the Mortar and Pestle", + "entries": [ + "The mortar and pestle are destroyed if they are crushed underfoot by the {@i Dancing Hut of Baba Yaga} or by Baba Yaga herself." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Baba Yaga's Pestle", + "source": "TCE", + "page": 121, + "baseItem": "quarterstaff|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": 12, + "charges": 12, + "entries": [ + "The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.", + "The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra {@damage 1d8} force damage for each charge expended. The pestle regains all expended charges daily at dawn." + ] + }, + { + "name": "Backpack", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Backpack|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 5, + "value": 200, + "entries": [ + "A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack." + ], + "containerCapacity": { + "weight": [ + 30 + ] + } + }, + { + "name": "Backpack", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 5, + "value": 200, + "entries": [ + "A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag." + ], + "containerCapacity": { + "weight": [ + 30 + ] + } + }, + { + "name": "Backpack Parachute", + "source": "WDH", + "page": 47, + "type": "OTH", + "rarity": "unknown", + "entries": [ + "A humanoid wearing this piece of gear can deploy the parachute as a reaction while falling, or as an action otherwise. The parachute requires at least a 10-foot cube of unoccupied space in which to deploy, and it doesn't open fast enough to slow a fall of less than 60 feet. If it has sufficient time and space to deploy properly, the parachute allows its wearer to land without taking falling damage. Once it has been used, the parachute takes 10 minutes to repack." + ] + }, + { + "name": "Badge of the Watch", + "source": "WDH", + "page": 189, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+2", + "entries": [ + "A badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried.", + "While wearing the badge, you gain a +2 bonus to AC if you aren't using a {@item shield|phb}.", + "If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended.", + "As an action, the Open Lord can touch the badge and end your attunement to it." + ], + "hasFluffImages": true + }, + { + "name": "Bag of Beans", + "source": "DMG", + "page": 152, + "srd": true, + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "weight": 0.5, + "entries": [ + "Inside this heavy cloth bag are {@dice 3d4} dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains.", + "If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking {@damage 5d4} fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.", + "If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.", + { + "type": "table", + "colLabels": [ + "{@dice d100}", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01", + "{@dice 5d4} toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take {@damage 5d6} poison damage and become {@condition poisoned} for 1 hour. On an even roll, the eater gains {@dice 5d6} temporary hit points for 1 hour." + ], + [ + "02-10", + "A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for {@dice 1d12} rounds." + ], + [ + "11-20", + "A {@creature treant} sprouts. There's a {@chance 50} chance that the treant is chaotic evil and attacks." + ], + [ + "21-30", + "An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours." + ], + [ + "31-40", + "A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished)." + ], + [ + "41-50", + "{@dice 1d6 + 6} {@creature shrieker||shriekers} sprout." + ], + [ + "51-60", + "{@dice 1d4 + 8} bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke." + ], + [ + "61-70", + "A hungry {@creature bulette} burrows up and attacks." + ], + [ + "71-80", + "A fruit tree grows. It has {@dice 1d10 + 20} fruit, {@dice 1d8} of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days." + ], + [ + "81-90", + "A nest of {@dice 1d4 + 3} eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes {@damage 10d6} force damage from an internal magical explosion." + ], + [ + "91-99", + "A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a {@creature mummy lord}. The pyramid is treated as the {@creature mummy lord||mummy lord's} lair, and its sarcophagus contains treasure of the DM's choice." + ], + [ + "00", + "A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a {@creature cloud giant||cloud giant's} castle, or a different plane of existence." + ] + ] + } + ], + "lootTables": [ + "Magic Item Table C" + ], + "hasFluffImages": true + }, + { + "name": "Bag of Devouring", + "source": "DMG", + "page": 153, + "srd": true, + "tier": "minor", + "rarity": "very rare", + "wondrous": true, + "weight": 15, + "entries": [ + "This bag superficially resembles a {@item bag of holding} but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.", + "The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a {@chance 50} chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.", + "Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.", + "If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane." + ], + "lootTables": [ + "Magic Item Table D" + ], + "hasFluffImages": true + }, + { + "name": "Bag of Holding", + "source": "DMG", + "page": 153, + "srd": true, + "basicRules": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "weight": 15, + "entries": [ + "This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.", + "If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.", + "Placing a bag of holding inside an extradimensional space created by a {@item Heward's handy haversack}, {@item portable hole}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + ], + "containerCapacity": { + "weight": [ + 500 + ], + "weightless": true + }, + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table A", + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Bag of Tricks, Gray", + "source": "DMG", + "page": 154, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "weight": 0.5, + "entries": [ + "This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.", + "You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a {@dice d8} and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.", + "The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.", + "Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Creature" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@creature Weasel}" + ], + [ + "2", + "{@creature Giant rat}" + ], + [ + "3", + "{@creature Badger}" + ], + [ + "4", + "{@creature Boar}" + ], + [ + "5", + "{@creature Panther}" + ], + [ + "6", + "{@creature Giant badger}" + ], + [ + "7", + "{@creature Dire wolf}" + ], + [ + "8", + "{@creature Giant elk}" + ] + ] + } + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "Bag of Tricks, Rust", + "source": "DMG", + "page": 154, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "weight": 0.5, + "entries": [ + "This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.", + "You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a {@dice d8} and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.", + "The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.", + "Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Creature" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@creature Rat}" + ], + [ + "2", + "{@creature Owl}" + ], + [ + "3", + "{@creature Mastiff}" + ], + [ + "4", + "{@creature Goat}" + ], + [ + "5", + "{@creature Giant goat}" + ], + [ + "6", + "{@creature Giant boar}" + ], + [ + "7", + "{@creature Lion}" + ], + [ + "8", + "{@creature Brown bear}" + ] + ] + } + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "Bag of Tricks, Tan", + "source": "DMG", + "page": 154, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "weight": 0.5, + "entries": [ + "This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.", + "You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a {@dice d8} and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.", + "The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.", + "Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Creature" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@creature Jackal}" + ], + [ + "2", + "{@creature Ape}" + ], + [ + "3", + "{@creature Baboon}" + ], + [ + "4", + "{@creature Axe beak}" + ], + [ + "5", + "{@creature Black bear}" + ], + [ + "6", + "{@creature Giant weasel}" + ], + [ + "7", + "{@creature Giant hyena}" + ], + [ + "8", + "{@creature Tiger}" + ] + ] + } + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "Balance Card", + "source": "BMT", + "page": 13, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card at one creature you can see within 30 feet of yourself and drain its life force. The target must succeed on a {@dc 17} Constitution saving throw or take {@damage 4d8} necrotic damage. You then regain a number of hit points equal to the necrotic damage the target takes. Once this property is used, it can't be used again until the next dawn.\"" + ], + "hasFluffImages": true + }, + { + "name": "Balance of Harmony", + "source": "TftYP", + "page": 228, + "rarity": "uncommon", + "wondrous": true, + "weight": 1, + "entries": [ + "This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast {@spell detect evil and good} as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends." + ], + "attachedSpells": [ + "detect evil and good" + ] + }, + { + "name": "Baleful Talon", + "source": "BMT", + "page": 34, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "very rare", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.", + "When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes {@damage 6d6} necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust." + ] + }, + { + "name": "Ball Bearing", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 0.002, + "value": 0.1, + "entries": [ + "Most commonly found inside a {@item Ball Bearings (Bag of 1,000)|phb|bag of ball bearings}." + ] + }, + { + "name": "Ball Bearings", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 2, + "value": 100, + "entries": [ + "As a {@action Utilize|XPHB} action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the {@condition Prone|XPHB} condition. It takes 10 minutes to recover the Ball Bearings." + ] + }, + { + "name": "Ball Bearings (bag of 1,000)", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Ball Bearings|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 2, + "value": 100, + "entries": [ + "As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make the saving throw." + ], + "packContents": [ + { + "item": "ball bearing|phb", + "quantity": 1000 + } + ], + "atomicPackContents": true + }, + { + "name": "Balloon Pack", + "source": "PotA", + "page": 222, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This backpack contains the spirit of an {@creature air elemental} and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the {@spell levitate} spell for 10 minutes, targeting yourself and requiring no {@status concentration}. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the {@spell feather fall} spell for yourself.", + "When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.", + "After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack." + ], + "attachedSpells": [ + "levitate", + "feather fall" + ] + }, + { + "name": "Banded Agate", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "A translucent striped brown, blue, white, or red gemstone." + ] + }, + { + "name": "Banner of the Krig Rune", + "source": "SKT", + "page": 233, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "bonusWeaponAttack": "+1", + "bonusAc": "+1", + "entries": [ + "Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.", + { + "name": "Mark of Courage", + "type": "entries", + "entries": [ + "As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the {@condition frightened} condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Sentinel Standard", + "type": "entries", + "entries": [ + "You can see {@condition invisible} creatures while they are within 20 feet of the unfurled banner and within your line of sight." + ] + }, + { + "type": "entries", + "name": "Standard's Shield", + "entries": [ + "As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Gift of Battle", + "type": "entries", + "entries": [ + "You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:", + "While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the {@condition frightened} condition and gain a +1 bonus to attack rolls and AC." + ] + } + ] + }, + { + "name": "Barking Box", + "source": "WDH", + "page": 47, + "type": "OTH", + "rarity": "unknown", + "entries": [ + "This metal cube, 6 inches on a side, has a crank on top. Using an action to wind the crank activates the box for 8 hours. While activated, the box barks whenever it detects vibrations within 15 feet of it, as long as the box and the source of the vibrations are in contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog's bark or a large dog's bark." + ] + }, + { + "name": "Barrel", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Barrel|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 70, + "value": 200, + "entries": [ + "A barrel can hold 40 gallons of liquid or 4 cubic feet of solids." + ] + }, + { + "name": "Barrel", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 70, + "value": 200, + "entries": [ + "A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods." + ], + "containerCapacity": { + "volume": [ + 4 + ] + } + }, + { + "name": "Barrier Peaks Trinket", + "source": "LLK", + "page": 7, + "type": "G", + "rarity": "none", + "entries": [ + "At any point while the characters are searching through unusual equipment or detritus in the Monastery of the Distressed Body or the city of Daoine Gloine, roll on the following table to determine what they find. Each character finds one Barrier Peaks trinket over the course of the adventure.", + { + "type": "table", + "caption": "Barrier Peaks Trinkets", + "colLabels": [ + "d100", + "Trinket" + ], + "colStyles": [ + "text-center col-2", + "col-10" + ], + "rows": [ + [ + "01\u201302", + "A handheld device containing a glowing green gem that darkens when no oxygen is present" + ], + [ + "03\u201304", + "A foot-long, egg-shaped object made from stitched leather" + ], + [ + "05\u201306", + "A black metal cylinder that dictates the history of an unknown plant or animal species when held" + ], + [ + "07\u201308", + "A cylindrical jar containing a pickled crustacean of unknown origin" + ], + [ + "09\u201310", + "A small thumb-button storage cylinder that releases a useless iron key when pressed" + ], + [ + "11\u201312", + "An unusual heraldic cloak pin that emits a short musical fanfare when tapped" + ], + [ + "13\u201314", + "A handheld tube that sucks in dust when squeezed and captures it in a detachable compartment" + ], + [ + "15\u201316", + "A scintillating disk of unknown material" + ], + [ + "17\u201318", + "A dial that can be twisted to slowly click back to its origin, whereupon it emits a loud ringing noise" + ], + [ + "19\u201320", + "A hovering, apple-sized orb of metal that follows you around" + ], + [ + "21\u201322", + "The {@condition petrified} cocoon of an unknown insect" + ], + [ + "23\u201324", + "A bronze gauntlet set with many slots, and which violently expels any object pressed into those slots" + ], + [ + "25\u201326", + "A box that plays an illusory message in an unknown language when opened" + ], + [ + "27\u201328", + "A rod that causes you to forget the last five minutes when you press a button near its tip" + ], + [ + "29\u201330", + "A palm-sized cylinder that emits a harmless ray of glowing blue light when squeezed" + ], + [ + "31\u201332", + "A bead that suppresses your hearing when secreted inside either ear, causing you to be {@condition deafened}" + ], + [ + "33\u201334", + "An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases" + ], + [ + "35\u201336", + "A casket containing one hundred tasteless blue pills that produce no discernible effect when swallowed" + ], + [ + "37\u201338", + "A metal mechanical puzzle with no apparent solution" + ], + [ + "39\u201340", + "A metal spinning top that never tips over when spun" + ], + [ + "41\u201342", + "Two strips of cloth-like material, each coated with a soft, hair-like fuzz on one side" + ], + [ + "43\u201344", + "A simple wire pyramid that preserves any foodstuffs it is placed over" + ], + [ + "45\u201346", + "A star chart labeled in an unknown script" + ], + [ + "47\u201348", + "A rectangle of black glass that displays indecipherable arcane runes when you swipe your finger across it" + ], + [ + "49\u201350", + "A schematic that shows the inner workings of an impossibly complex device" + ], + [ + "51\u201352", + "An odd pair of comfortable shoes made from supple, multicolored material" + ], + [ + "53\u201354", + "A mirror that makes you appear more beautiful when you tap your reflection" + ], + [ + "55\u201356", + "A mechanical metal puppy that playfully follows you around when activated" + ], + [ + "57\u201358", + "A talking bracelet that speaks only to correct your grammar" + ], + [ + "59\u201360", + "A bar of soap that can remove any stain" + ], + [ + "61\u201362", + "A journal in Common, written by someone in a world similar to but not quite the same as your own" + ], + [ + "63\u201364", + "A tub containing one serving of disgusting but nutritious goop that refills itself slowly over the course of one week" + ], + [ + "65\u201366", + "An instruction manual for activating a mysterious, world-destroying device" + ], + [ + "67\u201368", + "A small supple disk that displays weird moving symbols when placed over either eye" + ], + [ + "69\u201370", + "A tiny desk set with large, colorful buttons, each of which plays a discordant musical fanfare when pressed" + ], + [ + "71\u201372", + "A pair of tinted spectacles that reduce the glare of the sun when worn" + ], + [ + "73\u201374", + "An inflatable bedroll made from an unknown material, and which slowly deflates when used" + ], + [ + "75\u201376", + "A rod tipped with a blunt metal pincer whose grip can be adjusted by turning a screw" + ], + [ + "77\u201378", + "A battered helmet with a transparent orange visor that flips into place when donned" + ], + [ + "79\u201380", + "An animated map of a mysterious city that appears to be tracking the movements of five creatures" + ], + [ + "81\u201382", + "A cylinder of mist that holds your hair perfectly in shape when sprayed onto your head" + ], + [ + "83\u201384", + "A talking wand that tells you the name of any plant you point it at" + ], + [ + "85\u201386", + "A metal bracelet that displays the number of steps you've taken since your last long rest" + ], + [ + "87\u201388", + "A tiny handheld device that projects a glowing dot onto whatever you point it at" + ], + [ + "89\u201390", + "A rectangular piece of glass that displays a twelve-digit countdown on its surface" + ], + [ + "91\u201392", + "A wall chart of mysterious formulae arranged into a color-coded grid" + ], + [ + "93\u201394", + "A handheld device that solves any math problem you input using its buttons" + ], + [ + "95\u201396", + "A ball of speckled brown fur that appears to be alive" + ], + [ + "97\u201398", + "A complicated crystal board game that you don't know how to play" + ], + [ + "99\u201300", + "A large glass rectangle that displays a storm of black and white patterns when you press a button on its underside" + ] + ] + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Barrier Tattoo (Large)", + "source": "TCE", + "page": 122, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Protection", + "entries": [ + "While you aren't wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit." + ] + } + ] + }, + { + "name": "Barrier Tattoo (Medium)", + "source": "TCE", + "page": 122, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Protection", + "entries": [ + "While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit." + ] + } + ] + }, + { + "name": "Barrier Tattoo (Small)", + "source": "TCE", + "page": 122, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Protection", + "entries": [ + "While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your dexterity bonus. You can use a shield and still gain this benefit." + ] + } + ] + }, + { + "name": "Basic Fishing Equipment", + "source": "AAG", + "page": 21, + "type": "G", + "rarity": "none", + "value": 10, + "entries": [ + "Basic Fishing Equipment includes a pole, a line, a hook, and either a lure or some bait.", + "Fishing is a popular pastime in Wildspace and the Astral Sea, though this activity isn't possible aboard a ship that is moving faster than its flying speed. At the end of each hour spent fishing, a character can make a DC 15 Wisdom ({@skill Survival}) check. A failed check indicates no fish is caught during that hour. On a successful check, roll a {@dice d10} and consult the Fishing table to determine the catch.", + { + "type": "table", + "caption": "", + "colLabels": [ + "d10", + "Catch" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1\u20132", + "Tiny, inedible fish (a creature that consumes it is poisoned for 1 hour)" + ], + [ + "3\u20135", + "Tiny, edible fish (feeds one person)" + ], + [ + "6\u20138", + "Small, edible fish (feeds up to four people)" + ], + [ + "9", + "Hostile {@creature space eel|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twelve people)" + ], + [ + "10", + "Hostile {@creature gray scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twenty people), some other creature of the DM's choosing, or an Tiny object of the DM's choosing" + ] + ] + } + ] + }, + { + "name": "Basic Poison", + "source": "XPHB", + "page": 227, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 10000, + "poison": true, + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra {@damage 1d4} Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Basic Poison (vial)", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Basic Poison|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 10000, + "poison": true, + "entries": [ + "You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take {@damage 1d4} poison damage. Once applied, the poison retains potency for 1 minute before drying." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Basket", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Basket|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 2, + "value": 40, + "entries": [ + "A basket holds 2 cubic feet or 40 pounds of gear." + ], + "containerCapacity": { + "weight": [ + 40 + ] + } + }, + { + "name": "Basket", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 2, + "value": 40, + "entries": [ + "A Basket holds up to 40 pounds within 2 cubic feet." + ], + "containerCapacity": { + "weight": [ + 40 + ] + } + }, + { + "name": "Battering Shield", + "source": "EGW", + "page": 266, + "baseItem": "shield|PHB", + "type": "S", + "rarity": "rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "bonusAc": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", + "Additionally, the shield has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it {@condition prone}, or both." + ] + }, + { + "name": "Battle Standard of Infernal Power", + "source": "BGDIA", + "page": 223, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a {@creature quasit}. The trapped {@creature quasit} is {@condition incapacitated}, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the {@creature quasit} disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.", + "While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances." + ], + "hasFluffImages": true + }, + { + "name": "Bead of Force", + "source": "DMG", + "page": 154, + "srd": true, + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "weight": 0.0625, + "entries": [ + "This small black sphere measures ¾ of an inch in diameter and weighs an ounce. Typically, {@dice 1d4 + 4} {@italic beads of force} are found together.", + "You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take {@damage 5d4} force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.", + "An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside." + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Bead of Nourishment", + "source": "XGE", + "page": 136, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations." + ], + "miscTags": [ + "CF/W", + "CNS" + ] + }, + { + "name": "Bead of Refreshment", + "source": "XGE", + "page": 136, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Bedroll", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Bedroll|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 7, + "value": 100 + }, + { + "name": "Bedroll", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 7, + "value": 100, + "entries": [ + "A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against {@hazard extreme cold} (see the Dungeon Master's Guide)." + ] + }, + { + "name": "Bejeweled ivory drinking horn with gold filigree", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Bejeweled ivory drinking horn with gold inlay (Brazen Coalition)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Belashyrra's Beholder Crown", + "source": "ERLW", + "page": 276, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 3}", + "charges": 10, + "entries": [ + "This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a {@creature beholder}. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull.", + "While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.", + { + "type": "entries", + "name": "Spells", + "entries": [ + "The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): {@spell charm person} (1 charge), {@spell disintegrate} (6 charges), {@spell fear} (3 charges), {@spell finger of death} (7 charges), {@spell flesh to stone} (6 charges), {@spell hold person} (2 charges), {@spell ray of enfeeblement} (2 charges), {@spell sleep} (1 charge), {@spell slow} (3 charges), {@spell telekinesis} (5 charges).", + "The crown regains {@dice 1d6 + 3} expended charges daily at dawn." + ] + }, + { + "type": "entries", + "name": "Symbiotic Nature", + "entries": [ + "The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.", + "The daelkyr {@creature Belashyrra|ERLW} made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks." + ] + } + ], + "attachedSpells": [ + "charm person", + "disintegrate", + "fear", + "finger of death", + "flesh to stone", + "hold person", + "ray of enfeeblement", + "sleep", + "slow", + "telekinesis" + ] + }, + { + "name": "Bell", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Bell|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 100 + }, + { + "name": "Bell", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 100, + "entries": [ + "When rung as a {@action Utilize|XPHB} action, a Bell produces a sound that can be heard up to 60 feet away." + ] + }, + { + "name": "Bell Branch", + "source": "TCE", + "page": 122, + "rarity": "rare", + "reqAttune": "by a druid or warlock", + "reqAttuneTags": [ + { + "class": "druid" + }, + { + "class": "warlock" + } + ], + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Druid", + "Warlock" + ], + "entries": [ + "This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.", + "The branch has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have {@quickref Cover||3||total cover} from you, the bells ring softly, their tone indicating the creature types present.", + "As an action, you can expend 1 charge to cast {@spell protection from evil and good}." + ] + } + ], + "attachedSpells": [ + "protection from evil and good" + ] + }, + { + "name": "Belt of Cloud Giant Strength", + "source": "DMG", + "page": 155, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "str": 27 + } + }, + "entries": [ + "While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score." + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Belt of Dwarvenkind", + "source": "DMG", + "page": 155, + "srd": true, + "resist": [ + "poison" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "con": 2 + }, + "entries": [ + "While wearing this belt, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your Constitution score increases by 2, to a maximum of 20.", + "You have advantage on Charisma ({@skill Persuasion}) checks made to interact with dwarves." + ] + }, + "In addition, while attuned to the belt, you have a {@chance 50} chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.", + "If you aren't a dwarf, you gain the following additional benefits while wearing the belt:", + { + "type": "list", + "items": [ + "You have advantage on saving throws against poison, and you have resistance against poison damage.", + "You have {@sense darkvision} out to a range of 60 feet.", + "You can speak, read, and write Dwarvish." + ] + } + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Belt of Fire Giant Strength", + "source": "DMG", + "page": 155, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "str": 25 + } + }, + "entries": [ + "While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Belt of Frost Giant Strength", + "source": "DMG", + "page": 155, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "str": 23 + } + }, + "entries": [ + "While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Belt of Hill Giant Strength", + "source": "DMG", + "page": 155, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "str": 21 + } + }, + "entries": [ + "While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Belt of Stone Giant Strength", + "source": "DMG", + "page": 155, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "str": 23 + } + }, + "entries": [ + "While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Belt of Storm Giant Strength", + "source": "DMG", + "page": 155, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "str": 29 + } + }, + "entries": [ + "While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score." + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Bigby's Beneficent Bracelet", + "source": "BGG", + "page": 111, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Dexterous Fingers", + "entries": [ + "While wearing the bracelet, you can cast {@spell mage hand}." + ] + }, + { + "type": "entries", + "name": "Force Sculpture", + "entries": [ + "By focusing and channeling the bracelet's magic for 1 minute, you can create a spectral copy of a Large or smaller nonmagical object. The copy appears in an unoccupied space within 10 feet of you, and it is made of tangible but translucent force that mimics the size, weight, and other properties of the object it's copying. The copy must appear on a surface or liquid that can support it. Creatures can touch and interact with the copy as if it were a nonmagical object.", + "The copy is immune to all damage and can't be dispelled, but a {@spell disintegrate} spell destroys it immediately. Otherwise, the copy disappears after 8 hours or when you dismiss it as an action.", + "The bracelet can create up to three copies and regains all expended uses at dawn." + ] + }, + { + "type": "entries", + "name": "Helpful Hand", + "entries": [ + "As an action, you can use the bracelet to cast {@spell Bigby's hand} as a 9th-level spell (spell attack bonus +13). When you cast the spell this way, the spell doesn't require {@status concentration}. Once this property is used, it can't be used again until the next dawn." + ] + } + ], + "attachedSpells": [ + "mage hand", + "Bigby's hand" + ], + "hasFluffImages": true + }, + { + "name": "Bit and bridle", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TAH", + "rarity": "none", + "weight": 1, + "value": 200 + }, + { + "name": "Biza's Breath", + "source": "JttRC", + "page": 70, + "type": "G", + "rarity": "none", + "poison": true, + "entries": [ + "A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become {@condition poisoned} for 1 minute. The {@condition poisoned} creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the {@condition poisoned} creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + "poisonTypes": [ + "inhaled" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Black Chromatic Rose", + "source": "WBtW", + "page": 208, + "resist": [ + "acid" + ], + "detail1": "drips acid", + "rarity": "rare", + "wondrous": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Chromatic Rose|WBtW}" + ] + }, + { + "name": "Black Crystal Tablet", + "source": "WDMM", + "page": 284, + "rarity": "legendary", + "reqAttune": "by a creature that has proficiency in the {@skill Arcana} skill", + "reqAttuneTags": [ + { + "skillProficiency": "arcana" + } + ], + "wondrous": true, + "entries": [ + "Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness (see \"{@book Madness|dmg|8|Madness}\" in chapter 8 of the {@book Dungeon Master's Guide|dmg}).", + "As an action, a creature attuned to the Black Crystal Tablet can use it to cast {@spell eyebite} or {@spell gate} (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn." + ], + "attachedSpells": [ + "eyebite", + "gate" + ] + }, + { + "name": "Black Dragon Mask", + "source": "HotDQ", + "page": 94, + "otherSources": [ + { + "source": "ToD", + "page": 179 + } + ], + "resist": [ + "acid" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "grantsLanguage": true, + "entries": [ + "This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.", + { + "type": "entries", + "name": "Damage Absorption", + "entries": [ + "You have resistance to acid damage. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt." + ] + }, + { + "type": "entries", + "name": "Draconic Majesty", + "entries": [ + "While you are wearing no armor, you can add your Charisma bonus to your Armor Class." + ] + }, + { + "type": "entries", + "name": "Dragon Breath", + "entries": [ + "If you have a breath weapon that requires rest to recharge, it gains a recharge of 6." + ] + }, + { + "type": "entries", + "name": "Dragon Sight", + "entries": [ + "You gain {@sense darkvision} with a radius of 60 feet, or an additional 60 feet of {@sense darkvision} if you already have that sense. Once per day, you can gain {@sense blindsight} out to a range of 30 feet for 5 minutes." + ] + }, + { + "type": "entries", + "name": "Dragon Tongue", + "entries": [ + "You can speak and understand Draconic. You also have advantage on any Charisma check you make against Black dragons." + ] + }, + { + "type": "entries", + "name": "Legendary Resistance", + "entries": [ + "(1/Day) If you fail a saving throw, you can choose to succeed instead." + ] + }, + { + "type": "entries", + "name": "Water Breathing", + "entries": [ + "You can breathe underwater." + ] + } + ] + }, + { + "name": "Black Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "resist": [ + "acid" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.", + "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn." + ] + }, + { + "name": "Black Ghost Orchid Seed", + "source": "JttRC", + "page": 212, + "type": "G", + "rarity": "none", + "entries": [ + "Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell {@spell feign death}. If the creature is unaware of the pod's effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a willing recipient of the spell." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Black Opal", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 100000, + "entries": [ + "A translucent dark green with black mottling and golden flecks gemstone." + ] + }, + { + "name": "Black Pearl", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 50000, + "entries": [ + "An opaque pure black gemstone." + ] + }, + { + "name": "Black Sap", + "source": "EGW", + "page": 152, + "type": "G", + "rarity": "none", + "value": 30000, + "entries": [ + "This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be {@condition charmed} or {@condition frightened} for {@dice 1d6} hours.", + "For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for {@dice 2d4} hours\u2014an effect that is cumulative with multiple doses." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Black Sapphire", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 500000, + "entries": [ + "A translucent lustrous black with glowing highlights gemstone." + ] + }, + { + "name": "Black velvet mask stitched with silver thread", + "source": "DMG", + "page": 134, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Blackrazor", + "source": "DMG", + "page": 216, + "baseItem": "greatsword|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a creature of non-lawful alignment", + "reqAttuneTags": [ + { + "alignment": [ + "NX", + "C", + "G", + "NY", + "E" + ] + } + ], + "sentient": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.", + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.", + { + "name": "Devour Soul", + "type": "entries", + "entries": [ + "Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a {@spell wish} spell.", + "When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.", + "If you hit an undead with this weapon, you take {@damage 1d10} necrotic damage and the target regains {@dice 1d10} hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul." + ] + }, + { + "name": "Soul Hunter", + "type": "entries", + "entries": [ + "While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be {@condition charmed} or {@condition frightened}.", + "Blackrazor can cast the {@spell haste} spell on you once per day. It decides when to cast the spell and maintains {@status concentration} on it so that you don't have to." + ] + }, + { + "name": "Sentience", + "type": "entries", + "entries": [ + "Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know." + ] + }, + { + "name": "Personality", + "type": "entries", + "entries": [ + "Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.", + "The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.", + "Despite its nihilism, Blackrazor feels a strange kinship to {@item Wave} and {@item Whelm}, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with {@item Whelm} and finds {@item Wave} tedious.", + "Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset." + ] + } + ], + "attachedSpells": [ + "haste" + ], + "hasFluffImages": true + }, + { + "name": "Blackstaff", + "source": "WDH", + "page": 190, + "rarity": "legendary", + "reqAttune": "by the blackstaff heir, who must be a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "sentient": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "bonusSpellAttack": "+2", + "bonusAc": "+2", + "bonusSavingThrow": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 2d8 + 4}", + "charges": 20, + "staff": true, + "entries": [ + "The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new owner (see \"Personality\" below).", + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.", + "The staff has 20 charges for the following properties. The staff regains {@dice 2d8 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain {@dice 1d8 + 2} charges.", + { + "name": "Power Strike", + "type": "entries", + "entries": [ + "When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra {@damage 1d6} force damage to the target." + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: {@spell cone of cold} (5 charges), {@spell fireball} (5th-level version, 5 charges), {@spell globe of invulnerability} (6 charges), {@spell hold monster} (5 charges), {@spell levitate} (2 charges), {@spell lightning bolt} (5th-level version, 5 charges), {@spell magic missile} (1 charge), {@spell ray of enfeeblement} (1 charge), or {@spell wall of force} (5 charges)." + ] + }, + { + "name": "Retributive Strike", + "type": "entries", + "entries": [ + "You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.", + "You have a {@chance 50} chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.", + { + "type": "table", + "colLabels": [ + "Distance from Origin", + "Effect" + ], + "colStyles": [ + "col-3", + "col-9" + ], + "rows": [ + [ + "10 ft. away or closer", + "8 × the number of charges in the staff" + ], + [ + "11 to 20 ft. away", + "6 × the number of charges in the staff" + ], + [ + "21 to 30 ft. away", + "4 × the number of charges in the staff" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Animate Walking Statues", + "entries": [ + "You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the {@creature walking statue of Waterdeep|wdh|walking statues of Waterdeep}. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see \"Personality\" below). A walking statue becomes inanimate if deactivated or if the staff is broken." + ] + }, + { + "type": "entries", + "name": "Dispel Magic", + "entries": [ + "You can expend 1 of the staff's charges as a bonus action to cast {@spell dispel magic} on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell." + ] + }, + { + "type": "entries", + "name": "Drain Magic", + "entries": [ + "This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal." + ] + }, + { + "type": "entries", + "name": "Master of Enchantment", + "entries": [ + "When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence ({@skill Arcana}) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful.", + "In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor\u2014someone whose loyalty to Waterdeep is beyond reproach." + ] + }, + { + "type": "entries", + "name": "Spirit Trap", + "entries": [ + "When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.)", + "Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again." + ] + } + ], + "attachedSpells": [ + "cone of cold", + "fireball", + "globe of invulnerability", + "hold monster", + "levitate", + "lightning bolt", + "magic missile", + "ray of enfeeblement", + "wall of force", + "dispel magic" + ] + }, + { + "name": "Blade of Avernus", + "source": "BGDIA", + "page": 150, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.", + "When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra {@damage 6d8} slashing damage from the hit.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master's Guide:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental property}, which is suppressed while the sword is attuned to an archdevil" + ] + } + ] + }, + { + "type": "entries", + "name": "Ruler of Avernus", + "entries": [ + "As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be {@condition charmed} by you for 1 hour. While {@condition charmed} in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil." + ] + }, + { + "type": "entries", + "name": "Infernal Recall", + "entries": [ + "As an action, you can use the sword to cast {@spell word of recall}. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus." + ] + }, + { + "type": "entries", + "name": "Destroying the Sword", + "entries": [ + "The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it." + ] + } + ], + "attachedSpells": [ + "word of recall" + ] + }, + { + "name": "Blade of Broken Mirrors (Awakened)", + "source": "EGW", + "_copy": { + "name": "Blade of Broken Mirrors (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the dagger reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2.", + "While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): {@spell fabricate}, {@spell hallucinatory terrain}, {@spell major image}, or {@spell phantasmal killer}. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+2", + "attachedSpells": [ + "fabricate", + "hallucinatory terrain", + "major image", + "phantasmal killer" + ] + }, + { + "name": "Blade of Broken Mirrors (Dormant)", + "source": "EGW", + "page": 275, + "baseItem": "dagger|phb", + "type": "M", + "rarity": "artifact", + "reqAttune": "by a humanoid", + "reqAttuneTags": [ + { + "creatureType": "humanoid" + } + ], + "sentient": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T", + "Vst|TDCSR" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "An insane {@creature glabrezu} named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution." + ] + }, + { + "type": "entries", + "name": "Dormant", + "entries": [ + "The dagger grants the following benefits in its dormant state:", + { + "type": "list", + "items": [ + "You can speak, read, and write Abyssal.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand.", + "Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don't change. Any equipment you are wearing or carrying isn't transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory." + ] + } + ] + }, + { + "type": "inset", + "name": "Betrayer Artifact Properties", + "entries": [ + "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information." + ] + } + ] + }, + { + "name": "Blade of Broken Mirrors (Exalted)", + "source": "EGW", + "_copy": { + "name": "Blade of Broken Mirrors (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the dagger reaches an exalted state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "The saving throw DC for spells cast from the dagger increases to 17.", + "While holding the dagger, you can turn {@condition invisible} as an action. Anything you are wearing or carrying is {@condition invisible} with you. You remain {@condition invisible} until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+3" + }, + { + "name": "Blanket", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Blanket|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 3, + "value": 50 + }, + { + "name": "Blanket", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 3, + "value": 50, + "entries": [ + "While wrapped in a blanket, you have {@variantrule Advantage|XPHB} on saving throws against {@hazard extreme cold} (see the Dungeon Master's Guide)." + ] + }, + { + "name": "Blast Scepter", + "source": "WDMM", + "page": 310, + "type": "RD|DMG", + "scfType": "arcane", + "rarity": "very rare", + "reqAttune": true, + "focus": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "entries": [ + "The Blast Scepter can be used as an arcane focus.", + "Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast {@spell thunderwave} as a 4th-level spell (save DC 16) without expending a spell slot." + ], + "attachedSpells": [ + "thunderwave" + ] + }, + { + "name": "Blasted Goggles", + "source": "BMT", + "page": 174, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "These tinker's goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or take {@damage 3d6} fire damage. The goggles regain {@dice 1d3} expended charges daily at dawn.", + { + "type": "entries", + "name": "Cursed", + "entries": [ + "The goggles are cursed, and becoming attuned to them extends the curse to you. You can't remove the goggles or end your attunement to them until you are targeted by a {@spell Remove Curse} spell or similar magic.", + "Whenever you use the goggles' fiery beam and the target rolls a 20 on the {@dice d20} for the saving throw, the goggles expose you to a flash of violent {@quickref Vision and Light||2||bright light}. As a result, you have the blinded condition for 24 hours." + ] + } + ] + }, + { + "name": "Blasting Powder", + "source": "EGW", + "page": 225, + "type": "G", + "rarity": "none", + "entries": [ + "This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking {@damage 3d6} bludgeoning damage on a failed save, or half as much damage on a successful one.", + "A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by {@dice 1d6} (maximum of {@dice 10d6}) and the blast radius by 5 feet (maximum of 20 feet)." + ] + }, + { + "name": "Blight Ichor", + "source": "EGW", + "page": 152, + "type": "G", + "rarity": "none", + "value": 20000, + "entries": [ + "This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for {@dice 1d6} hours and suffer the effects of a {@spell confusion} spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the {@condition frightened} condition for 1 hour." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Block and Tackle", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Block and Tackle|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 5, + "value": 100, + "entries": [ + "A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift." + ] + }, + { + "name": "Block and Tackle", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 5, + "value": 100, + "entries": [ + "A {@item Block and Tackle|XPHB} allows you to hoist up to four times the weight you can normally lift." + ] + }, + { + "name": "Blod Stone", + "source": "SKT", + "page": 233, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This diamond contains the blood of a creature\u2014blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative.", + "This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child." + ] + }, + { + "name": "Blood Fury Tattoo", + "source": "TCE", + "page": 122, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "recharge": "dawn", + "rechargeAmount": 10, + "charges": 10, + "entries": [ + "Produced by a special needle, this magic tattoo evokes fury in its form and colors.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Bloodthirsty Strikes", + "entries": [ + "The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:", + { + "type": "list", + "items": [ + "When you hit a creature with a weapon attack, you can expend a charge to deal an extra {@damage 4d6} necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.", + "When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll." + ] + } + ] + } + ] + }, + { + "name": "Blood of the Lycanthrope", + "source": "IMR", + "page": 93, + "rarity": "none", + "poison": true, + "entries": [ + "This poison is created from blood harvested from a dead or {@condition incapacitated} lycanthrope in its animal or hybrid form. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy (see the Monster Manual). The curse lasts until removed by the {@spell remove curse} spell or similar magic.", + "The type of lycanthropy depends on the lycanthrope used to create the poison. To determine the type of lycanthropy randomly, roll a {@dice d6}:", + { + "type": "table", + "colLabels": [ + "d6", + "Lycanthropy" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1-3", + "{@creature Wererat}" + ], + [ + "4-5", + "{@creature Werewolf}" + ], + [ + "6", + "{@creature Wereboar}" + ] + ] + } + ], + "poisonTypes": [ + "injury" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Blood of the Lycanthrope Antidote", + "source": "IMR", + "page": 94, + "type": "P", + "rarity": "uncommon", + "entries": [ + "This clear potion has dark red flecks within, resembling clotted blood. When you drink this potion, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope's bite or similar effect." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Blood Spear", + "source": "CoS", + "page": 221, + "baseItem": "spear|phb", + "type": "M", + "rarity": "uncommon", + "reqAttune": true, + "weight": 3, + "weaponCategory": "simple", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "bonusWeapon": "+2", + "entries": [ + "Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of {@creature Strahd von Zarovich|CoS}. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.", + "When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain {@dice 2d6} temporary hit points.", + "Any creature can wield the spear, but only the character {@adventure chosen by Kavan|CoS|14|Blood Spear of Kavan} to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon." + ], + "hasFluffImages": true + }, + { + "name": "Bloodaxe", + "source": "EGW", + "page": 266, + "baseItem": "greataxe|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 7, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "S", + "bonusWeapon": "+2", + "entries": [ + "You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra {@damage 1d6} necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.", + "This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina." + ] + }, + { + "name": "Bloodrage Greataxe", + "source": "BMT", + "page": 66, + "baseItem": "greataxe|PHB", + "type": "M", + "rarity": "uncommon", + "weight": 7, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "S", + "bonusWeapon": "+2", + "entries": [ + "You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer." + ] + }, + { + "name": "Bloodstone", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "An opaque dark gray with red flecks gemstone." + ] + }, + { + "name": "Blue Chromatic Rose", + "source": "WBtW", + "page": 208, + "resist": [ + "lightning" + ], + "detail1": "crackles with lightning", + "rarity": "rare", + "wondrous": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Chromatic Rose|WBtW}" + ] + }, + { + "name": "Blue Dragon Mask", + "source": "RoTOS", + "page": 4, + "resist": [ + "lightning" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "grantsLanguage": true, + "entries": [ + "This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.", + { + "type": "entries", + "name": "Damage Absorption", + "entries": [ + "You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to lightning damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type." + ] + }, + { + "type": "entries", + "name": "Draconic Majesty", + "entries": [ + "While you are wearing no armor, you can add your Charisma bonus to your Armor Class." + ] + }, + { + "type": "entries", + "name": "Dragon Breath", + "entries": [ + "If you have a breath weapon that requires rest to recharge, it gains a recharge of 6." + ] + }, + { + "type": "entries", + "name": "Dragon Sight", + "entries": [ + "You gain {@sense darkvision} out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain {@sense blindsight} out to 30 feet for 5 minutes." + ] + }, + { + "type": "entries", + "name": "Dragon Tongue", + "entries": [ + "You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons." + ] + }, + { + "type": "entries", + "name": "Legendary Resistance", + "entries": [ + "(1/Day) If you fail a saving throw, you can choose to succeed instead." + ] + }, + { + "type": "entries", + "name": "Lingering Shock", + "entries": [ + "If you deal lightning damage to a creature, it can't take reactions until its next turn." + ] + } + ] + }, + { + "name": "Blue Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "resist": [ + "lightning" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.", + "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn." + ] + }, + { + "name": "Blue Quartz", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "A transparent pale blue gemstone." + ] + }, + { + "name": "Blue Sapphire", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 100000, + "entries": [ + "A transparent blue-white to medium blue gemstone." + ] + }, + { + "name": "Blue Spinel", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 50000, + "entries": [ + "A transparent deep blue gemstone." + ] + }, + { + "name": "Bob", + "source": "ToA", + "page": 89, + "baseItem": "battleaxe|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 4, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "This +1 battleaxe floats on water and other liquids, and grants its bearer advantage on Strength ({@skill Athletics}) checks made to swim." + ] + }, + { + "name": "Bobbing Lily Pad", + "source": "WBtW", + "page": 208, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water's surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.", + "The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity." + ] + }, + { + "name": "Bomb", + "source": "DMG", + "page": 268, + "type": "EXP|DMG", + "rarity": "none", + "weight": 1, + "value": 15000, + "age": "renaissance", + "entries": [ + "As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take {@damage 3d6} fire damage." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Bombard", + "source": "AAG", + "page": 26, + "type": "SPC|AAG", + "rarity": "none", + "value": 5000000, + "crew": 12, + "vehAc": 15, + "vehHp": 300, + "vehDmgThresh": 20, + "vehSpeed": 4, + "capCargo": 150, + "entries": [ + "Bombards are built by giff. The major feature of each ship is an enormous cannon that fires massive cannon balls capable of blowing other ships to smithereens. (The cannon is included in the cost of the ship.) A bombard can carry up to fourteen giant cannon balls, each of which weighs 10 tons. These cannon balls make up most of the weight of the ship's cargo. A winch mounted on the aft deck is used to load the cannon balls on board.", + "A bombard can float and sail on water, but it can't land safely on the ground (its keel would cause it to roll on its side)." + ], + "seeAlsoVehicle": [ + "Bombard|AAG" + ] + }, + { + "name": "Bonecounter", + "source": "SDW", + "baseItem": "mace|phb", + "type": "M", + "rarity": "rare", + "weight": 4, + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "bonusWeapon": "+2", + "entries": [ + "This weapon is a magical +2 mace called Bonecounter. Whenever this weapon is used to destroy an undead creature, a single silver piece appears in the wielder's pocket." + ] + }, + { + "name": "Book", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Book|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 5, + "value": 2500, + "entries": [ + "A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a {@item spellbook|phb}." + ] + }, + { + "name": "Book", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 5, + "value": 2500, + "entries": [ + "A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence ({@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Nature|XPHB}, or {@skill Religion|XPHB}) checks you make about that topic." + ] + }, + { + "name": "Book of Exalted Deeds", + "source": "DMG", + "page": 222, + "rarity": "artifact", + "reqAttune": "by a creature of good alignment", + "reqAttuneTags": [ + { + "alignment": [ + "G" + ] + } + ], + "wondrous": true, + "weight": 5, + "ability": { + "wis": 2 + }, + "entries": [ + "The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.", + "The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.", + "A heavy clasp, wrought to look like angel wings, keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes {@damage 24d6} radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.", + "Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.", + { + "name": "Random Properties", + "type": "entries", + "entries": [ + "The Book of Exalted Deeds has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}", + "2 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial properties}" + ] + } + ] + }, + { + "name": "Increased Wisdom", + "type": "entries", + "entries": [ + "After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once." + ] + }, + { + "name": "Enlightened Magic", + "type": "entries", + "entries": [ + "Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher." + ] + }, + { + "name": "Halo", + "type": "entries", + "entries": [ + "Once you've read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma ({@skill Persuasion}) checks made to interact with good creatures and Charisma ({@skill Intimidation}) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage." + ] + }, + { + "name": "Destroying the Book", + "type": "entries", + "entries": [ + "It is rumored that the Book of Exalted Deeds can't be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for {@dice 1d100} years." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Book of Vile Darkness", + "source": "DMG", + "page": 222, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "weight": 5, + "ability": { + "choose": [ + { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 1, + "amount": 2 + } + ] + }, + "entries": [ + "The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.", + "Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.", + "Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined.", + "Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.", + "A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within.", + "Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil.", + "The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.", + { + "name": "Random Properties", + "type": "entries", + "entries": [ + "The Book of Vile Darkness has the following random properties:", + { + "type": "list", + "items": [ + "3 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}", + "3 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental properties}", + "2 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental properties}" + ] + } + ] + }, + { + "name": "Adjusted Ability Scores", + "type": "entries", + "entries": [ + "After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again." + ] + }, + { + "name": "Mark of Darkness", + "type": "entries", + "entries": [ + "After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma ({@skill Persuasion}) checks made to interact with evil creatures and Charisma ({@skill Intimidation}) checks made to interact with non-evil creatures." + ] + }, + { + "name": "Command Evil", + "type": "entries", + "entries": [ + "While you are attuned to the book and holding it, you can use an action to cast the {@spell dominate monster} spell on an evil target (save DC 18). You can't use this property again until the next dawn." + ] + }, + { + "name": "Dark Lore", + "type": "entries", + "entries": [ + "You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check." + ] + }, + { + "name": "Dark Speech", + "type": "entries", + "entries": [ + "While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a foul language known as Dark Speech. Each time you do so, you take {@damage 1d12} psychic damage, and each non-evil creature within 15 feet of you takes {@damage 3d6} psychic damage." + ] + }, + { + "name": "Destroying the Book", + "type": "entries", + "entries": [ + "The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.", + "If a {@creature solar} tears the book in two, the book is destroyed for {@dice 1d100} years, after which it reforms in some dark corner of the multiverse.", + "A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms {@dice 1d10 × 100} years later.", + "If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed." + ] + } + ], + "attachedSpells": [ + "dominate monster" + ], + "hasFluffImages": true + }, + { + "name": "Book of Vile Darkness (Variant)", + "source": "KftGV", + "page": 207, + "_copy": { + "name": "Book of Vile Darkness", + "source": "DMG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": { + "index": 7 + }, + "items": [ + "The Book of Vile Darkness has the following properties:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Circle of Death", + "entries": [ + "While attuned to the book, you can cast {@spell circle of death} (save DC 20) from it as an action. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't use this property again until the next dawn." + ] + }, + { + "type": "item", + "name": "Condition Immunities", + "entries": [ + "While attuned to the book, you can't be {@condition charmed} or {@condition frightened}." + ] + }, + { + "type": "item", + "name": "Evil Presence", + "entries": [ + "The book houses an evil spirit that is hostile toward you. When you become attuned to the book, the spirit tries to leave the book and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until the intruding spirit is banished using magic such as the {@spell dispel evil and good} spell. The banished spirit returns to the book." + ] + } + ] + } + ] + } + } + }, + "hasFluffImages": true + }, + { + "name": "Bookmark", + "source": "ToA", + "page": 206, + "baseItem": "dagger|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+3", + "entries": [ + "This +3 dagger belongs to {@creature Artus Cimber|ToA}. While you have the dagger drawn, you can use a bonus action to activate one of the following properties:", + { + "type": "list", + "items": [ + "Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.", + "Turn the dagger into a compass that, while resting on your palm, points north.", + "Cast {@spell dimension door} from the dagger. Once this property is used, it can't be used again until the next dawn.", + "Cast {@spell compulsion} (save DC 15) from the dagger. The range of the spell increases to 90 feet but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn." + ] + } + ], + "attachedSpells": [ + "dimension door", + "compulsion" + ] + }, + { + "name": "Boomerang Shield", + "source": "BMT", + "page": 66, + "baseItem": "shield|PHB", + "type": "S", + "rarity": "uncommon", + "reqAttune": true, + "weight": 6, + "ac": 2, + "entries": [ + "You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you're proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals {@damage 1d6} slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target." + ] + }, + { + "name": "Boots of Elvenkind", + "source": "DMG", + "page": 155, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity ({@skill Stealth}) checks that rely on moving silently." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Boots of False Tracks", + "source": "XGE", + "page": 136, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size." + ] + }, + { + "name": "Boots of Haste", + "source": "TDCSR", + "page": 194, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "entries": [ + "While you wear these boots, you can click your heels together to cast the {@spell haste} spell on yourself as a bonus action. You don't suffer from lethargy when the spell ends when cast using these boots. Once this property is used, it can't be used again until next dawn." + ], + "attachedSpells": [ + "haste" + ] + }, + { + "name": "Boots of Levitation", + "source": "DMG", + "page": 155, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While you wear these boots, you can use an action to cast the {@spell levitate} spell on yourself at will." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "attachedSpells": [ + "levitate" + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Boots of Speed", + "source": "DMG", + "page": 155, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "multiply": { + "walk": 2 + } + }, + "entries": [ + "While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.", + "When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Boots of Striding and Springing", + "source": "DMG", + "page": 156, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "static": { + "walk": 30 + } + }, + "entries": [ + "While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Boots of the Vigilant", + "source": "TDCSR", + "page": 194, + "rarity": "uncommon", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "While you wear these boots, you can sense impending danger. After you roll initiative, you can choose to roll a {@dice d8} and add it to your initiative roll. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "Boots of the Winterlands", + "source": "DMG", + "page": 156, + "srd": true, + "resist": [ + "cold" + ], + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to cold damage.", + "You ignore {@quickref difficult terrain||3} created by ice or snow.", + "You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit." + ] + } + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Borealus", + "source": "HWCS", + "page": 213, + "immune": [ + "cold" + ], + "resist": [ + "fire" + ], + "tier": "major", + "rarity": "artifact", + "reqAttune": true, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "This legendary artifact was created by a powerful wizard, crafted from the finger of a towering, ancient elemental aspect of frost. It is so cold to the touch that it numbs any skin it comes into contact with, although an attuned character is immune to this effect.", + { + "name": "Gifts of the Rime", + "type": "entries", + "entries": [ + "As long as you are attuned to the Borealus, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are resistant to fire damage", + "You are immune to cold damage", + "You learn the {@spell ray of frost} cantrip" + ] + } + ] + }, + { + "name": "Breath of Winter", + "type": "entries", + "entries": [ + "While holding the staff you can use your action to unleash an icy-cold blizzard from your open mouth. A 100-foot-cone of hoarfrost blasts forth in a direction of your choice, dealing {@dice 9d8} cold damage to all creatures within the cone if they fail a DC 18 Constitution saving throw, or half as much on a success. You can't use this property again until the next dawn." + ] + }, + { + "name": "Glacial Prison", + "type": "entries", + "entries": [ + "By using your action to touch the staff to a surface, you can cause a barrier of ice to spring into existence from a point you can see along this surface within 200 feet of you. This effect is otherwise identical to a {@spell wall of ice} spell cast at 6th level, with a DC 18 for all saving throws related to the effect. You can't use this property again until 3 days have passed." + ] + }, + { + "name": "Cruel Winds", + "type": "entries", + "entries": [ + "Wherever the staff goes, a bitterly cold boreal wind accompanies it. The wind gusts intermittently within 30 feet of the attuned character and extinguishes all non-magical flames it comes into contact with." + ] + }, + { + "name": "Destroying the Staff", + "type": "entries", + "entries": [ + "The staff can be destroyed through exposure to flames from a fire elemental of equal power to the being it was crafted from. After centuries of exposure, it will melt away into nothing." + ] + } + ], + "attachedSpells": [ + "ray of frost", + "wall of ice" + ], + "hasFluffImages": true + }, + { + "name": "Boros Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring, adorned with the symbol of Boros, allows you to cast {@spell heroism}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Boros' recognition and favor.", + "A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13)." + ], + "attachedSpells": [ + "heroism" + ], + "hasFluffImages": true + }, + { + "name": "Boros Keyrune", + "source": "GGR", + "page": 177, + "rarity": "rare", + "reqAttune": "by a member of the Boros guild", + "reqAttuneTags": [ + { + "background": "boros legionnaire|ggr" + } + ], + "wondrous": true, + "entries": [ + "Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a {@creature veteran} (human) for up to 8 hours. In addition to fighting on your behalf, this {@creature veteran} cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human.", + "When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature veteran} (human). If there isn't enough space for the {@creature veteran}, the keyrune doesn't transform.", + "The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.", + "At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Bottle of Boundless Coffee", + "source": "SCC", + "page": 38, + "rarity": "common", + "wondrous": true, + "entries": [ + "This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won't accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle.", + "Each time you drink the coffee, roll a {@dice d20}. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle." + ] + }, + { + "name": "Bottle stopper cork embossed with gold leaf and set with amethysts", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Bottled Breath", + "source": "PotA", + "page": 222, + "type": "P", + "rarity": "uncommon", + "entries": [ + "This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.", + "If you exhale the breath, you gain the effect of the {@spell gust of wind} spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath." + ], + "attachedSpells": [ + "gust of wind" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Bottled Comet", + "source": "DoDk", + "page": 230, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This spherical glass orb contains an ignited delerium shard hovering gently within. Electrical currents of yellow, green, and purple energy streak from the crystal and cascade along the glass, rendering it warm to the touch.", + "As an action you can throw the orb up to 30 feet. It shatters on impact, releasing a 20-foot-radius burst of contaminated energy. Creatures in the area must succeed on a DC 15 Constitution save or take ({@dice 8d6}) necrotic damage, and take one {@adventure level of contamination|DoDk|12}. In addition, an arcane anomaly (see Dungeons of Drakkenheim) occurs, centred on the point of impact." + ], + "hasFluffImages": true + }, + { + "name": "Bowl of Commanding Water Elementals", + "source": "DMG", + "page": 156, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 3, + "entries": [ + "While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a {@creature water elemental}, as if you had cast the {@spell conjure elemental} spell. The bowl can't be used this way again until the next dawn.", + "The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons." + ], + "attachedSpells": [ + "conjure elemental" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Box of turquoise animal figurines", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Bracelet of Rock Magic", + "source": "TftYP", + "page": 228, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "curse": true, + "weight": 1, + "entries": [ + "While you wear this gold bracelet, it grants you immunity to being {@condition petrified}, and it allows you to cast {@spell flesh to stone} (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast {@spell stone shape} as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against {@spell flesh to stone} cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are {@condition petrified} instantly." + ] + } + ], + "attachedSpells": [ + "flesh to stone", + "stone shape" + ] + }, + { + "name": "Bracer of Flying Daggers", + "source": "WDH", + "page": 190, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This armband appears to have thin {@item dagger|phb|daggers} strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers." + ] + }, + { + "name": "Bracers of Archery", + "source": "DMG", + "page": 156, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "grantsProficiency": true, + "bonusWeaponDamage": "+2", + "entries": [ + "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Bracers of Asmodeus", + "source": "CoA", + "page": 267, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "curse": true, + "bonusAc": "+2", + "entries": [ + "You have a +2 bonus to AC while wearing these bracers, if you do not wear armor or use a shield at the same time.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "While attuned to the bracers, you become obsessed with plotting, scheming, and manipulation. You always barter for better deals, often using secrets or leveraging other offers in the process. If you ever decline an opportunity to better yourself financially at another's expense, you immediately take {@damage 3d10} necrotic damage. Only the {@spell Remove Curse} spell allows you to end attunement to this item." + ] + }, + { + "type": "entries", + "name": "Corrupting", + "entries": [ + "This item corrupts. See the \"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\" section." + ] + } + ] + }, + { + "name": "Bracers of Celerity", + "source": "PaBTSO", + "page": 217, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs.", + "While you're wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself." + ] + }, + { + "name": "Bracers of Defense", + "source": "DMG", + "page": 156, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+2", + "entries": [ + "While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Brass Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "resist": [ + "fire" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.", + "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn." + ] + }, + { + "name": "Brass mug with jade inlay", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Brazen Armor", + "source": "GHLoE", + "page": 111, + "baseItem": "plate armor|PHB", + "type": "HA", + "resist": [ + "fire", + "radiant" + ], + "rarity": "very rare", + "reqAttune": true, + "weight": 65, + "ac": 18, + "strength": "15", + "bonusAc": "+1", + "stealth": true, + "entries": [ + "This armor, fashioned from the body of an {@creature Empyrean brazen bull|GHLoE}, gleams brightly in direct sunlight. While wearing this armor, you gain a +1 bonus to AC. In addition, you have resistance to fire and radiant damage.", + "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body." + ] + }, + { + "name": "Brazier of Commanding Fire Elementals", + "source": "DMG", + "page": 156, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 5, + "entries": [ + "While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a {@creature fire elemental}, as if you had cast the {@spell conjure elemental} spell. The brazier can't be used this way again until the next dawn.", + "The brazier weighs 5 pounds." + ], + "attachedSpells": [ + "conjure elemental" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Bread (loaf)", + "source": "XPHB", + "page": 231, + "freeRules2024": true, + "type": "FD|XPHB", + "rarity": "none", + "value": 2, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Breastplate of Balance", + "source": "BMT", + "page": 34, + "baseItem": "breastplate|PHB", + "type": "MA", + "rarity": "rare", + "reqAttune": true, + "weight": 20, + "ac": 14, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, + "entries": [ + "This burnished copper breastplate looks as if it were made of interlocking gears. Merchant's scales are emblazoned across the chest.", + "The armor has 4 charges. You can use the charges in the following ways while wearing the armor:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Equalize", + "entries": [ + "When you or a creature you can see within 60 feet of yourself is about to roll a {@dice d20} with advantage or disadvantage, you can expend 1 charge and take a reaction to prevent the roll from being affected by advantage or disadvantage." + ] + }, + { + "type": "item", + "name": "Expunge Imbalance", + "entries": [ + "As a bonus action, you can expend 2 charges to cast the {@spell Lesser Restoration} spell from the armor." + ] + } + ] + }, + "The armor regains {@dice 1d4} expended charges daily at dawn.", + "This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered." + ], + "attachedSpells": [ + "lesser restoration" + ] + }, + { + "name": "Breathing Bubble", + "source": "EGW", + "page": 266, + "otherSources": [ + { + "source": "CRCotN", + "page": 213 + } + ], + "rarity": "common", + "wondrous": true, + "entries": [ + "This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet.", + "The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn." + ] + }, + { + "name": "Brewer's Supplies", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 79 + } + ], + "reprintedAs": [ + "Brewer's Supplies|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 9, + "value": 2000, + "additionalEntries": [ + "Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Brewer's supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "Proficiency with brewer's supplies gives you additional insight on Intelligence ({@skill History}) checks concerning events that involve alcohol as a significant element." + ] + }, + { + "type": "entries", + "name": "Medicine", + "entries": [ + "This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain." + ] + }, + { + "type": "entries", + "name": "Persuasion", + "entries": [ + "A stiff drink can help soften the hardest heart. Your proficiency with brewer's supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood." + ] + }, + { + "type": "entries", + "name": "Potable Water", + "entries": [ + "Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest." + ] + }, + { + "type": "table", + "caption": "Brewer's Supplies", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Detect poison or impurities in a drink", + "10" + ], + [ + "Identify alcohol", + "15" + ], + [ + "Ignore effects of alcohol", + "20" + ] + ] + } + ] + }, + { + "name": "Brewer's Supplies", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 9, + "value": 2000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Intelligence" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Detect poisoned drink ({@dc 15}), or identify alcohol ({@dc 10})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Antitoxin|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Bridle of Capturing", + "source": "IMR", + "page": 94, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the {@spell dominate beast} spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle's power until the next dawn.", + "A creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle." + ], + "attachedSpells": [ + "dominate beast" + ] + }, + { + "name": "Bronze crown", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Bronze Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "resist": [ + "lightning" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.", + "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn." + ] + }, + { + "name": "Bronze spyglass (Brazen Coalition)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Brooch of Living Essence", + "source": "EGW", + "page": 266, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral." + ] + }, + { + "name": "Brooch of Shielding", + "source": "DMG", + "page": 156, + "srd": true, + "resist": [ + "force" + ], + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the {@spell magic missile} spell." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Broom of Flying", + "source": "DMG", + "page": 156, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "weight": 3, + "entries": [ + "This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.", + "You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you." + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Bucket", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Bucket|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 2, + "value": 5, + "entries": [ + "A bucket holds 3 gallons of liquid or ½ cubic foot of solids." + ] + }, + { + "name": "Bucket", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 2, + "value": 5, + "entries": [ + "A Bucket holds up to half a cubic foot of contents." + ], + "containerCapacity": { + "volume": [ + 0.5 + ] + } + }, + { + "name": "Bullseye Lantern", + "source": "PHB", + "page": 152, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Bullseye Lantern|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 2, + "value": 1000, + "entries": [ + "A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil." + ] + }, + { + "name": "Bullseye Lantern", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 2, + "value": 1000, + "entries": [ + "A Bullseye Lantern burns Oil as fuel to cast {@variantrule Bright Light|XPHB} in a 60-foot Cone and {@variantrule Dim Light|XPHB} for an additional 60 feet." + ] + }, + { + "name": "Burglar's Pack", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Burglar's Pack|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 44.5, + "value": 1600, + "entries": [ + "Includes:", + { + "type": "list", + "items": [ + "a {@item backpack|phb}", + "a {@item Ball Bearings (Bag of 1,000)|phb|bag of 1,000 ball bearings}", + "10 feet of string", + "a {@item bell|phb}", + "5 {@item candle|phb|candles}", + "a {@item crowbar|phb}", + "a {@item hammer|phb}", + "10 {@item piton|phb|pitons}", + "a {@item hooded lantern|phb}", + "2 {@item Oil (flask)|phb|flasks of oil}", + "5 days {@item Rations (1 day)|phb|rations}", + "a {@item tinderbox|phb}", + "a {@item waterskin|phb}", + "{@item Hempen Rope (50 feet)|phb|50 feet of hempen rope}" + ] + } + ], + "packContents": [ + "backpack|phb", + "ball bearings (bag of 1,000)|phb", + { + "special": "10 feet of string" + }, + "bell|phb", + { + "item": "candle|phb", + "quantity": 5 + }, + "crowbar|phb", + "hammer|phb", + { + "item": "piton|phb", + "quantity": 10 + }, + "hooded lantern|phb", + { + "item": "oil (flask)|phb", + "quantity": 2 + }, + { + "item": "rations (1 day)|phb", + "quantity": 5 + }, + "tinderbox|phb", + "waterskin|phb", + "hempen rope (50 feet)|phb" + ] + }, + { + "name": "Burglar's Pack", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 47.5, + "value": 1600, + "entries": [ + "A Burglar's Pack contains the following items: {@item Backpack|XPHB}, {@item Ball Bearings|XPHB}, {@item Bell|XPHB}, 10 {@item Candle|XPHB|Candles}, {@item Crowbar|XPHB}, {@item Hooded Lantern|XPHB}, 7 flasks of {@item Oil|XPHB}, 5 days of {@item Rations|XPHB}, {@item Rope|XPHB}, {@item Tinderbox|XPHB}, and {@item Waterskin|XPHB}." + ], + "packContents": [ + "backpack|xphb", + "ball bearings|xphb", + "bell|xphb", + { + "item": "candle|xphb", + "quantity": 10 + }, + "crowbar|xphb", + "hooded lantern|xphb", + { + "item": "oil|xphb", + "quantity": 7 + }, + { + "item": "rations|xphb", + "quantity": 5 + }, + "rope|xphb", + "tinderbox|xphb", + "waterskin|xphb" + ] + }, + { + "name": "Burnt Othur Fumes", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 50000, + "poison": true, + "entries": [ + "A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 ({@damage 3d6}) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 ({@damage 1d6}) poison damage. After three successful saves, the poison ends." + ], + "poisonTypes": [ + "inhaled" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Butcher's Bib", + "source": "EGW", + "page": 266, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "critThreshold": 19, + "entries": [ + "This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:", + { + "type": "list", + "items": [ + "Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total.", + "Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the {@dice d20}." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Cabal's Ruin (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Cabal's Ruin (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When Cabal's Ruin reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells and other magical effects while wearing this cloak.", + "The cloak has 6 charges and it regains {@dice 1d4 + 2} expended charges daily at dawn.", + "When you use the cloak to absorb a spell, you gain resistance to one type of damage dealt by the spell (your choice). This resistance then lasts until the end of your next turn." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 2}", + "charges": 6, + "hasFluffImages": true + }, + { + "name": "Cabal's Ruin (Dormant)", + "source": "TDCSR", + "page": 203, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "recharge": "restShort", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, + "entries": [ + "This cloak is made of heavy dark cloth trimmed with golden patterns, and occasionally shimmers with sparks of arcane energy. It was once worn by the famed gunslinger {@creature Percival de Rolo|TDCSR|Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone}.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While Cabal's Ruin is in a dormant state, the cloak has 4 charges and it regains {@dice 1d4} expended charges daily at dawn. When you hit with an attack, you can expend any number of charges from the cloak, with the attack dealing an extra {@damage 1d6} lightning damage per charge expended. If your attack strikes multiple targets, you choose one target that takes this extra damage.", + "When you are targeted by an enemy's spell, you can use your reaction to absorb a portion of the spell's energy into the cloak. The spell affects you normally, but the cloak regains a number of charges equal to the level of the spell. This property can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Cabal's Ruin (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Cabal's Ruin (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When Cabal's Ruin reaches an exalted state, you gain the following benefit:", + { + "type": "list", + "items": [ + "The cloak has 10 charges and it regains {@dice 1d6 + 4} expended charges daily at dawn." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "rechargeAmount": "{@dice 1d6 + 2}", + "charges": 10, + "hasFluffImages": true + }, + { + "name": "Calligrapher's Supplies", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 79 + } + ], + "reprintedAs": [ + "Calligrapher's Supplies|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 5, + "value": 1000, + "additionalEntries": [ + "Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Calligrapher's supplies include ink, a dozen sheets of parchment, and three quills." + ] + }, + { + "type": "entries", + "name": "Arcana", + "entries": [ + "Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays." + ] + }, + { + "type": "entries", + "name": "Decipher Treasure Map", + "entries": [ + "This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts." + ] + }, + { + "type": "table", + "caption": "Calligrapher's Supplies", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-6", + "col-6" + ], + "rows": [ + [ + "Identify writer of nonmagical script", + "10" + ], + [ + "Determine writer's state of mind", + "15" + ], + [ + "Spot forged text", + "15" + ], + [ + "Forge a signature", + "20" + ] + ] + } + ] + }, + { + "name": "Calligrapher's Supplies", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 5, + "value": 1000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Dexterity" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Write text with impressive flourishes that guard against forgery ({@dc 15})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Ink|XPHB}, {@item Spell Scroll|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Caltrop", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 0.1, + "value": 5, + "entries": [ + "As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw." + ] + }, + { + "name": "Caltrops", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 2, + "value": 100, + "entries": [ + "As a {@action Utilize|XPHB} action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its {@variantrule Speed|XPHB} reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops." + ] + }, + { + "name": "Caltrops (bag of 20)", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Caltrops|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 2, + "value": 100, + "entries": [ + "As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw." + ], + "packContents": [ + { + "item": "caltrop|phb", + "quantity": 20 + } + ], + "atomicPackContents": true + }, + { + "name": "Camel", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Camel|XPHB" + ], + "type": "MNT", + "rarity": "none", + "value": 5000, + "carryingCapacity": 480, + "speed": 50 + }, + { + "name": "Camel", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "MNT|XPHB", + "rarity": "none", + "value": 5000, + "carryingCapacity": 450, + "speed": 50 + }, + { + "name": "Candle", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Candle|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 1, + "entries": [ + "For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet." + ] + }, + { + "name": "Candle", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 1, + "entries": [ + "For 1 hour, a lit Candle sheds {@variantrule Bright Light|XPHB} in a 5-foot radius and {@variantrule Dim Light|XPHB} for an additional 5 feet." + ] + }, + { + "name": "Candle Mace", + "source": "BGDIA", + "page": 39, + "baseItem": "mace|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 4, + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this magic weapon. The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action." + ] + }, + { + "name": "Candle of Invocation", + "source": "DMG", + "page": 157, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the {@spell detect evil and good} spell. The DM chooses the god and associated alignment or determines the alignment randomly.", + { + "type": "table", + "colLabels": [ + "{@dice d20}", + "Alignment" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1-2", + "Chaotic evil" + ], + [ + "3-4", + "Chaotic neutral" + ], + [ + "5-7", + "Chaotic good" + ], + [ + "8-9", + "Neutral evil" + ], + [ + "10-11", + "Neutral" + ], + [ + "12-13", + "Neutral good" + ], + [ + "14-15", + "Lawful evil" + ], + [ + "16-17", + "Lawful neutral" + ], + [ + "18-20", + "Lawful good" + ] + ] + }, + "The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.", + "While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.", + "Alternatively, when you light the candle for the first time, you can cast the {@spell gate} spell with it. Doing so destroys the candle." + ], + "attachedSpells": [ + "gate" + ], + "lootTables": [ + "Magic Item Table H" + ], + "miscTags": [ + "CNS" + ], + "hasFluffImages": true + }, + { + "name": "Candle of the Deep", + "source": "XGE", + "page": 136, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle." + ] + }, + { + "name": "Canian Fork", + "source": "CoA", + "page": 267, + "baseItem": "trident|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "curse": true, + "weight": 4, + "weaponCategory": "martial", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "bonusWeapon": "+3", + "entries": [ + "You have a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one additional attack with it as a bonus action on each of your turns.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "You're unwilling to part with this weapon while attuned to it. You're also vulnerable to radiant damage and each time you receive magical healing, you must make a DC 15 Constitution saving throw.", + "On a failed save, the healing has no effect. Only the {@spell Remove Curse} spell allows you to end attunement to this item." + ] + }, + { + "type": "entries", + "name": "Corrupting", + "entries": [ + "This item corrupts. See the \"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\" section." + ] + } + ] + }, + { + "name": "Canoe", + "source": "ToA", + "page": 31, + "type": "SHP", + "rarity": "none", + "weight": 100, + "value": 5000, + "crew": 1, + "vehAc": 11, + "vehHp": 50, + "vehSpeed": 2, + "capPassenger": 6, + "entries": [ + "A canoe can be purchased in Port Nyanzaru for 50 gp. It holds up to six Medium creatures and has a maximum speed of 2 mph. It is otherwise identical to a {@item rowboat}." + ] + }, + { + "name": "Canvas (1 sq. yd.)", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "value": 10 + }, + { + "name": "Cap of Water Breathing", + "source": "DMG", + "page": 157, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table B" + ] + }, + { + "name": "Cape of Enlargement", + "source": "PaBTSO", + "page": 217, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "Ancient runes are stitched in silver thread along the hem of this grayish-purple cape.", + "The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:", + { + "type": "list", + "items": [ + "Your size increases by one category\u2014from Medium to Large, for example. If there isn't enough room for your size to increase by one category, you instead become the maximum possible size in the space available.", + "You have advantage on Strength checks and Strength saving throws.", + "When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack's damage." + ] + }, + "These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains {@dice 1d3} expended charges daily at dawn." + ] + }, + { + "name": "Cape of the Mountebank", + "source": "DMG", + "page": 157, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "entries": [ + "This cape smells faintly of brimstone. While wearing it, you can use it to cast the {@spell dimension door} spell as an action. This property of the cape can't be used again until the next dawn.", + "When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke." + ], + "attachedSpells": [ + "dimension door" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Card Sharp's Deck", + "source": "BMT", + "page": 40, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Deadly Deal", + "entries": [ + "As an action, you can use this deck to make a ranged spell attack by throwing a spectral card and using Dexterity for the attack roll. The card has a range of 120 feet and deals {@damage 1d8} force damage on a hit." + ] + }, + { + "type": "item", + "name": "Spray of Cards", + "entries": [ + "As an action, you can shuffle the deck and cast the {@spell Spray of Cards|BMT} spell at 3rd level from the deck (spell save DC 15). Once the deck has cast the spell, it can't cast the spell again until the next dawn." + ] + } + ] + } + ], + "attachedSpells": [ + "spray of cards|bmt" + ] + }, + { + "name": "Carnelian", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "An opaque orange to red-brown gemstone." + ] + }, + { + "name": "Carpenter's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 80 + } + ], + "reprintedAs": [ + "Carpenter's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 6, + "value": 800, + "additionalEntries": [ + "Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery." + ] + }, + { + "type": "entries", + "name": "Perception", + "entries": [ + "You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages." + ] + }, + { + "type": "entries", + "name": "Stealth", + "entries": [ + "You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on." + ] + }, + { + "type": "entries", + "name": "Fortify", + "entries": [ + "With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5." + ] + }, + { + "type": "entries", + "name": "Temporary Shelter", + "entries": [ + "As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses {@dice 1d3} days after being assembled." + ] + }, + { + "type": "table", + "caption": "Carpenter's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Build a simple wooden structure", + "10" + ], + [ + "Design a complex wooden structure", + "15" + ], + [ + "Find a weak point in a wooden wall", + "15" + ], + [ + "Pry apart a door", + "20" + ] + ] + } + ] + }, + { + "name": "Carpenter's Tools", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 6, + "value": 800, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Strength" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Seal or pry open a door or container ({@dc 20})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Club|XPHB}, {@item Greatclub|XPHB}, {@item Quarterstaff|XPHB}, {@item Barrel|XPHB}, {@item Chest|XPHB}, {@item Ladder|XPHB}, {@item Pole|XPHB}, {@item Portable Ram|XPHB}, {@item Torch|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Carpet of Flying, 3 ft. × 5 ft.", + "source": "DMG", + "page": 157, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "entries": [ + "You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.", + "A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity." + ] + }, + { + "name": "Carpet of Flying, 4 ft. × 6 ft.", + "source": "DMG", + "page": 157, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "entries": [ + "You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.", + "A 4 ft. × 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity." + ] + }, + { + "name": "Carpet of Flying, 5 ft. × 7 ft.", + "source": "DMG", + "page": 157, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "entries": [ + "You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.", + "A 5 ft. × 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity." + ] + }, + { + "name": "Carpet of Flying, 6 ft. × 9 ft.", + "source": "DMG", + "page": 157, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "entries": [ + "You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.", + "A 6 ft. × 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity." + ] + }, + { + "name": "Carriage", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Carriage|XPHB" + ], + "type": "VEH", + "rarity": "none", + "weight": 600, + "value": 10000 + }, + { + "name": "Carriage", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "VEH|XPHB", + "rarity": "none", + "weight": 600, + "value": 10000 + }, + { + "name": "Carrion Crawler Mucus", + "source": "DMG", + "page": 258, + "srd": "Crawler Mucus (Contact)", + "type": "G", + "rarity": "none", + "value": 20000, + "poison": true, + "entries": [ + "This poison must be harvested from a dead or {@condition incapacitated} {@creature carrion crawler}. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} creature is {@condition paralyzed}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + "poisonTypes": [ + "contact" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Cart", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Cart|XPHB" + ], + "type": "VEH", + "rarity": "none", + "weight": 200, + "value": 1500 + }, + { + "name": "Cart", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "VEH|XPHB", + "rarity": "none", + "weight": 200, + "value": 1500 + }, + { + "name": "Cartographer's Map Case", + "source": "AI", + "page": 20, + "rarity": "common", + "wondrous": true, + "entries": [ + { + "type": "entries", + "name": "Map of Shortcuts", + "entries": [ + "At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom ({@skill Perception}) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut. Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Map of the Moment", + "entries": [ + "Starting at rank 3, you can use an action to make a DC 15 Wisdom ({@skill Perception}) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later.", + { + "type": "table", + "caption": "Possible Map Mission Landmarks", + "colLabels": [ + "d8", + "Landmark" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The Ancient Sarcophagus of Gerald Smith" + ], + [ + "2", + "A tree labeled \"This tree\"" + ], + [ + "3", + "\"The Last Resting Place of My Rich Brother that is Also a Bear Cave\"" + ], + [ + "4", + "A range of peaks known as the Slightly Wobbly Spires" + ], + [ + "5", + "An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere" + ], + [ + "6", + "A cave filled with screaming bioluminescent worms" + ], + [ + "7", + "The most haunted forest for ten miles in any direction" + ], + [ + "8", + "A huge pile of rocks with no other rocks within sight" + ] + ] + } + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Cartographer's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 80 + } + ], + "reprintedAs": [ + "Cartographer's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 6, + "value": 1500, + "additionalEntries": [ + "Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler." + ] + }, + { + "type": "entries", + "name": "Arcana, History, Religion", + "entries": [ + "You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth." + ] + }, + { + "type": "entries", + "name": "Nature", + "entries": [ + "Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you." + ] + }, + { + "type": "entries", + "name": "Survival", + "entries": [ + "Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you." + ] + }, + { + "type": "entries", + "name": "Craft a Map", + "entries": [ + "While traveling, you can draw a map as you go in addition to engaging in other activity." + ] + }, + { + "type": "table", + "caption": "Cartographer's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Determine a map's age and origin", + "10" + ], + [ + "Estimate direction and distance to a landmark", + "15" + ], + [ + "Discern that a map is fake", + "15" + ], + [ + "Fill in a missing part of a map", + "20" + ] + ] + } + ] + }, + { + "name": "Cartographer's Tools", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 6, + "value": 1500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Wisdom" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Draft a map of a small area ({@dc 15})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Map|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Carved bone statuette", + "source": "DMG", + "page": 134, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Carved harp of exotic wood with ivory inlay and zircon gems", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Carved ivory statuette", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Carved jade statuette (River Heralds)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Cataclysm Bolts", + "source": "TDCSR", + "page": 194, + "type": "A", + "rarity": "very rare", + "weight": 0.075, + "entries": [ + "These steel {@item crossbow bolt|PHB|crossbow bolts} were first created by the Jaggenstrike Clan during the {@book Scattered War|TDCSR|1|The Scattered War}, and the secret to crafting them remains well guarded by the {@book Houses of Kraghammer|TDCSR|2|Houses of Kraghammer}. Cataclysm bolts are usually kept in sets of ten, though anyone who holds even one can feel it thrumming with magical power. When you hit with an attack using a cataclysm bolt, the attack deals normal damage. Then roll a {@dice d6} on the following table to determine its additional effect.", + { + "type": "table", + "caption": "Cataclysm Bolt Effects", + "colLabels": [ + "d6", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1-2", + "The bolt explodes in a blast of fire, dealing {@damage 3d8} fire damage to the target and each creature within 5 feet of it." + ], + [ + "3-4", + "The bolt freezes the air around the target into jagged ice. The target and each creature within 5 feet of it must succeed on a {@dc 17} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take {@damage 1d10} cold damage and be {@condition restrained} until the end of your next turn." + ], + [ + "5", + "The bolt releases a pulse of necrotic energy. The target takes {@damage 2d6} necrotic damage and must succeed on a {@dc 16} Strength {@quickref saving throws|PHB|2|1|saving throw} or be {@condition stunned} until the end of your next turn." + ], + [ + "6", + "The bolt shatters to unleash a burst of shrapnel. Make six additional ranged attacks against the target, each of which has a {@hit 7} attack bonus and deals {@damage 1d6} piercing damage on a hit." + ] + ] + }, + "Once the bolt hits, the enchantment ends and it becomes a normal piece of ammunition." + ] + }, + { + "name": "Catapult Munition", + "source": "SCC", + "page": 174, + "type": "G", + "rarity": "unknown", + "entries": [ + "A catapult munition roughly the size and weight of a cannonball.", + "The munition can be thrown up to 30 feet and explodes on impact. Any creature within a 15-foot-radius sphere centered on the point of impact must make a DC 14 Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage on a failed save, or half as much damage on a successful one. In addition, each object in that area that isn't being worn or carried takes 35 ({@damage 10d6}) fire damage." + ] + }, + { + "name": "Cauldron of Plenty", + "source": "IDRotF", + "page": 314, + "rarity": "rare", + "wondrous": true, + "weight": 50, + "entries": [ + "This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.", + "If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.", + "The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses." + ], + "miscTags": [ + "CF/W" + ] + }, + { + "name": "Cauldron of Rebirth", + "source": "TCE", + "page": 122, + "rarity": "very rare", + "reqAttune": "by a druid or warlock", + "reqAttuneTags": [ + { + "class": "druid" + }, + { + "class": "warlock" + } + ], + "wondrous": true, + "entries": [ + "This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spellcasting focus for your spells, and it functions as a suitable component for the {@spell scrying} spell. When you finish a long rest, you can use the cauldron to create a {@item potion of greater healing}. The potion lasts for 24 hours, then loses its magic if not consumed.", + "As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.", + "If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by {@spell raise dead} at the next dawn. Once used, this property can't be used again for 7 days." + ], + "attachedSpells": [ + "raise dead", + "scrying" + ], + "hasFluffImages": true + }, + { + "name": "Censer of Controlling Air Elementals", + "source": "DMG", + "page": 158, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 1, + "entries": [ + "While incense is burning in this censer, you can use an action to speak the censer's command word and summon an {@creature air elemental}, as if you had cast the {@spell conjure elemental} spell. The censer can't be used this way again until the next dawn.", + "This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound." + ], + "attachedSpells": [ + "conjure elemental" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Ceremonial electrum dagger with a black pearl in the pommel", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Ceremonial silver dagger with gold pommel and black pearl (Legion of Dusk)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Chain", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 10, + "value": 500, + "entries": [ + "As a {@action Utilize|XPHB} action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition if you succeed on a DC 13 Strength ({@skill Athletics|XPHB}) check. If the creature's legs are bound, the creature has the {@condition Restrained|XPHB} condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity ({@skill Acrobatics|XPHB}) check as an action. Bursting the Chain requires a successful DC 20 Strength ({@skill Athletics|XPHB}) check as an action." + ] + }, + { + "name": "Chain (10 feet)", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Chain|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 10, + "value": 500, + "entries": [ + "A chain has 10 hit points. It can be burst with a successful DC 20 Strength check." + ] + }, + { + "name": "Chalcedony", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "An opaque white gemstone." + ] + }, + { + "name": "Chalk (1 piece)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "value": 1 + }, + { + "name": "Chancellor's Crest", + "source": "DoDk", + "page": 232, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this amulet, you can read all writing, and speak and understand any language.", + "You can use an action to cast one of the following spells: {@spell detect thoughts}, {@spell sending}, or {@spell Rary's telepathic bond}. Once the amulet has been used to cast one of these spells, it can't be used to cast that spell again until the next dawn. You can choose your Intelligence, Wisdom, or Charisma score as the spellcasting ability for casting these spells, and use your proficiency bonus to determine their attack bonus and saving throw DC.", + { + "type": "entries", + "name": "Crown Authority", + "entries": [ + "A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.", + "As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours." + ] + } + ], + "attachedSpells": [ + "detect thoughts", + "sending", + "rary's telepathic bond" + ] + }, + { + "name": "Chariot", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "MOT", + "page": 196 + } + ], + "reprintedAs": [ + "Chariot|XPHB" + ], + "type": "VEH", + "rarity": "none", + "weight": 100, + "value": 25000, + "additionalEntries": [ + { + "type": "inset", + "name": "Chariots", + "source": "MOT", + "page": 196, + "entries": [ + "Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the {@book Player's Handbook|PHB|9|Mounted Combat}, but with the following differences:", + { + "type": "list", + "items": [ + "Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.", + "Being mounted on a chariot grants you {@quickref Cover||3||half cover}.", + "A chariot's speed is equal to the speed of the slowest creature pulling it.", + "If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn." + ] + } + ] + } + ] + }, + { + "name": "Chariot", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "VEH|XPHB", + "rarity": "none", + "weight": 100, + "value": 25000 + }, + { + "name": "Charlatan's Die", + "source": "XGE", + "page": 136, + "tier": "minor", + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Whenever you roll this six-sided die, you can control which number it rolls." + ] + }, + { + "name": "Charm of Plant Command", + "source": "GoS", + "page": 229, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.", + "This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the {@spell speak with plants} spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day." + ], + "attachedSpells": [ + "speak with plants" + ] + }, + { + "name": "Charred Wand of Magic Missiles", + "source": "WDH", + "page": 77, + "_copy": { + "name": "Wand of Magic Missiles", + "source": "DMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": "Each time you expend a charge from this wand, there is a {@chance 50} chance that nothing happens and the charge is wasted." + } + } + } + }, + { + "name": "Cheese (wedge)", + "source": "XPHB", + "page": 231, + "freeRules2024": true, + "type": "FD|XPHB", + "rarity": "none", + "value": 10, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Chest", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Chest|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 25, + "value": 500, + "entries": [ + "A chest holds 12 cubic feet or 300 pounds of gear." + ], + "containerCapacity": { + "weight": [ + 300 + ] + } + }, + { + "name": "Chest", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 25, + "value": 500, + "entries": [ + "A Chest holds up to 12 cubic feet of contents." + ], + "containerCapacity": { + "volume": [ + 12 + ] + } + }, + { + "name": "Chest of Preserving", + "source": "WDMM", + "page": 139, + "rarity": "common", + "wondrous": true, + "weight": 25, + "entries": [ + "Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with {@item thieves' tools|PHB} and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical." + ] + }, + { + "name": "Chicken", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "value": 2 + }, + { + "name": "Chime of Exile", + "source": "VEoR", + "page": 46, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the {@spell Banishment} spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can't be used this way again until the next dawn." + ], + "attachedSpells": [ + "banishment" + ], + "hasFluffImages": true + }, + { + "name": "Chime of Opening", + "source": "DMG", + "page": 158, + "srd": true, + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "weight": 1, + "entries": [ + "This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.", + "The chime can be used ten times. After the tenth time it cracks and becomes useless." + ], + "lootTables": [ + "Magic Item Table C" + ], + "hasFluffImages": true + }, + { + "name": "Chip of Creation", + "source": "AitFR-AVT", + "page": 11, + "otherSources": [ + { + "source": "AitFR-FCD", + "page": 13 + } + ], + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This solid, hand-sized flake of rock is a minor piece of the {@item Stone of Creation|AitFR-AVT} and contains a portion of its power.", + { + "type": "entries", + "name": "Linked Room", + "entries": [ + "Each chip of creation is inextricably linked to its own demiplanar room, as per the {@spell demiplane} spell. This room exists as long as both this chip and the Stone of Creation do. A door to the room only exists when created using a {@spell demiplane} spell, whether a chip of creation is used in the casting or not." + ] + }, + { + "type": "entries", + "name": "Demiplane", + "entries": [ + "While attuned to a chip of creation, you can cast {@spell demiplane} at will but only to reach the demiplanar room associated with that chip of creation or another demiplane that you know the nature and contents of, and only if the target demiplane was created by another piece of the {@item Stone of Creation|AitFR-AVT}." + ] + }, + { + "type": "entries", + "name": "Destroying a Chip", + "entries": [ + "A chip of creation is an artifact in its own right and impervious to most damage, but a {@spell disintegrate} spell is sufficient to destroy it. After it has been attuned once, a chip that has gone {@dice 1d4 + 1} days unattuned becomes an inert, powerless bit of rock.", + "If the {@item Stone of Creation|AitFR-AVT} is destroyed, all its chips break attunement, lose all magical properties, and linked demiplanar rooms cease to exist at once. Creatures or objects within the room are instantly expelled into the immediate vicinity of the destroyed chip.", + "If it reaches the Elemental Chaos or is struck by a forked, metal rod attuned to the Elemental Chaos (as per the {@spell plane shift} spell), a chip is destroyed." + ] + } + ], + "attachedSpells": [ + "demiplane" + ] + }, + { + "name": "Chronolometer", + "source": "AI", + "page": 220, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusSavingThrow": "+1", + "entries": [ + "While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device.", + { + "type": "entries", + "name": "Time Bandit", + "entries": [ + "At the start of your turn, roll a {@dice d6} (no action required). On a 1\u20133, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4\u20136, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Fate Swap", + "entries": [ + "As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Part of a Whole", + "entries": [ + "While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM." + ] + } + ] + }, + { + "name": "Chrysoberyl", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 10000, + "entries": [ + "A transparent yellow-green to pale green gemstone." + ] + }, + { + "name": "Chrysoprase", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "A translucent green gemstone." + ] + }, + { + "name": "Chunk of Meat", + "source": "PHB", + "page": 158, + "srd": true, + "basicRules": true, + "type": "FD", + "rarity": "none", + "value": 30, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Cinnamon", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 200 + }, + { + "name": "Circlet of Barbed Vision (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Circlet of Barbed Vision (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the Circlet of Barbed Vision reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to poison damage, and you are immune to the {@condition poisoned} condition.", + "Your ability to gain a bonus to an attack roll can be used twice between rests." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "resist": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "hasFluffImages": true + }, + { + "name": "Circlet of Barbed Vision (Dormant)", + "source": "TDCSR", + "page": 203, + "rarity": "legendary", + "reqAttune": "by a creature of non-good alignment", + "reqAttuneTags": [ + { + "alignment": [ + "N", + "E", + "C", + "L", + "A" + ] + } + ], + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "ability": { + "cha": -2 + }, + "recharge": "restShort", + "entries": [ + "When you don this circlet of gnarled onyx, black barbs dig into your head, imparting power to you as the circlet twists your appearance to amuse {@deity The Spider Queen|Exandria|TDCSR}. The current resting place of the Circlet of Barbed Vision is unknown, but rumor has it that a spectral assassin known as {@creature Jourrael, the Caedogeist|TDCSR|the Inevitable End} seeks this relic.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While the Circlet of Barbed Vision is in a dormant state, you have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on initiative rolls while you wear it, but your Charisma score decreases by 2. Your Charisma score returns to normal if you remove the circlet, but you take {@damage 4d6} psychic damage when you do so.", + "Additionally, when you make an attack roll, you can use your reaction to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the attack hits or misses. You can't use this property again until you finish a {@quickref resting|PHB|2|0|short or long rest}." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Circlet of Barbed Vision (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Circlet of Barbed Vision (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the Circlet of Barbed Vision reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to poison damage.", + "You have {@sense truesight} out to a range of 60 feet.", + "Your ability to gain a bonus to an attack roll can be used three times between rests." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "immune": [ + "poison" + ], + "resist": null, + "hasFluffImages": true + }, + { + "name": "Circlet of Blasting", + "source": "DMG", + "page": 158, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "While wearing this circlet, you can use an action to cast the {@spell scorching ray} spell with it. When you make the spell's attacks, you do so with an attack bonus of {@hit 5}. The circlet can't be used this way again until the next dawn." + ], + "attachedSpells": [ + "scorching ray" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Circlet of Human Perfection", + "source": "WDMM", + "page": 30, + "type": "OTH", + "rarity": "uncommon", + "reqAttune": "by a humanoid", + "reqAttuneTags": [ + { + "creatureType": "humanoid" + } + ], + "entries": [ + "The Circlet of Human Perfection transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect." + ] + }, + { + "name": "Circlet of Wisdom", + "source": "TDCSR", + "page": 263, + "rarity": "unknown (magic)", + "wondrous": true, + "ability": { + "wis": 2 + }, + "entries": [ + "{@note Worn by {@creature Keyleth, Voice of the Tempest|TDCSR}, increases her Wisdom score by +2.}" + ] + }, + { + "name": "Citrine", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "A transparent pale yellow-brown gemstone." + ] + }, + { + "name": "Claw of the Wyrm Rune", + "source": "SKT", + "page": 233, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.", + { + "name": "Wyrmslayer", + "type": "entries", + "entries": [ + "As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn." + ] + }, + { + "name": "Wyrm Shield", + "type": "entries", + "entries": [ + "While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon." + ] + }, + { + "name": "Wyrm Ward", + "type": "entries", + "entries": [ + "You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:", + "While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet." + ] + } + ] + }, + { + "name": "Claws of the Umber Hulk", + "source": "PotA", + "page": 222, + "otherSources": [ + { + "source": "IMR", + "page": 94 + } + ], + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "grantsProficiency": true, + "modifySpeed": { + "static": { + "burrow": 20 + } + }, + "entries": [ + "These heavy gauntlets of brown iron are forged in the shape of an {@creature umber hulk||umber hulk's} claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.", + "You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals {@damage 1d8} slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).", + "While wearing the claws, you can't manipulate objects or cast spells with somatic components." + ] + }, + { + "name": "Cleansing Stone", + "source": "ERLW", + "page": 276, + "rarity": "common", + "wondrous": true, + "entries": [ + "A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.", + "Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns." + ] + }, + { + "name": "Climber's Kit", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Climber's Kit|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 12, + "value": 2500, + "entries": [ + "A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor." + ] + }, + { + "name": "Climber's Kit", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 12, + "value": 2500, + "entries": [ + "A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a {@action Utilize|XPHB} action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a {@variantrule Bonus Action|XPHB}." + ] + }, + { + "name": "Cloak of Arachnida", + "source": "DMG", + "page": 158, + "srd": true, + "resist": [ + "poison" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "equal": { + "climb": "walk" + } + }, + "entries": [ + "This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to poison damage.", + "You have a climbing speed equal to your walking speed.", + "You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.", + "You can't be caught in webs of any sort and can move through webs as if they were {@quickref difficult terrain||3}.", + "You can use an action to cast the {@spell web} spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn." + ] + } + ], + "attachedSpells": [ + "web" + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Cloak of Billowing", + "source": "XGE", + "page": 136, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "While wearing this cloak, you can use a bonus action to make it billow dramatically." + ] + }, + { + "name": "Cloak of Displacement", + "source": "DMG", + "page": 158, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are {@condition incapacitated}, {@condition restrained}, or otherwise unable to move." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Cloak of Elvenkind", + "source": "DMG", + "page": 158, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While you wear this cloak with its hood up, Wisdom ({@skill Perception}) checks made to see you have disadvantage, and you have advantage on Dexterity ({@skill Stealth}) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Cloak of Invisibility", + "source": "DMG", + "page": 158, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this cloak, you can pull its hood over your head to cause yourself to become {@condition invisible}. While you are {@condition invisible}, anything you are carrying or wearing is {@condition invisible} with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.", + "Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration." + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Cloak of Invisibility", + "source": "UtHftLH", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This cloak has 3 charges and regains {@dice 1d3} expended charges daily at dawn. While wearing the cloak, you can take a {@action Magic|XPHB} action to pull its hood over your head and expend 1 charge to give yourself the {@condition Invisible|XPHB} condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the hood." + ] + }, + { + "name": "Cloak of Many Fashions", + "source": "XGE", + "page": 136, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties." + ], + "hasFluffImages": true + }, + { + "name": "Cloak of Protection", + "source": "DMG", + "page": 159, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "entries": [ + "You gain a +1 bonus to AC and saving throws while you wear this cloak." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Cloak of the Bat", + "source": "DMG", + "page": 159, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this cloak, you have advantage on Dexterity ({@skill Stealth}) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.", + "While wearing the cloak in an area of dim light or darkness, you can use your action to cast {@spell polymorph} on yourself, transforming into a {@creature bat}. While you are in the form of the {@creature bat}, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "attachedSpells": [ + "polymorph" + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Cloak of the Manta Ray", + "source": "DMG", + "page": 159, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "modifySpeed": { + "static": { + "swim": 60 + } + }, + "entries": [ + "While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Clockwork Amulet", + "source": "XGE", + "page": 137, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.", + "When you make an attack roll while wearing the amulet, you can forgo rolling the {@dice d20} to get a 10 on the die. Once used, this property can't be used again until the next dawn." + ] + }, + { + "name": "Clockwork Dog", + "source": "SKT", + "page": 44, + "type": "OTH", + "rarity": "unknown (magic)", + "entries": [ + "This Tiny clockwork dog made of copper and tin comes with a copper wind-up key. As an action, you can use the key to wind the dog, after which it follows you for 12 hours. At the end of that duration, the clockwork dog stops until wound again. The dog has AC 5, 1 hit point, and a walking speed of 30 feet." + ] + }, + { + "name": "Cloth-of-gold vestments", + "source": "DMG", + "page": 134, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Cloth-of-gold vestments (Legion of Dusk)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Clothes of Mending", + "source": "XGE", + "page": 137, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way." + ] + }, + { + "name": "Clothing, cold weather", + "source": "IDRotF", + "page": 20, + "type": "G", + "rarity": "none", + "weight": 5, + "value": 1000, + "entries": [ + "This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves.", + "As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of {@hazard extreme cold}." + ] + }, + { + "name": "Cloves", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 300 + }, + { + "name": "Coat of Lies", + "source": "GHLoE", + "page": 111, + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "bonusAc": "+1", + "entries": [ + "This coat made of the severed tongues of a {@creature Harvester of Lies|GHLoE|harvester}'s victims provides a +1 bonus to your AC, and you have advantage on Charisma ({@skill Deception}) checks.", + "Additionally, as a bonus action three times per day, you can activate the magic of the cloak. If you do, the next spell you cast before the start of your next turn can be cast without any somatic or verbal components." + ] + }, + { + "name": "Coat of the Crest", + "source": "TDCSR", + "page": 194, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This exquisite brocade coat is cut in a long, high-collared style popular among nobles of the Clovis Concord\u2014a nation on the west coast of {@book Wildemount|TDCSR|3|Wildemount} whose stylish fashion is often mimicked in Tal'Dorei. Its shimmering lining hints at its magical properties. You gain a +1 bonus to AC while wearing this coat, which can be worn over light armor.", + "Additionally, the coat has 3 charges and regains {@dice 1d3} expended charges daily at dawn. When you are the target of an attack while wearing this coat, you can spend 1 charge as a reaction to gain resistance to one type of damage from the triggering attack. This resistance is effective against the triggering attack and lasts until the start of your next turn." + ] + }, + { + "name": "Cobbler's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 80 + } + ], + "reprintedAs": [ + "Cobbler's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 5, + "value": 500, + "additionalEntries": [ + "Although the cobbler's trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Cobbler's tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread." + ] + }, + { + "type": "entries", + "name": "Arcana, History", + "entries": [ + "Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from." + ] + }, + { + "type": "entries", + "name": "Maintain Shoes", + "entries": [ + "As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid {@condition exhaustion}." + ] + }, + { + "type": "entries", + "name": "Craft Hidden Compartment", + "entries": [ + "With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence ({@skill Investigation}) check DC needed to find the compartment." + ] + }, + { + "type": "table", + "caption": "Cobbler's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Determine a shoe's age and origin", + "10" + ], + [ + "Find a hidden compartment in a boot heel", + "15" + ] + ] + } + ] + }, + { + "name": "Cobbler's Tools", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 5, + "value": 500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Dexterity" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Modify footwear to give {@variantrule Advantage|XPHB} on the wearer's next Dexterity ({@skill Acrobatics|XPHB}) check ({@dc 10})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Climber's Kit|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Coiling Grasp Tattoo", + "source": "TCE", + "page": 123, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo has long intertwining designs.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Grasping Tendrils", + "entries": [ + "While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take {@damage 3d6} force damage and be {@condition grappled} by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature." + ] + } + ] + }, + { + "name": "Coin of Decisionry", + "source": "AI", + "page": 22, + "rarity": "varies", + "wondrous": true, + "entries": [ + "Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the \"tails\" face. Roll a {@dice d4} on the following table to determine the message.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d4", + "Decision" + ], + "rows": [ + [ + "1", + "Lucrative" + ], + [ + "2", + "Brand Appeal" + ], + [ + "3", + "Indeterminate" + ], + [ + "4", + "Ruinous" + ] + ] + }, + "The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom ({@skill Insight}) check.", + { + "type": "entries", + "name": "Better Odds", + "entries": [ + "When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the coin of decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence ({@skill Arcana}) check, you learn which of the two results is more applicable to the course of action. This property of the coin can't be used again until the next dawn." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Coin of Delving", + "source": "EGW", + "page": 266, + "rarity": "common", + "wondrous": true, + "entries": [ + "This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone." + ] + }, + { + "name": "Cold Absorbing Tattoo", + "source": "TCE", + "page": 119, + "resist": [ + "cold" + ], + "detail1": "blue", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Absorbing Tattoo|TCE}" + ] + }, + { + "name": "Comet Card", + "source": "BMT", + "page": 13, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can hold this card aloft and call down a fiery meteor to a point you can see within 120 feet of yourself. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 17} Dexterity saving throw. On a failed save, a creature takes {@damage 6d6} bludgeoning damage and {@damage 6d6} fire damage, or half as much damage on a successful save. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Common Clothes", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 3, + "value": 50 + }, + { + "name": "Common Glamerweave", + "source": "ERLW", + "page": 277, + "rarity": "common", + "wondrous": true, + "entries": [ + "Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth." + ] + }, + { + "name": "Common Wine (bottle)", + "source": "XPHB", + "page": 231, + "freeRules2024": true, + "type": "FD|XPHB", + "rarity": "none", + "value": 20, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Common Wine (pitcher)", + "source": "PHB", + "page": 158, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Common Wine (bottle)|XPHB" + ], + "type": "FD", + "rarity": "none", + "value": 20, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Component Pouch", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Component Pouch|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 2, + "value": 2500, + "entries": [ + "A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)." + ] + }, + { + "name": "Component Pouch", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 2, + "value": 2500, + "entries": [ + "A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells." + ] + }, + { + "name": "Concertina", + "source": "RMBRE", + "page": 26, + "rarity": "rare", + "wondrous": true, + "entries": [ + "A concertina is a less charming kind of accordion.", + "In addition to knocking out a killer polka, a creature playing the concertina can use an action to cause an area of mist or water up to 30 feet in diameter and 6 inches deep to freeze solid.", + "Once used, this feature of the concertina can't be used again until the next dawn.", + "Any creatures touching the floor must succeed on a DC 20 Dexterity saving throw or be {@condition restrained} by the ice. As an action, a {@condition restrained} creature can attempt to free itself or another creature within its reach from the ice, doing so with a successful DC 20 Strength ({@skill Athletics}) check. A character freed from the ice is no longer {@condition restrained} by it. The ice melts in an hour." + ] + }, + { + "name": "Conch of Safe Rest", + "source": "TTP", + "page": 17, + "type": "OTH", + "rarity": "unknown (magic)", + "weight": 2, + "entries": [ + "You can use an action to blow this pearlescent conch like a {@item horn|PHB}, creating an effect identical with that of a {@spell Leomund's tiny hut} spell. The conch disappears once the spell takes effect. The effect ends if you leave the spell's area." + ] + }, + { + "name": "Conch of Teleportation", + "source": "SKT", + "page": 234, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds.", + "As an action, you can cast the {@spell teleport} spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn." + ], + "attachedSpells": [ + "teleport" + ], + "hasFluffImages": true + }, + { + "name": "Concussion Grenade", + "source": "QftIS", + "type": "EXP|DMG", + "rarity": "none", + "hasRefs": true, + "entries": [ + "{#itemEntry Grenade|DMG}", + "This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking ({@dice 6d6}) force damage on a failed save or half as much damage on a successful one." + ], + "hasFluffImages": true + }, + { + "name": "Condemner (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Condemner (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When Condemner reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2.", + "The extra poison damage dealt by the weapon increases to {@dice 1d6}.", + "You gain an additional effect that can be triggered in place of dealing damage when you hit with an attack:", + { + "type": "list", + "items": [ + "You cast {@spell hold person} on the target (save {@dc 15})." + ] + }, + "This effect can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+2", + "attachedSpells": [ + "fog cloud", + "silence", + "hold person" + ], + "hasFluffImages": true + }, + { + "name": "Condemner (Dormant)", + "source": "TDCSR", + "page": 204, + "baseItem": "heavy crossbow|PHB", + "type": "R", + "rarity": "legendary", + "reqAttune": true, + "weight": 18, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "LD", + "2H", + "Vst|TDCSR" + ], + "range": "100/400", + "dmg1": "1d10", + "dmgType": "P", + "bonusWeapon": "+1", + "recharge": "restShort", + "entries": [ + "This shadow-touched {@item heavy crossbow|phb} once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named {@book Ixrattu Khar|TDCSR|2|Ixrattu Khar}.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "When Condemner is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra {@damage 1d4} poison damage.", + "Additionally, if you hit with an attack using this weapon, you can activate one of the following effects instead of dealing damage:", + { + "type": "list", + "items": [ + "You cast {@spell fog cloud} centered on the target's space.", + "You cast {@spell silence} centered on the target's space." + ] + }, + "When an effect is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}." + ] + } + ], + "ammoType": "crossbow bolt|phb", + "attachedSpells": [ + "fog cloud", + "silence" + ], + "hasFluffImages": true + }, + { + "name": "Condemner (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Condemner (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When Condemner reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "The extra poison damage dealt by the weapon increases to {@dice 1d8}.", + "The save DC for the weapon's hold person spell increases to 17.", + "You gain an additional effect that can be triggered in place of damage when you hit with an attack:", + { + "type": "list", + "items": [ + "You cast the {@spell blight} spell on the target (save {@dc 17})." + ] + } + ] + }, + "This effect can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}." + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+3", + "attachedSpells": [ + "fog cloud", + "silence", + "hold person", + "blight" + ], + "hasFluffImages": true + }, + { + "name": "Condensed Order", + "source": "CoA", + "page": 267, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "Condensed Order is a silvery powder that can be extracted from those of a lawful persuasion. Devils bound for the warfronts of Avernus take flasks and snuff boxes of the stuff to fortify themselves against exposure to the raw chaos of demons. Taking the substance requires an action and makes you immune to the flesh warping feature of demonic ichor. It also gives you advantage on saving throws against any effect from a demonic source. These benefits last for 8 hours." + ] + }, + { + "name": "Constantori's Portrait", + "source": "KftGV", + "page": 101, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "sentient": true, + "weight": 15, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This painting by famed artist Dkesii Kwan depicts Constantori, a beautiful courtier, who was paid a staggering sum to be Dkesii's model. Whether Constantori's actual appearance matches the painting remains a subject of debate. The portrait is one of several paintings commissioned by the late Daiyani Grysthorn, a crime lord who frequently gave magical paintings as gifts to her most esteemed associates.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Constantori's Portrait is a sentient, lawful evil item with an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 8. It can hear within a range of 120 feet and has {@sense darkvision} within a range of 60 feet, but it can't see anything behind itself.", + "The painting can converse in Common, Draconic, and Elvish as if it were a living person, though Constantori's mouth doesn't move. Whenever conversation occurs within the portrait's auditory range, the painting eagerly gathers secrets, the names of secret tellers, significant events, or any political conversations." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Constantori's Portrait is demanding, condescending, and vain. It doesn't like being covered or placed out of sight, and it loudly condemns anyone who tries to remove it from its gold-leaf frame." + ] + }, + { + "type": "entries", + "name": "Wealth of Information", + "entries": [ + "The painting's primary purpose is to observe and recall conversations. Over the past few decades, Constantori's Portrait has quietly observed countless conversations and now possesses an unquantifiable amount of lore\u2014everything from criminal conspiracies to secret passwords. The DM decides what the painting knows and what it doesn't.", + "While attuned to the painting, you can take an action to telepathically contact it over any distance, provided you and the painting are on the same plane of existence. The painting can't telepathically contact you, however. Maintaining telepathic contact with the painting requires your {@status concentration} (as if {@status concentration||concentrating} on a spell)." + ] + }, + { + "type": "entries", + "name": "Guardian Portrait", + "entries": [ + "While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the painting's enemies. The painting performs this function until you command it to stop or until your attunement to the painting ends.", + "The painting has 3 charges. When a creature the painting identifies as its enemy starts its turn in a space the painting can see, the painting expends 1 of its charges to cast {@spell magic missile} (3 missiles), targeting that creature. The painting regains all expended charges daily at dawn.", + "The painting is a Small object with AC 12, 20 hit points, and immunity to poison damage. In its gold-leaf frame, the painting weighs 15 pounds. If the painting has at least 1 hit point and is targeted by a {@spell mending} spell, it regains {@dice 2d6} hit points." + ] + } + ], + "attachedSpells": [ + "magic missile" + ], + "hasFluffImages": true + }, + { + "name": "Cook's Utensils", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 80 + } + ], + "reprintedAs": [ + "Cook's Utensils|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 8, + "value": 100, + "additionalEntries": [ + "Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits." + ] + }, + { + "type": "entries", + "name": "Medicine", + "entries": [ + "When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction." + ] + }, + { + "type": "entries", + "name": "Survival", + "entries": [ + "When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals." + ] + }, + { + "type": "entries", + "name": "Prepare Meals", + "entries": [ + "As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food." + ] + }, + { + "type": "table", + "caption": "Cook's Utensils", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Create a typical meal", + "10" + ], + [ + "Duplicate a meal", + "10" + ], + [ + "Spot poison or impurities in food", + "15" + ], + [ + "Create a gourmet meal", + "15" + ] + ] + } + ] + }, + { + "name": "Cook's Utensils", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 8, + "value": 100, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Wisdom" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Improve food's flavor ({@dc 10}), or detect spoiled or poisoned food ({@dc 15})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Rations|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Copper", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 50 + }, + { + "name": "Copper (cp)", + "source": "PHB", + "page": 143, + "type": "$C", + "rarity": "none", + "weight": 0.02, + "value": 1, + "entries": [ + "Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).", + "With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.", + "One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.", + "One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.", + "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", + "A standard coin weighs about a third of an ounce, so fifty coins weigh a pound." + ], + "hasFluffImages": true + }, + { + "name": "Copper Alms-Coin", + "source": "GGR", + "page": 9, + "type": "$C", + "rarity": "none", + "value": 1 + }, + { + "name": "Copper chalice with silver filigree", + "source": "DMG", + "page": 134, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Copper Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "resist": [ + "acid" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.", + "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn." + ] + }, + { + "name": "Copper stein with silver filigree (Brazen Coalition)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Copper Zib", + "source": "GGR", + "page": 9, + "type": "$C", + "rarity": "none", + "value": 1 + }, + { + "name": "Coral", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 10000, + "entries": [ + "An opaque crimson gemstone." + ] + }, + { + "name": "Corecut Dagger", + "source": "TDCSR", + "page": 195, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "This dark metal blade bends in a wicked, hooked curve. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, you can spend 1 Hit Die to deal an extra {@damage 3d6} necrotic damage.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This weapon is cursed, a fact that is revealed only when an {@spell identify} spell is cast on the weapon or you attune to it. Attuning to the dagger curses you until you are targeted by the {@spell remove curse} spell or similar magic; disposing of the dagger fails to end the curse. While cursed, whenever you receive magical healing, you must spend 1 Hit Die to regain any hit points. If you spend all your Hit Dice at any point, you die." + ] + } + ] + }, + { + "name": "Costume", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 4, + "value": 500, + "entries": [ + "While wearing a Costume, you have {@variantrule Advantage|XPHB} on any ability check you make to impersonate the person or type of person it represents." + ] + }, + { + "name": "Costume Clothes", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Costume|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 4, + "value": 500 + }, + { + "name": "Cotton Cloth (1 sq. yd.)", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "value": 50 + }, + { + "name": "Cow", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "value": 1000 + }, + { + "name": "Cracked Driftglobe", + "source": "CM", + "page": 110, + "rarity": "uncommon", + "wondrous": true, + "weight": 1, + "entries": [ + "This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the {@spell light} spell." + ], + "attachedSpells": [ + "light" + ] + }, + { + "name": "Crampons", + "source": "IDRotF", + "page": 20, + "type": "G", + "rarity": "none", + "weight": 0.25, + "value": 200, + "entries": [ + "A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can't fall {@condition prone} while moving across {@hazard slippery ice}." + ] + }, + { + "name": "Crook of Rao", + "source": "TCE", + "page": 123, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv (one of the names of the wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse-and the potential for future victory. In the aftermath, the crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact's bearers realize its full threat, few risk using the Crook of Rao -potentially for the final time.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "The crook has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: {@spell aura of life} (2 charges), {@spell aura of purity} (2 charges), {@spell banishment} (1 charge), {@spell beacon of hope} (1 charge), {@spell mass cure wounds} (3 charges). The crook regains {@dice 1d6} expended charges daily at dawn." + ] + }, + { + "type": "entries", + "name": "Absolute Banishment", + "entries": [ + "While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can't return to the plane the Crook of Rao banished it from for 100 years." + ] + }, + { + "type": "entries", + "name": "Failing Matrix", + "entries": [ + "Whenever the Crook of Rao's Absolute Banishment property is used, or when its last charge is expended, roll on the Extraplanar Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control." + ] + }, + { + "type": "entries", + "name": "Iggwilv's Curse", + "entries": [ + "When the Crook was last used against Iggwilv, the Witch Queen lashed out at the artifact, infecting its magical matrix. Over the years, this curse has spread within the crook, threatening to violently pervert its ancient magic. If this occurs, the Crook of Rao, as it is currently known, is destroyed, its magical matrix inverting and exploding into a 50-foot-diameter portal. This portal functions as a permanent {@spell gate} spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend's name in Iggwilv's voice, doing so until the gate calls on every fiend ever banished by the Crook of Rao. If the fiend still exists, it is drawn through the gate. This process takes eighteen years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss.", + { + "type": "table", + "caption": "Extraplanar Reversal", + "colLabels": [ + "d100", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1-25", + "A portal to a random plane opens. The portal closes after 5 minutes." + ], + [ + "26-45", + "{@dice 2d4} {@creature imp||imps} and {@dice 2d4} {@creature quasit||quasits} appear." + ], + [ + "46-60", + "{@dice 1d8} {@creature succubus||succubi}/{@creature incubus||incubi} appear." + ], + [ + "61-70", + "{@dice 1d10} {@creature barbed devil||barbed devils} and {@dice 1d10} {@creature vrock||vrocks} appear." + ], + [ + "71-80", + "1 {@creature arcanaloth}, 1 {@creature night hag}, and 1 {@creature rakshasa} appear." + ], + [ + "81-85", + "1 {@creature ice devil} and 1 {@creature marilith} appear." + ], + [ + "86-90", + "1 {@creature balor} and 1 {@creature pit fiend} appear. At the DM's discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes." + ], + [ + "91-00", + "Iggwilv's Curse (see the Iggwilv's Curse property)." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Destroying or Repairing the Crook", + "entries": [ + "The Crook of Rao can either be destroyed or repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god's tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property." + ] + } + ], + "attachedSpells": [ + "aura of life", + "aura of purity", + "banishment", + "beacon of hope", + "gate", + "mass cure wounds" + ], + "hasFluffImages": true + }, + { + "name": "Crossbow Bolt Case", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Crossbow Bolt Case|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 100, + "entries": [ + "This wooden case can hold up to twenty {@item crossbow bolt|phb|crossbow bolts}." + ], + "containerCapacity": { + "item": [ + { + "crossbow bolt|phb": 20 + } + ] + } + }, + { + "name": "Crossbow Bolt Case", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 100, + "entries": [ + "A {@item Crossbow Bolt Case|XPHB} holds up to 20 Bolts." + ], + "containerCapacity": { + "item": [ + { + "bolt|xphb": 20 + } + ] + } + }, + { + "name": "Crowbar", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Crowbar|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 5, + "value": 200, + "entries": [ + "Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied." + ] + }, + { + "name": "Crowbar", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 5, + "value": 200, + "entries": [ + "Using a Crowbar gives you {@variantrule Advantage|XPHB} on Strength checks where the Crowbar's leverage can be applied." + ] + }, + { + "name": "Crown of Lies", + "source": "VEoR", + "page": 6, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "After betraying and nearly destroying the lich Vecna, the warrior Kas found himself trapped in the Shadowfell, imprisoned in a Domain of Dread called Tovag. There, he languished as a vampire. In time, the Dark Powers of the Domain of Dread lured Kas to a hidden forge, where he found the Crown of Lies. Once Kas vowed to deliver Vecna into the Dark Powers' clutches and donned the crown, the Dark Powers released Kas. From there, Kas set out to ruin his former master. Should Kas fail, the Dark Powers will reclaim him.", + "The crown is made of burnished and entwined metal rods. To attune to it, you must place it on your head and speak a true desire of your heart. You know how to attune to the crown when you touch it.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Crown of Lies has the following random properties (see the Dungeon Master's Guide for options):", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Perfect Disguise", + "entries": [ + "While attuned to the crown, you can use an action to transform yourself to look and feel like any creature you've seen at least once and whose size is no more than one size smaller or larger than yours.", + "The new form mimics the chosen creature's appearance exactly, including its voice. Your size and speed are replaced by the chosen creature's. You otherwise retain your own game statistics. While in this new form, the crown melds into your person and is undetectable.", + "Your new form lasts until you die, your attunement to the crown ends, or you use another action to transform into a different creature or your true form. Interactions with you while you are transformed by the crown reveal no illusory magic, nor do they reveal anything other than details about the creature you're disguised as. You count as the chosen creature for the purposes of spells, traps, and other defenses that wouldn't target the chosen creature.", + "While in your disguised form, any lies you tell always seem to be true, no matter what magical or mundane methods are used to try to detect your falsehoods. You are the recipient of {@spell Sending} spells addressed to you and the creature you are disguised as, and {@spell Scrying} and similar spells that target the creature you are disguised as actually target you. The only way to reveal your true nature while transformed by the crown is with a {@spell Wish} spell.", + "While wearing this crown in your true form, you can choose for the crown to be visible if you wish." + ] + }, + { + "type": "entries", + "name": "Destroying the Crown", + "entries": [ + "If a creature wearing the crown is killed by the creature it is disguised as, the crown disintegrates and is destroyed." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Crown of the Forest", + "source": "IMR", + "page": 7, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "While wearing this crown, a character automatically fails any Intelligence ({@skill Investigation}) check made to see through an illusion. An illusion that is touched still has its true nature revealed. However, a character wearing a crown has such a strong sense that the illusion is real that they might not know which of their senses to believe.", + "If this crown is closely examined by a character who succeeds on a DC 20 Intelligence ({@skill Nature}) or Wisdom ({@skill Perception}) check, or with a {@spell detect magic} spell cast using a 3rd-level or higher spell slot, the nature of its magic is discovered." + ] + }, + { + "name": "Crown of the Wrath Bringer", + "source": "BGG", + "page": 111, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer's fury to strike opponents with vicious terror.", + "When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As an action, you can invoke the crown's rune to cast the {@spell fear} spell (save DC 15) with it; the spell has a duration of 1 minute and doesn't require {@status concentration}. Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ], + "attachedSpells": [ + "fear" + ] + }, + { + "name": "Crown of Westemär", + "source": "DoDk", + "page": 233, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "recharge": "decade", + "rechargeAmount": 1, + "charges": 3, + "entries": [ + "A character may only attune to the Crown of Westemär by performing a special one hour ceremony with six other characters who are each attuned to a different Seal of Drakkenheim. See the \"Developments\" section in Chapter 9: Castle Drakken for details on this ritual.", + "The crown has 3 charges. While wearing it, you can use an action to expend 1 charge to cast the {@spell wish} spell from it. The crown regains one expended charge every ten years.", + "The {@creature ancient bronze dragon} Minazorond, the {@creature tower dragon|DoDk|tower dragons}, and the {@creature wall gargoyle|DoDk|wall gargoyles} are under your control and obey your spoken commands while you wear the crown.", + "While wearing the crown and seated on the Throne of Drakkenheim in Castle Drakken, you may use an action to communicate telepathically with one dragon or twelve gargoyles so long as they are within 100 miles of Castle Drakken. When you do, you can issue commands to those creatures, see through one of the creature's eyes, and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.", + { + "type": "entries", + "name": "Crown Authority", + "entries": [ + "A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.", + "As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours." + ] + } + ], + "attachedSpells": [ + "wish" + ] + }, + { + "name": "Crown of Whirling Comets", + "source": "BMT", + "page": 35, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "equal": { + "fly": "walk" + } + }, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara's points detach and closely orbit your head.", + "The crown has 6 charges for the following properties, which you can use while wearing the crown:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Star Flight", + "entries": [ + "As a bonus action, you can spend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight." + ] + }, + { + "type": "item", + "name": "Starlight Strike", + "entries": [ + "As an action, you can spend any number of charges to launch bolts of frigid starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you can see them. The bolts automatically strike their targets, and each bolt deals {@damage 2d4} cold damage." + ] + }, + { + "type": "item", + "name": "Whirling Hail", + "entries": [ + "As an action, you can spend 3 charges and cast the {@spell Ice Storm} spell (save DC 16)." + ] + } + ] + }, + "The crown regains {@dice 1d6} expended charges daily at dawn." + ], + "attachedSpells": [ + "ice storm" + ], + "hasFluffImages": true + }, + { + "name": "Crusader's Shortsword", + "alias": [ + "Lost Sword" + ], + "source": "CoS", + "page": 81, + "baseItem": "shortsword|phb", + "type": "M", + "rarity": "unknown (magic)", + "reqAttune": true, + "sentient": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "F", + "L" + ], + "dmg1": "1d6", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "The Crusader's Shortsword is a sentient lawful good {@item +1 shortsword} (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it.", + "The sword's purpose is to fight evil. The sword has the following additional properties:", + { + "type": "list", + "items": [ + "The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished.", + "A lawful good creature can attune itself to the sword in 1 minute.", + "While attuned to the weapon, the sword's wielder can use the sword to cast the {@spell crusader's mantle} spell. Once used, this property of the sword can't be used again until the next dawn." + ] + } + ], + "attachedSpells": [ + "crusader's mantle" + ] + }, + { + "name": "Crystal Ball", + "source": "DMG", + "page": 159, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "weight": 3, + "entries": [ + "This crystal ball is about 6 inches in diameter. While touching it, you can cast the {@spell scrying} spell (save DC 17) with it." + ], + "attachedSpells": [ + "scrying" + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Crystal Ball of Mind Reading", + "source": "DMG", + "page": 159, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "weight": 3, + "entries": [ + "This {@item crystal ball} is about 6 inches in diameter. While touching it, you can cast the {@spell scrying} spell (save DC 17) with it.", + "You can use an action to cast the {@spell detect thoughts} spell (save DC 17) while you are {@spell scrying} with the {@item crystal ball}, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this {@spell detect thoughts} to maintain it during its duration, but it ends if {@spell scrying} ends." + ], + "attachedSpells": [ + "scrying", + "detect thoughts" + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Crystal Ball of Telepathy", + "source": "DMG", + "page": 159, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "weight": 3, + "entries": [ + "This {@item crystal ball} is about 6 inches in diameter. While touching it, you can cast the {@spell scrying} spell (save DC 17) with it.", + "While {@spell scrying} with the {@item crystal ball}, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the {@spell suggestion} spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if {@spell scrying} ends. Once used, the suggestion power of the {@item crystal ball} can't be used again until the next dawn." + ], + "attachedSpells": [ + "scrying", + "suggestion" + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Crystal Ball of True Seeing", + "source": "DMG", + "page": 159, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "weight": 3, + "entries": [ + "This {@item crystal ball} is about 6 inches in diameter. While touching it, you can cast the {@spell scrying} spell (save DC 17) with it.", + "While {@spell scrying} with the {@item crystal ball}, you have {@sense truesight} with a radius of 120 feet centered on the spell's sensor." + ], + "attachedSpells": [ + "scrying" + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Crystalline Chronicle", + "source": "TCE", + "page": 124, + "rarity": "very rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Wizard" + ], + "entries": [ + "An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: {@spell detect thoughts}, {@spell intellect fortress|TCE}, {@spell Rary's telepathic bond}, {@spell sending}, {@spell telekinesis}, {@spell Tasha's mind whip|TCE}, and {@spell Tenser's floating disk}. It functions as a spellbook for you, with its spells and other writing psychically encoded within it.", + "While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the {@spell mage hand}, {@spell mind sliver|TCE} (appears in this book), and {@spell message} cantrips if you don't already know them.", + "The crystal has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book.", + "When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value." + ] + } + ], + "attachedSpells": [ + "detect thoughts", + "intellect fortress|tce", + "mage hand", + "message", + "mind sliver|tce", + "rary's telepathic bond", + "sending", + "tasha's mind whip|tce", + "telekinesis", + "tenser's floating disk" + ], + "hasFluffImages": true + }, + { + "name": "Cube of Force", + "source": "DMG", + "page": 159, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d20}", + "charges": 36, + "entries": [ + "This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains {@dice 1d20} expended charges daily at dawn.", + "You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of {@condition invisible} force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.", + { + "type": "table", + "caption": "Cube of Force Faces", + "colLabels": [ + "Face", + "Charges", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-1 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "1", + "Gases, wind, and fog can't pass through the barrier." + ], + [ + "2", + "2", + "Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion." + ], + [ + "3", + "3", + "Living matter can't pass through the barrier." + ], + [ + "4", + "4", + "Spell effects can't pass through the barrier." + ], + [ + "5", + "5", + "Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion." + ], + [ + "6", + "0", + "The barrier deactivates." + ] + ] + }, + "The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.", + { + "type": "table", + "colLabels": [ + "Spell or item", + "Charges Lost" + ], + "colStyles": [ + "col-3", + "col-9" + ], + "rows": [ + [ + "{@spell Disintegrate}", + "{@dice 1d12}" + ], + [ + "{@item Horn of blasting}", + "{@dice 1d10}" + ], + [ + "{@spell Passwall}", + "{@dice 1d6}" + ], + [ + "{@spell Prismatic spray}", + "{@dice 1d20}" + ], + [ + "{@spell Wall of fire}", + "{@dice 1d4}" + ] + ] + } + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Cubic Gate", + "source": "DMG", + "page": 160, + "srd": true, + "tier": "major", + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.", + "You can use an action to press one side of the cube to cast the {@spell gate} spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the {@spell plane shift} spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.", + "The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains {@dice 1d3} expended charges daily at dawn." + ], + "attachedSpells": [ + "gate", + "plane shift" + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Cuddly Strixhaven Mascot", + "source": "SCC", + "page": 38, + "rarity": "common", + "wondrous": true, + "entries": [ + "Representing one of the mascots of Strixhaven, this soft, Tiny, magic toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for 1 hour or until you use an action to remove it.", + "The toy can also be used to fight off fear. When you make a saving throw to avoid or end the {@condition frightened} condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the {@dice d20}. If the save succeeds, you can't use the toy in this way until you finish a long rest." + ] + }, + { + "name": "Cursed Luckstone", + "source": "GoS", + "page": 229, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "curse": true, + "entries": [ + "This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This item is cursed. Attuning to it curses you until you are targeted by a {@spell remove curse} spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage." + ] + } + ] + }, + { + "name": "Daern's Instant Fortress", + "source": "DMG", + "page": 160, + "srd": "Instant Fortress", + "tier": "major", + "rarity": "rare", + "wondrous": true, + "entries": [ + "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.", + "The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the {@spell knock} spell and similar magic, such as that of a {@item chime of opening}.", + "Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking {@damage 10d10} bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.", + "The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a {@spell wish} spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of {@spell wish} causes the roof, the door, or one wall to regain 50 hit points." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Dagger of Blindsight", + "source": "WDMM", + "page": 86, + "baseItem": "dagger|phb", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "entries": [ + "This rare magic item requires attunement. A creature attuned to it gains {@sense blindsight} out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel." + ] + }, + { + "name": "Dagger of Denial", + "source": "TDCSR", + "page": 195, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+2", + "entries": [ + "This silver stiletto blade bears intricate grooves that spiral from its tip to its ivory hilt and handle. You gain a +2 bonus to attack and damage rolls made with this magic weapon.", + "As an action, you can place the point of the blade into any keyhole and seal it shut. A keyhole sealed in this way can't be unlocked until this dagger is placed into that keyhole once more (though a sealed door or container can still be broken, bypassing the lock). Sealing a keyhole unseals any keyholes previously sealed with this weapon." + ], + "hasFluffImages": true + }, + { + "name": "Dagger of Guitar Solos", + "source": "WDMM", + "page": 228, + "baseItem": "dagger|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 1, + "value": 75000, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "entries": [ + "This drow-made dagger is decorated with silver web filigree. It magically plays a fragment of a guitar solo when struck or used to strike a foe." + ] + }, + { + "name": "Dagger of Venom", + "source": "DMG", + "page": 161, + "srd": true, + "baseItem": "dagger|phb", + "type": "M", + "tier": "major", + "rarity": "rare", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take {@damage 2d10} poison damage and become {@condition poisoned} for 1 minute. The dagger can't be used this way again until the next dawn." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Damselfly Ship", + "source": "AAG", + "page": 28, + "type": "SPC|AAG", + "rarity": "none", + "value": 2000000, + "crew": 9, + "vehAc": 19, + "vehHp": 200, + "vehDmgThresh": 15, + "vehSpeed": 8, + "capCargo": 5, + "entries": [ + "This swift but cramped ship is made mostly of metal. It can't float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the ship's mangonel turret. The ship's cargo hold can easily be turned into crew cabins or another weapon deck.", + "Damselfly ships are often used as courier vessels and armored transports. Explorers and pirates like them because they're fast and sturdy. Military leaders use them as command ships for the same reasons.", + "Damselfly ship owners are a proud lot, fond of painting their ships in colorful patterns as well as customizing their vessels with special equipment. Large, private gatherings of damselfly ship owners are not uncommon; they use these get-togethers to show off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights." + ], + "seeAlsoVehicle": [ + "Damselfly Ship|AAG" + ] + }, + { + "name": "Dancing Monkey Fruit", + "source": "ToA", + "page": 205, + "type": "OTH", + "rarity": "unknown (magic)", + "value": 500, + "entries": [ + "This rare magical fruit produces enough juice to fill a vial. Any humanoid that eats a dancing monkey fruit or drinks its juice must succeed on a DC 14 Constitution saving throw or begin a comic dance that lasts for 1 minute. Humanoids that can't be {@condition poisoned} are immune to this magical effect.", + "The dancer must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage, the dancer can repeat the saving throw, ending the effect on itself on a success. When the dancing effect ends, the humanoid suffers the {@condition poisoned} condition for 1 hour." + ] + }, + { + "name": "Danoth's Visor (Awakened)", + "source": "EGW", + "_copy": { + "name": "Danoth's Visor (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When Danoth's Visor reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "You see {@condition invisible} creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.", + "As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn.", + "As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "hasFluffImages": true + }, + { + "name": "Danoth's Visor (Dormant)", + "source": "EGW", + "page": 270, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "entries": [ + "These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot {@condition invisible} enemies and scout areas from afar.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Danoth's Visor (Exalted)", + "source": "EGW", + "_copy": { + "name": "Danoth's Visor (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When Danoth's Visor reaches an exalted state, it gains the following properties:", + { + "type": "list", + "items": [ + "You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form.", + "As an action, you can cast the {@spell antimagic field} spell from the visor. This property can't be used again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "attachedSpells": [ + "antimagic field" + ], + "hasFluffImages": true + }, + { + "name": "Daoud's Wondrous Lanthorn", + "source": "QftIS", + "page": 190, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This artifact destroys wealth to provide light and protection. Wrought from the finest yellow gold, the lantern has four faces, and an unwavering amber flame burns within it. The faces of the lantern are fitted with faceted gemstone lenses.", + "The lantern is a symbol of the teachings of Daoud, who was once a priest of Istus, a god of fate. When Daoud was stripped of his possessions, he developed a radical new philosophy in his quest to understand fate. He urged followers of his ideology to eschew wealth and seek out all fortunes, good and ill, to unravel the cloth of destiny.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The lantern has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Precious Fuel", + "entries": [ + "The lantern burns only one source of fuel: powdered gemstones placed in the lantern's base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern's flame goes out. You can add more fuel to the lantern as part of a short or long rest. Once added, fuel can't be removed from the lantern's base.", + "The lantern's flame can't be extinguished by any means other than running out of fuel. If the lantern's flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the \"Destroying the Lantern\" section)." + ] + }, + { + "type": "entries", + "name": "Revealing Light", + "entries": [ + "The lantern sheds {@quickref Vision and Light||2||bright light} in a 60-foot radius and {@quickref Vision and Light||2||dim light} for an additional 60 feet. Invisible creatures and objects are visible while in the lantern's {@quickref Vision and Light||2||bright light}.", + "While attuned to the lantern, you can use a bonus action to dim the lantern, reducing the light to {@quickref Vision and Light||2||dim light} in a 5-foot radius, or brighten the lantern back to its normal {@quickref Vision and Light||2||bright light} radius." + ] + }, + { + "type": "entries", + "name": "Lenses", + "entries": [ + "When found, the lantern's faces display the following gem lenses: diamond, emerald, ruby, and sapphire. As part of a short or long rest, you can magically change any of these gem lenses to a different type of gem shown in the Lenses table. The gem lenses can't be removed from the lantern.", + "As an action while holding the lantern, you can burn some of the lantern's fuel to cast a spell (save DC 20) through one or more of its current gem lenses, as noted in the Lenses table. The spell's target or point of origin must be in the lantern's area of {@quickref Vision and Light||2||bright light}. If there isn't enough fuel left to cast the spell, the last of the remaining fuel is expended, and the flame goes out." + ] + }, + { + "type": "table", + "caption": "Lenses", + "colStyles": [ + "col-4", + "col-4", + "col-4" + ], + "colLabels": [ + "Lens Color", + "Spell", + "Fuel Cost" + ], + "rows": [ + [ + "Amethyst", + "{@spell Reverse Gravity}", + "3,000 gp" + ], + [ + "Diamond", + "{@spell Disintegrate}", + "2,000 gp" + ], + [ + "Emerald", + "{@spell Haste}", + "500 gp" + ], + [ + "Jacinth", + "{@spell Flame Strike}", + "1,000 gp" + ], + [ + "Ruby", + "{@spell Hold Monster}", + "1,000 gp" + ], + [ + "Sapphire", + "{@spell Fear}", + "500 gp" + ], + [ + "Topaz", + "{@spell Slow}", + "500 gp" + ], + [ + "Any four colors", + "{@spell Prismatic Wall}", + "5,000 gp" + ] + ] + }, + { + "type": "entries", + "name": "Destroying the Lantern", + "entries": [ + "To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must willingly snuff the lantern's flame with the intention to destroy the artifact. When its flame is snuffed in this way, the lantern's gold corrodes, the lenses and remaining gemstone fuel turn to worthless sand, and the creature attuned to it is spared." + ] + } + ], + "attachedSpells": [ + "reverse gravity", + "disintegrate", + "haste", + "flame strike", + "hold monster", + "fear", + "slow", + "prismatic wall" + ], + "hasFluffImages": true + }, + { + "name": "Dark Shard Amulet", + "source": "XGE", + "page": 137, + "tier": "minor", + "rarity": "common", + "reqAttune": "by a warlock", + "reqAttuneTags": [ + { + "class": "warlock" + } + ], + "wondrous": true, + "focus": [ + "Warlock" + ], + "entries": [ + "This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:", + { + "type": "list", + "items": [ + "You can use the amulet as a spellcasting focus for your warlock spells.", + "You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence ({@skill Arcana}) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest." + ] + } + ] + }, + { + "name": "Dawnbringer", + "source": "OotA", + "page": 222, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a creature of non-evil alignment", + "reqAttuneTags": [ + { + "alignment": [ + "L", + "NX", + "C", + "G", + "NY" + ] + } + ], + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "V" + ], + "dmg1": "1d8", + "dmgType": "R", + "dmg2": "1d10", + "bonusWeapon": "+2", + "entries": [ + "Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with {@item shortsword|phb|shortswords} or {@item longsword|phb|longswords}, you are proficient with Dawnbringer.", + "You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra {@damage 1d8} radiant damage.", + "The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.", + "While holding the weapon, you can use an action to touch a creature with the blade and cast {@spell lesser restoration} on that creature. Once used, this ability can't be used again until the next dawn.", + { + "name": "Sentience", + "type": "entries", + "entries": [ + "Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while attuned to it." + ] + }, + { + "name": "Personality", + "type": "entries", + "entries": [ + "Forged by ancient sun worshippers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.", + "Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time." + ] + } + ], + "attachedSpells": [ + "lesser restoration" + ], + "hasFluffImages": true + }, + { + "name": "Deathwalker's Ward (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Deathwalker's Ward (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the Deathwalker's Ward reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The AC bonus of the armor increases to +2.", + "While wearing the armor, you have resistance to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, or poison. You can change the damage type when you finish a {@quickref resting|PHB|2|0|short rest}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "necrotic", + "poison" + ], + "bonusWeapon": "+2", + "hasFluffImages": true + }, + { + "name": "Deathwalker's Ward (Dormant)", + "source": "TDCSR", + "page": 204, + "baseItem": "studded leather armor|PHB", + "type": "LA", + "rarity": "legendary", + "reqAttune": true, + "weight": 13, + "property": [ + "Vst|TDCSR" + ], + "ac": 12, + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "entries": [ + "This beautiful black leather armor is covered in intricate scrollwork, and has a mantle bearing the black feathers of {@deity The Matron of Ravens|Exandria|TDCSR}. Legends say that it has been worn by a number of that deity's champions over the centuries\u2014most recently, {@creature Champion of Ravens|TDCSR|Vax'ildan of Vox Machina}.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "When the Deathwalker's Ward is in a dormant state, you gain a +1 bonus to AC and you have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on death {@quickref saving throws|PHB|2|1} while wearing the armor." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Deathwalker's Ward (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Deathwalker's Ward (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the Deathwalker's Ward reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The AC bonus of the armor increases to +3.", + "As a bonus action, you grow large black raven wings that grant you a flying speed of 60 feet and last for 1 hour. Once this property is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "necrotic", + "poison" + ], + "bonusWeapon": "+3", + "modifySpeed": { + "static": { + "fly": 60 + } + }, + "recharge": "restLong", + "hasFluffImages": true + }, + { + "name": "Decanter of Endless Water", + "source": "DMG", + "page": 161, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "weight": 2, + "entries": [ + "This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.", + "You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:", + { + "type": "list", + "items": [ + "\"Stream\" produces 1 gallon of water.", + "\"Fountain\" produces 5 gallons of water.", + "\"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take {@damage 1d4} bludgeoning damage and fall {@condition prone}. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you." + ] + } + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CF/W" + ], + "hasFluffImages": true + }, + { + "name": "Deck of Dimensions", + "source": "BMT", + "page": 40, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6 charges. While holding it, you can expend 1 or more of its charges to use the following properties:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Marked Card", + "entries": [ + "As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked card's name and teleport to the card's location, along with any equipment you are wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades." + ] + }, + { + "type": "item", + "name": "Riffling Portal", + "entries": [ + "As an action, you can expend 3 charges to cast the {@spell Arcane Gate} spell from the deck. The deck vanishes, and fluttering cards create the spell's portal rings. When the spell ends, the deck reappears in your possession." + ] + }, + { + "type": "item", + "name": "Shuffling Stride", + "entries": [ + "As a bonus action, you can expend 1 charge to throw a card from the deck to an unoccupied space within 60 feet of yourself and teleport, along with any equipment you're wearing or carrying, to that space. The card then vanishes and returns to the deck." + ] + } + ] + }, + "The deck regains {@dice 1d6} expended charges daily at dawn." + ], + "attachedSpells": [ + "arcane gate" + ], + "hasFluffImages": true + }, + { + "name": "Deck of Illusions", + "source": "DMG", + "page": 161, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing {@dice 1d20 - 1} cards.", + "The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.", + "An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence ({@skill Investigation}) check. The creature then appears translucent.", + "The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.", + { + "type": "table", + "colLabels": [ + "{@dice 1d34|Playing Card}", + "Illusion" + ], + "colStyles": [ + "col-3", + "col-9" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + }, + "entry": "Ace of hearts" + }, + "{@creature adult red dragon||Red dragon}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + }, + "entry": "King of hearts" + }, + "{@creature Knight} and four {@creature guard||guards}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + }, + "entry": "Queen of hearts" + }, + "{@creature Succubus||Succubus/Incubus}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + }, + "entry": "Jack of hearts" + }, + "{@creature Druid}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + }, + "entry": "Ten of hearts" + }, + "{@creature Cloud giant}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + }, + "entry": "Nine of hearts" + }, + "{@creature Ettin}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + }, + "entry": "Eight of hearts" + }, + "{@creature Bugbear}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + }, + "entry": "Two of hearts" + }, + "{@creature Goblin}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 9 + }, + "entry": "Ace of diamonds" + }, + "{@creature Beholder}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 10 + }, + "entry": "King of diamonds" + }, + "{@creature Archmage} and {@creature mage} apprentice" + ], + [ + { + "type": "cell", + "roll": { + "exact": 11 + }, + "entry": "Queen of diamonds" + }, + "{@creature Night hag}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 12 + }, + "entry": "Jack of diamonds" + }, + "{@creature Assassin}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 13 + }, + "entry": "Ten of diamonds" + }, + "{@creature Fire giant}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 14 + }, + "entry": "Nine of diamonds" + }, + "{@creature oni||Ogre mage}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 15 + }, + "entry": "Eight of diamonds" + }, + "{@creature Gnoll}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 16 + }, + "entry": "Two of diamonds" + }, + "{@creature Kobold}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 17 + }, + "entry": "Ace of spades" + }, + "{@creature Lich}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 18 + }, + "entry": "King of spades" + }, + "{@creature Priest} and two {@creature acolyte||acolytes}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 19 + }, + "entry": "Queen of spades" + }, + "{@creature Medusa}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 20 + }, + "entry": "Jack of spades" + }, + "{@creature Veteran}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 21 + }, + "entry": "Ten of spades" + }, + "{@creature Frost giant}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 22 + }, + "entry": "Nine of spades" + }, + "{@creature Troll}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 23 + }, + "entry": "Eight of spades" + }, + "{@creature Hobgoblin}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 24 + }, + "entry": "Two of spades" + }, + "{@creature Goblin}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 25 + }, + "entry": "Ace of clubs" + }, + "{@creature Iron golem}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 26 + }, + "entry": "King of clubs" + }, + "{@creature Bandit captain} and three {@creature bandit||bandits}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 27 + }, + "entry": "Queen of clubs" + }, + "{@creature Erinyes}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 28 + }, + "entry": "Jack of clubs" + }, + "{@creature Berserker}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 29 + }, + "entry": "Ten of clubs" + }, + "{@creature Hill giant}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 30 + }, + "entry": "Nine of clubs" + }, + "{@creature Ogre}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 31 + }, + "entry": "Eight of clubs" + }, + "{@creature Orc}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 32 + }, + "entry": "Two of clubs" + }, + "{@creature Kobold}" + ], + [ + { + "type": "cell", + "roll": { + "min": 33, + "max": 34 + }, + "entry": "jokers (2)" + }, + "You (the deck's owner)" + ] + ] + } + ], + "lootTables": [ + "Magic Item Table F" + ], + "seeAlsoDeck": [ + "Deck of Illusions" + ] + }, + { + "name": "Deck of Many More Things", + "source": "BMT", + "page": 51, + "vulnerable": [ + "fire" + ], + "rarity": "legendary", + "wondrous": true, + "grantsProficiency": true, + "modifySpeed": { + "equal": { + "climb": "walk" + } + }, + "entries": [ + "Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)", + "Like the Deck of Many Things, the Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.", + "Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.", + "As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.", + "Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.", + "The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.", + { + "type": "table", + "caption": "Deck of Many More Things", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d100", + "Card" + ], + "rows": [ + [ + "01", + "{@card Aberration|Deck of Many More Things|BMT}" + ], + [ + "02", + "{@card Balance|Deck of Many More Things|BMT}*" + ], + [ + "03", + "{@card Beast|Deck of Many More Things|BMT}" + ], + [ + "04", + "{@card Book|Deck of Many More Things|BMT}" + ], + [ + "05", + "{@card Bridge|Deck of Many More Things|BMT}" + ], + [ + "06", + "{@card Campfire|Deck of Many More Things|BMT}" + ], + [ + "07", + "{@card Cavern|Deck of Many More Things|BMT}" + ], + [ + "08", + "{@card Celestial|Deck of Many More Things|BMT}" + ], + [ + "09", + "{@card Comet|Deck of Many More Things|BMT}*" + ], + [ + "10", + "{@card Construct|Deck of Many More Things|BMT}" + ], + [ + "11", + "{@card Corpse|Deck of Many More Things|BMT}" + ], + [ + "12", + "{@card Crossroads|Deck of Many More Things|BMT}" + ], + [ + "13", + "{@card Donjon|Deck of Many More Things|BMT}*" + ], + [ + "14", + "{@card Door|Deck of Many More Things|BMT}" + ], + [ + "15", + "{@card Dragon|Deck of Many More Things|BMT}" + ], + [ + "16", + "{@card Elemental|Deck of Many More Things|BMT}" + ], + [ + "17", + "{@card Euryale|Deck of Many More Things|BMT}*" + ], + [ + "18", + "{@card Expert|Deck of Many More Things|BMT}" + ], + [ + "19", + "{@card Fates|Deck of Many More Things|BMT}*" + ], + [ + "20", + "{@card Fey|Deck of Many More Things|BMT}" + ], + [ + "21", + "{@card Fiend|Deck of Many More Things|BMT}" + ], + [ + "22", + "{@card Flames|Deck of Many More Things|BMT}*" + ], + [ + "23", + "{@card Fool|Deck of Many More Things|BMT}*" + ], + [ + "24", + "{@card Gem|Deck of Many More Things|BMT}*" + ], + [ + "25", + "{@card Giant|Deck of Many More Things|BMT}" + ], + [ + "26", + "{@card Humanoid|Deck of Many More Things|BMT}" + ], + [ + "27", + "{@card Jester|Deck of Many More Things|BMT}*" + ], + [ + "28", + "{@card Key|Deck of Many More Things|BMT}*" + ], + [ + "29", + "{@card Knight|Deck of Many More Things|BMT}*" + ], + [ + "30", + "{@card Lance|Deck of Many More Things|BMT}" + ], + [ + "31", + "{@card Mage|Deck of Many More Things|BMT}" + ], + [ + "32", + "{@card Map|Deck of Many More Things|BMT}" + ], + [ + "33", + "{@card Maze|Deck of Many More Things|BMT}" + ], + [ + "34", + "{@card Mine|Deck of Many More Things|BMT}" + ], + [ + "35", + "{@card Monstrosity|Deck of Many More Things|BMT}" + ], + [ + "36", + "{@card Moon|Deck of Many More Things|BMT}*" + ], + [ + "37", + "{@card Ooze|Deck of Many More Things|BMT}" + ], + [ + "38", + "{@card Path|Deck of Many More Things|BMT}" + ], + [ + "39", + "{@card Pit|Deck of Many More Things|BMT}" + ], + [ + "40", + "{@card Plant|Deck of Many More Things|BMT}" + ], + [ + "41", + "{@card Priest|Deck of Many More Things|BMT}" + ], + [ + "42", + "{@card Prisoner|Deck of Many More Things|BMT}" + ], + [ + "43", + "{@card Puzzle|Deck of Many More Things|BMT}*" + ], + [ + "44", + "{@card Ring|Deck of Many More Things|BMT}" + ], + [ + "45", + "{@card Rogue|Deck of Many More Things|BMT}*" + ], + [ + "46", + "{@card Ruin|Deck of Many More Things|BMT}*" + ], + [ + "47", + "{@card Sage|Deck of Many More Things|BMT}*" + ], + [ + "48", + "{@card Shield|Deck of Many More Things|BMT}" + ], + [ + "49", + "{@card Ship|Deck of Many More Things|BMT}" + ], + [ + "50", + "{@card Skull|Deck of Many More Things|BMT}*" + ], + [ + "51", + "{@card Staff|Deck of Many More Things|BMT}" + ], + [ + "52", + "{@card Stairway|Deck of Many More Things|BMT}" + ], + [ + "53", + "{@card Star|Deck of Many More Things|BMT}*" + ], + [ + "54", + "{@card Statue|Deck of Many More Things|BMT}" + ], + [ + "55", + "{@card Sun|Deck of Many More Things|BMT}*" + ], + [ + "56", + "{@card Talons|Deck of Many More Things|BMT}*" + ], + [ + "57", + "{@card Tavern|Deck of Many More Things|BMT}" + ], + [ + "58", + "{@card Temple|Deck of Many More Things|BMT}" + ], + [ + "59", + "{@card Throne|Deck of Many More Things|BMT}*" + ], + [ + "60", + "{@card Tomb|Deck of Many More Things|BMT}" + ], + [ + "61", + "{@card Tower|Deck of Many More Things|BMT}" + ], + [ + "62", + "{@card Tree|Deck of Many More Things|BMT}" + ], + [ + "63", + "{@card Undead|Deck of Many More Things|BMT}" + ], + [ + "64", + "{@card Void|Deck of Many More Things|BMT}*" + ], + [ + "65", + "{@card Warrior|Deck of Many More Things|BMT}" + ], + [ + "66", + "{@card Well|Deck of Many More Things|BMT}" + ], + [ + "67\u201300", + "Roll again" + ] + ], + "footnotes": [ + "* Found in the {@item Deck of Many Things} as depicted in the {@book Dungeon Master's Guide|DMG}" + ] + }, + { + "type": "entries", + "name": "Aberration", + "entries": [ + "You gain telepathy within a range of 90 feet." + ] + }, + { + "type": "entries", + "name": "Beast", + "entries": [ + "You immediately transform into a {@filter random Beast with a CR of 5 or lower|bestiary|source=|Challenge Rating=[&0;&5]|type=beast}. Your game statistics\u2014including your ability scores, hit points, and possible actions\u2014are replaced by the Beast's game statistics, and any nonmagical equipment you're wearing or carrying melds into your new form and can't be used. Any magic items you're carrying drop in an unoccupied space within 5 feet of your new form.", + "You remain transformed in this way for {@dice 2d12} days; nothing can alter your form while you're under the effects of this card, but the {@spell Wish} spell can end the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed." + ] + }, + { + "type": "entries", + "name": "Book", + "entries": [ + "You gain the ability to speak, read, and write {@dice 1d6 + 2} languages of your choice." + ] + }, + { + "type": "entries", + "name": "Bridge", + "entries": [ + "You gain the ability to cast the {@spell Time Stop} spell {@dice 1d3} times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice)." + ] + }, + { + "type": "entries", + "name": "Campfire", + "entries": [ + "You immediately gain the benefits of finishing a long rest." + ] + }, + { + "type": "entries", + "name": "Cavern", + "entries": [ + "You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings, while leaving your hands free." + ] + }, + { + "type": "entries", + "name": "Celestial", + "entries": [ + "You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet." + ] + }, + { + "type": "entries", + "name": "Construct", + "entries": [ + "A {@creature homunculus} appears in an unoccupied space within 5 feet of you. The appearance of the homunculus is determined by the DM, and the homunculus treats you as its creator." + ] + }, + { + "type": "entries", + "name": "Corpse", + "entries": [ + "You immediately drop to 0 hit points, have the {@condition unconscious} condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws, you die and can be resurrected only by the {@spell Wish} spell." + ] + }, + { + "type": "entries", + "name": "Crossroads", + "entries": [ + "Roll a {@dice d20}. If the roll is even, you age {@dice 1d10} years. If the roll is odd, you become younger by {@dice 1d10} years, to a minimum of 1 year. This effect can be undone only by the {@spell Wish} spell, divine intervention, or similar magic." + ] + }, + { + "type": "entries", + "name": "Door", + "entries": [ + "You gain the ability to cast the {@spell Gate} spell {@dice 1d4} times, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice)." + ] + }, + { + "type": "entries", + "name": "Dragon", + "entries": [ + "A dragon egg appears at your feet and immediately hatches into a dragon wyrmling. The type of dragon is chosen by the DM. The wyrmling views you as its parent and is staunchly loyal to you and your allies." + ] + }, + { + "type": "entries", + "name": "Elemental", + "entries": [ + "You become immune to one of the following damage types (choose immediately upon drawing this card): acid, cold, fire, lightning, or thunder." + ] + }, + { + "type": "entries", + "name": "Expert", + "entries": [ + "Your Dexterity score increases by 2, to a maximum of 22." + ] + }, + { + "type": "entries", + "name": "Fey", + "entries": [ + "A fey crossing opens into the Feywild, and you're immediately pulled through it, disappearing in a flash of rainbow-colored light. You draw no more cards.", + "The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM." + ] + }, + { + "type": "entries", + "name": "Fiend", + "entries": [ + "A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend. The Fiend is indifferent to you and can be bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend's offer, it returns to its home plane." + ] + }, + { + "type": "entries", + "name": "Giant", + "entries": [ + "You immediately grow {@dice 2d10} inches in height, and your hit point maximum and current hit points both increase by 20." + ] + }, + { + "type": "entries", + "name": "Humanoid", + "entries": [ + "You can immediately choose to stop drawing from the deck, regardless of how many cards you initially declared." + ] + }, + { + "type": "entries", + "name": "Lance", + "entries": [ + "All your ability scores increase by 1, to a maximum of 20." + ] + }, + { + "type": "entries", + "name": "Mage", + "entries": [ + "Your Intelligence score increases by 2, to a maximum of 22." + ] + }, + { + "type": "entries", + "name": "Map", + "entries": [ + "At any time you choose within 1 year of drawing this card, you can mentally name or describe an object or individual that is familiar to you. You immediately know the location of the object or individual, as well as the distance between you and the object or individual, even if the object or individual is on a different plane of existence. If you named an individual, you know if they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining." + ] + }, + { + "type": "entries", + "name": "Maze", + "entries": [ + "You gain {@dice 1d3} levels of {@condition exhaustion}." + ] + }, + { + "type": "entries", + "name": "Mine", + "entries": [ + "A pile of {@dice 2d6} gems (each worth 5,000 gp) and {@dice 1d10} chunks of precious ore (each worth 2,500 gp) appears at your feet." + ] + }, + { + "type": "entries", + "name": "Monstrosity", + "entries": [ + "A {@filter Large or larger Monstrosity with a challenge rating of 10 or less|bestiary|source=|Challenge Rating=[&0;&10]|type=monstrosity|size=l;h;g} (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears when it is killed or when you are reduced to 0 hit points. If there isn't enough space for a Large or larger creature to appear, this card has no effect." + ] + }, + { + "type": "entries", + "name": "Ooze", + "entries": [ + "A {@creature gelatinous cube} immediately appears in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn't enough space for the gelatinous cube to appear, this card has no effect." + ] + }, + { + "type": "entries", + "name": "Path", + "entries": [ + "Your walking speed increases by 10 feet." + ] + }, + { + "type": "entries", + "name": "Pit", + "entries": [ + "A pit opens beneath you. You plummet {@damage 3d6 × 10} feet, take damage from the fall, and have the {@condition prone} condition." + ] + }, + { + "type": "entries", + "name": "Plant", + "entries": [ + "You gain the ability to cast {@spell Speak with Plants} without using a spell slot; you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice)." + ] + }, + { + "type": "entries", + "name": "Priest", + "entries": [ + "Your Wisdom score increases by 2, to a maximum of 22." + ] + }, + { + "type": "entries", + "name": "Prisoner", + "entries": [ + "Glowing chains made of magical force appear and wrap around you. You have the {@condition restrained} condition until the chains are destroyed or you are freed. While you have this condition, you can't cast spells, and any magic items you're wearing or carrying have their properties suppressed. You draw no more cards. The chains are immune to damage and can't be dispelled using the {@spell Dispel Magic} spell or similar magic. However, a {@spell Disintegrate} spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a {@dc 30} Dexterity check using {@item thieves' tools|PHB}." + ] + }, + { + "type": "entries", + "name": "Ring", + "entries": [ + "A {@filter rare or rarer magic ring|items|source=|type=ring|rarity=rare;very rare;legendary;artifact|category=} appears on your finger. If you have the attunement slots available, you're automatically attuned to the ring when it appears. The DM chooses the ring." + ] + }, + { + "type": "entries", + "name": "Shield", + "entries": [ + "A {@filter rare or rarer suit of magic armor|items|source=|type=light armor;heavy armor;medium armor|rarity=rare;very rare;legendary;artifact|category=} that you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren't wearing armor." + ] + }, + { + "type": "entries", + "name": "Ship", + "entries": [ + "You gain proficiency in three skills chosen by the DM." + ] + }, + { + "type": "entries", + "name": "Staff", + "entries": [ + "A {@filter rare or rarer magic rod, staff, or wand|items|source=|type=rod;wand;staff|rarity=rare;very rare;legendary;artifact|category=} appears in your hands. The DM chooses the item." + ] + }, + { + "type": "entries", + "name": "Stairway", + "entries": [ + "You can choose to either decrease your number of declared draws by two or receive a {@filter rare or rarer wondrous item|items|source=|type=wondrous item|rarity=rare;very rare;legendary;artifact|category=}, which appears in your hands. The DM chooses the item." + ] + }, + { + "type": "entries", + "name": "Statue", + "entries": [ + "You immediately have the {@condition petrified} condition as your body is transformed into marble. The petrification lasts until you are freed with the {@spell Greater Restoration} spell or similar magic." + ] + }, + { + "type": "entries", + "name": "Tavern", + "entries": [ + "Your Charisma score increases by 2 to a maximum of 22." + ] + }, + { + "type": "entries", + "name": "Temple", + "entries": [ + "A deity or entity of similar power becomes bound to aid you. At any point in time between drawing the card and when you die, you can use your action to call on this entity for divine intervention, and the entity is bound to answer. The parameters and nature of this intervention are chosen by the DM. If you die without having used this intervention, the deity fulfills its obligation by casting the {@spell Resurrection} spell on you. Once the entity has answered your call for divine intervention or resurrected you, the entity is no longer bound to aid you." + ] + }, + { + "type": "entries", + "name": "Tomb", + "entries": [ + "At any time you choose within 1 year of drawing this card, you can cast the {@spell True Resurrection} spell once without expending a spell slot or requiring material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice)." + ] + }, + { + "type": "entries", + "name": "Tower", + "entries": [ + "Draw two additional cards beyond your declared number of draws. The magic of these cards doesn't immediately take effect; instead, choose one of the two additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter." + ] + }, + { + "type": "entries", + "name": "Tree", + "entries": [ + "Your skin immediately becomes rough, like tree bark. Your base AC now equals 15 + your Dexterity modifier while you aren't wearing armor, but you have vulnerability to fire damage. This transformation can be undone only by the {@spell Wish} spell, divine intervention, or similar magic." + ] + }, + { + "type": "entries", + "name": "Undead", + "entries": [ + "Somewhere on the Material Plane, a {@creature revenant} rises. This revenant blames you for its existence and relentlessly hunts you to exact its revenge. The revenant exists until either 1 year passes, the revenant kills you, or you use a {@spell Wish} spell to banish it permanently to the afterlife." + ] + }, + { + "type": "entries", + "name": "Warrior", + "entries": [ + "Your Strength score increases by 2 to a maximum of 22." + ] + }, + { + "type": "entries", + "name": "Well", + "entries": [ + "You learn three cantrips of your choice from any spell list." + ] + } + ], + "attachedSpells": [ + "time stop", + "gate", + "speak with plants", + "true resurrection" + ], + "seeAlsoDeck": [ + "Deck of Many More Things|BMT", + "Deck of Many More Things|DMTCRG" + ], + "hasFluffImages": true + }, + { + "name": "Deck of Many Things", + "source": "BMT", + "page": 13, + "tier": "major", + "rarity": "legendary", + "wondrous": true, + "entries": [ + "A {@item Deck of Many Things} typically appears not as individual cards, but as a collection of cards characters can draw from. But this doesn't have to be true; you can give each card a property as a standalone item, so characters who find only one card can still enjoy this famed item and use the card on adventures.", + "This approach is particularly useful if you make a {@item Deck of Many Things} the object of a quest; as the characters explore, each card they find grants them a magical ability they can use in subsequent adventures to find the cards that remain. Eventually the heroes assemble the entire deck, which they can then use in the traditional manner, drawing transformative cards from it in a fitting climax to the campaign.", + "{@note This deck item comprises the following individual cards:}", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Balance Card|BMT}", + "{@item Comet Card|BMT}", + "{@item Donjon Card|BMT}", + "{@item Euryale Card|BMT}", + "{@item Fates Card|BMT}", + "{@item Flames Card|BMT}", + "{@item Fool Card|BMT}", + "{@item Gem Card|BMT}", + "{@item Jester Card|BMT}", + "{@item Key Card|BMT}", + "{@item Knight Card|BMT}", + "{@item Moon Card|BMT}", + "{@item Puzzle Card|BMT}", + "{@item Rogue Card|BMT}", + "{@item Ruin Card|BMT}", + "{@item Sage Card|BMT}", + "{@item Skull Card|BMT}", + "{@item Star Card|BMT}", + "{@item Sun Card|BMT}", + "{@item Talons Card|BMT}", + "{@item Throne Card|BMT}", + "{@item Void Card|BMT}" + ] + } + ], + "packContents": [ + "Balance Card|BMT", + "Comet Card|BMT", + "Donjon Card|BMT", + "Euryale Card|BMT", + "Fates Card|BMT", + "Flames Card|BMT", + "Fool Card|BMT", + "Gem Card|BMT", + "Jester Card|BMT", + "Key Card|BMT", + "Knight Card|BMT", + "Moon Card|BMT", + "Puzzle Card|BMT", + "Rogue Card|BMT", + "Ruin Card|BMT", + "Sage Card|BMT", + "Skull Card|BMT", + "Star Card|BMT", + "Sun Card|BMT", + "Talons Card|BMT", + "Throne Card|BMT", + "Void Card|BMT" + ], + "seeAlsoDeck": [ + "Deck of Many Things|BMT" + ] + }, + { + "name": "Deck of Many Things", + "source": "DMG", + "page": 162, + "srd": true, + "tier": "major", + "rarity": "legendary", + "wondrous": true, + "ability": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 1, + "amount": 2 + }, + "grantsProficiency": true, + "entries": [ + "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most ({@chance 75}) of these decks have only thirteen cards, but the rest have twenty-two.", + "Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.", + "Once a card is drawn, it fades from existence. Unless the card is the {@card Fool|Deck of Many Things} or the {@card Jester|Deck of Many Things}, the card reappears in the deck, making it possible to draw the same card twice.", + { + "type": "entries", + "name": "A Question of Enmity", + "entries": [ + "Two of the cards in a deck of many things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil itself.", + "In the case of the {@card Rogue|Deck of Many Things} card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer." + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice 1d22|Playing Card}", + "Card" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + }, + "entry": "Ace of diamonds" + }, + "Vizier*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + }, + "entry": "King of diamonds" + }, + "Sun" + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + }, + "entry": "Queen of diamonds" + }, + "Moon" + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + }, + "entry": "Jack of diamonds" + }, + "Star" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + }, + "entry": "Two of diamonds" + }, + "Comet*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + }, + "entry": "Ace of hearts" + }, + "The Fates*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + }, + "entry": "King of hearts" + }, + "Throne" + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + }, + "entry": "Queen of hearts" + }, + "Key" + ], + [ + { + "type": "cell", + "roll": { + "exact": 9 + }, + "entry": "Jack of hearts" + }, + "Knight" + ], + [ + { + "type": "cell", + "roll": { + "exact": 10 + }, + "entry": "Two of hearts" + }, + "Gem*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 11 + }, + "entry": "Ace of clubs" + }, + "Talons*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 12 + }, + "entry": "King of clubs" + }, + "The Void" + ], + [ + { + "type": "cell", + "roll": { + "exact": 13 + }, + "entry": "Queen of clubs" + }, + "Flames" + ], + [ + { + "type": "cell", + "roll": { + "exact": 14 + }, + "entry": "Jack of clubs" + }, + "Skull" + ], + [ + { + "type": "cell", + "roll": { + "exact": 15 + }, + "entry": "Two of clubs" + }, + "Idiot*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 16 + }, + "entry": "Ace of spades" + }, + "Donjon*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 17 + }, + "entry": "King of spades" + }, + "Ruin" + ], + [ + { + "type": "cell", + "roll": { + "exact": 18 + }, + "entry": "Queen of spades" + }, + "Euryale" + ], + [ + { + "type": "cell", + "roll": { + "exact": 19 + }, + "entry": "Jack of spades" + }, + "Rogue" + ], + [ + { + "type": "cell", + "roll": { + "exact": 20 + }, + "entry": "Two of spades" + }, + "Balance*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 21 + }, + "entry": "Joker (with TM)" + }, + "Fool*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 22 + }, + "entry": "Joker (without TM)" + }, + "Jester" + ] + ], + "footnotes": [ + "* Found only in a deck with twenty-two cards" + ] + }, + { + "type": "entries", + "name": "Vizier", + "entries": [ + "At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it." + ] + }, + { + "type": "entries", + "name": "Sun", + "entries": [ + "You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands." + ] + }, + { + "type": "entries", + "name": "Moon", + "entries": [ + "You are granted the ability to cast the {@spell wish} spell {@dice 1d3} times." + ] + }, + { + "type": "entries", + "name": "Star", + "entries": [ + "Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24." + ] + }, + { + "type": "entries", + "name": "Comet", + "entries": [ + "If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect." + ] + }, + { + "type": "entries", + "name": "The Fates", + "entries": [ + "Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die." + ] + }, + { + "type": "entries", + "name": "Throne", + "entries": [ + "You gain proficiency in the {@skill Persuasion} skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours." + ] + }, + { + "type": "entries", + "name": "Key", + "entries": [ + "A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon." + ] + }, + { + "type": "entries", + "name": "Knight", + "entries": [ + "You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character." + ] + }, + { + "type": "entries", + "name": "Gem", + "entries": [ + "Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet." + ] + }, + { + "type": "entries", + "name": "Talons", + "entries": [ + "Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish." + ] + }, + { + "type": "entries", + "name": "The Void", + "entries": [ + "This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is {@condition incapacitated}. A {@spell wish} spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards." + ] + }, + { + "type": "entries", + "name": "Flames", + "entries": [ + "A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies." + ] + }, + { + "type": "entries", + "name": "Skull", + "entries": [ + "You summon an {@creature avatar of death|DMG}\u2014a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own {@creature avatar of death|DMG}. A creature slain by an {@creature avatar of death|DMG} can't be restored to life." + ] + }, + { + "type": "entries", + "name": "Idiot", + "entries": [ + "Permanently reduce your Intelligence by {@dice 1d4 + 1} (to a minimum score of 1). You can draw one additional card beyond your declared draws." + ] + }, + { + "type": "entries", + "name": "Donjon", + "entries": [ + "You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a {@spell wish} spell can reveal the location of your prison. You draw no more cards." + ] + }, + { + "type": "entries", + "name": "Ruin", + "entries": [ + "All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears." + ] + }, + { + "type": "entries", + "name": "Euryale", + "entries": [ + "The card's {@creature medusa}-like visage curses you. You take a \u22122 penalty on saving throws while cursed in this way. Only a god or the magic of {@card The Fates|Deck of Many Things} card can end this curse." + ] + }, + { + "type": "entries", + "name": "Rogue", + "entries": [ + "A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a {@spell wish} spell or divine intervention can end the NPC's hostility toward you." + ] + }, + { + "type": "entries", + "name": "Balance", + "entries": [ + "Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you." + ] + }, + { + "type": "entries", + "name": "Fool", + "entries": [ + "You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level." + ] + }, + { + "type": "entries", + "name": "Jester", + "entries": [ + "You gain 10,000 XP, or you can draw two additional cards beyond your declared draws." + ] + } + ], + "attachedSpells": [ + "wish" + ], + "lootTables": [ + "Magic Item Table I" + ], + "seeAlsoDeck": [ + "Deck of Many Things" + ], + "hasFluffImages": true + }, + { + "name": "Deck of Miscellany", + "source": "BMT", + "page": 41, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This wooden box contains a set of thirty-two parchment cards.", + { + "type": "table", + "caption": "Deck of Miscellany", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "{@dice 1d32|Card}", + "Item" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + }, + "entry": "\u20073 {@color ♦|#ff0000}" + }, + "Wooden {@item abacus|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + }, + "entry": "\u20074 {@color ♦|#ff0000}" + }, + "Four {@item Perfume (vial)|PHB|vials of perfume}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + }, + "entry": "\u20075 {@color ♦|#ff0000}" + }, + "5 days' worth of {@item Rations (1 day)|PHB|rations}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + }, + "entry": "\u20076 {@color ♦|#ff0000}" + }, + "{@item Iron pot|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + }, + "entry": "\u20077 {@color ♦|#ff0000}" + }, + "{@item Disguise kit|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + }, + "entry": "\u20078 {@color ♦|#ff0000}" + }, + "Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface" + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + }, + "entry": "\u20079 {@color ♦|#ff0000}" + }, + "{@item Manacles|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + }, + "entry": "10 {@color ♦|#ff0000}" + }, + "Ten {@item Parchment (one sheet)|PHB|sheets of parchment}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 9 + }, + "entry": "\u20073 {@color ♥|#ff0000}" + }, + "Three {@item dagger|PHB|daggers}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 10 + }, + "entry": "\u20074 {@color ♥|#ff0000}" + }, + "Four {@item Oil (flask)|PHB|flasks of oil}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 11 + }, + "entry": "\u20075 {@color ♥|#ff0000}" + }, + "Five silk {@item robes|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 12 + }, + "entry": "\u20076 {@color ♥|#ff0000}" + }, + "{@item Forgery kit|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 13 + }, + "entry": "\u20077 {@color ♥|#ff0000}" + }, + "{@item Quarterstaff|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 14 + }, + "entry": "\u20078 {@color ♥|#ff0000}" + }, + "{@item Fishing tackle|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 15 + }, + "entry": "\u20079 {@color ♥|#ff0000}" + }, + "Leather {@item pouch|PHB} containing 18 gp" + ], + [ + { + "type": "cell", + "roll": { + "exact": 16 + }, + "entry": "10 {@color ♥|#ff0000}" + }, + "10 {@item crossbow bolt|PHB|crossbow bolts}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 17 + }, + "entry": "\u20073 ♣" + }, + "Three {@item book|PHB|books}, written in {@language Common}, about random historical events" + ], + [ + { + "type": "cell", + "roll": { + "exact": 18 + }, + "entry": "\u20074 ♣" + }, + "Canvas {@item Two-Person Tent|PHB|tent}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 19 + }, + "entry": "\u20075 ♣" + }, + "{@item Silk Rope (50 feet)|PHB|50 feet of coiled silk rope}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 20 + }, + "entry": "\u20076 ♣" + }, + "Two {@item crowbar|PHB|crowbars}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 21 + }, + "entry": "\u20077 ♣" + }, + "{@item Healer's kit|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 22 + }, + "entry": "\u20078 ♣" + }, + "Eight gems worth 5 gp each" + ], + [ + { + "type": "cell", + "roll": { + "exact": 23 + }, + "entry": "\u20079 ♣" + }, + "{@item Lamp|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 24 + }, + "entry": "10 ♣" + }, + "{@item Chain (10 feet)|PHB|10 feet of iron chain}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 25 + }, + "entry": "\u20073 ♠" + }, + "Three {@item spear|PHB|spears}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 26 + }, + "entry": "\u20074 ♠" + }, + "{@item Steel mirror|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 27 + }, + "entry": "\u20075 ♠" + }, + "15-foot wooden pole" + ], + [ + { + "type": "cell", + "roll": { + "exact": 28 + }, + "entry": "\u20076 ♠" + }, + "Burlap {@item sack|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 29 + }, + "entry": "\u20077 ♠" + }, + "Two sets of {@item fine clothes|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 30 + }, + "entry": "\u20078 ♠" + }, + "{@item Shovel|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 31 + }, + "entry": "\u20079 ♠" + }, + "{@item Light hammer|PHB}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 32 + }, + "entry": "10 ♠" + }, + "Ten {@item arrow|PHB|arrows}" + ] + ] + }, + "The face of each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table." + ] + }, + { + "name": "Deck of Oracles", + "source": "BMT", + "page": 61, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a {@dice d20} and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the {@dice d20} roll; the creature must use the number you rolled in place of its roll.", + "Additionally, while holding the cards, you can cast {@spell Divination} from them. Once this property is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "divination" + ] + }, + { + "name": "Deck of Several Things", + "source": "LLK", + "page": 53, + "rarity": "legendary", + "wondrous": true, + "ability": { + "choose": [ + { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 1 + } + ] + }, + "grantsProficiency": true, + "entries": [ + "Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.", + "Once a card is drawn, it fades from existence. Unless the card is the {@card Fool|Deck of Several Things|LLK} or the {@card Jester|Deck of Several Things|LLK}, the card reappears in the deck, making it possible to draw the same card twice.", + { + "type": "table", + "colLabels": [ + "{@dice 1d22|Playing Card}", + "Card" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + }, + "entry": "Ace of diamonds" + }, + "{@card Vizier|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + }, + "entry": "King of diamonds" + }, + "{@card Sun|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + }, + "entry": "Queen of diamonds" + }, + "{@card Moon|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + }, + "entry": "Jack of diamonds" + }, + "{@card Star|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + }, + "entry": "Two of diamonds" + }, + "{@card Comet|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + }, + "entry": "Ace of hearts" + }, + "{@card The Fates|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + }, + "entry": "King of hearts" + }, + "{@card Throne|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + }, + "entry": "Queen of hearts" + }, + "{@card Key|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 9 + }, + "entry": "Jack of hearts" + }, + "{@card Knight|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 10 + }, + "entry": "Two of hearts" + }, + "{@card Gem|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 11 + }, + "entry": "Ace of clubs" + }, + "{@card Talons|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 12 + }, + "entry": "King of clubs" + }, + "{@card The Void|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 13 + }, + "entry": "Queen of clubs" + }, + "{@card Flames|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 14 + }, + "entry": "Jack of clubs" + }, + "{@card Skull|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 15 + }, + "entry": "Two of clubs" + }, + "{@card Idiot|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 16 + }, + "entry": "Ace of spades" + }, + "{@card Donjon|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 17 + }, + "entry": "King of spades" + }, + "{@card Ruin|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 18 + }, + "entry": "Queen of spades" + }, + "{@card Euryale|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 19 + }, + "entry": "Jack of spades" + }, + "{@card Rogue|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 20 + }, + "entry": "Two of spades" + }, + "{@card Balance|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 21 + }, + "entry": "Joker (with TM)" + }, + "{@card Fool|Deck of Several Things|LLK}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 22 + }, + "entry": "Joker (without TM)" + }, + "{@card Jester|Deck of Several Things|LLK}" + ] + ] + }, + { + "type": "entries", + "name": "Balance", + "entries": [ + "Your mind suffers a wrenching alteration, causing your alignment to change for the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you." + ] + }, + { + "type": "entries", + "name": "Comet", + "entries": [ + "If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no effect." + ] + }, + { + "type": "entries", + "name": "Donjon", + "entries": [ + "You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards." + ] + }, + { + "type": "entries", + "name": "Euryale", + "entries": [ + "The card's medusa-like visage curses you. You take a \u22121 penalty on saving throws for the duration of the adventure." + ] + }, + { + "type": "entries", + "name": "The Fates", + "entries": [ + "Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other point during the adventure." + ] + }, + { + "type": "entries", + "name": "Flames", + "entries": [ + "The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of {@creature Garret Levistusson|LLK|Garret Levistusson's} patron\u2014a similarly powerful devil." + ] + }, + { + "type": "entries", + "name": "Fool", + "entries": [ + "For the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again, counting both draws as one of your declared draws." + ] + }, + { + "type": "entries", + "name": "Gem", + "entries": [ + "The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has already been claimed, you gain an equivalent hoard." + ] + }, + { + "type": "entries", + "name": "Idiot", + "entries": [ + "Reduce your Intelligence by {@dice 1d4 + 1} (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond your declared draws." + ] + }, + { + "type": "entries", + "name": "Jester", + "entries": [ + "You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws." + ] + }, + { + "type": "entries", + "name": "Key", + "entries": [ + "A common or uncommon magic weapon with which you are proficient, or a {@item spell scroll} featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you possess for the duration of this adventure." + ] + }, + { + "type": "entries", + "name": "Knight", + "entries": [ + "You gain the service of any of the NPCs in the \"{@book Hirelings|phb|5|services}\" section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, believing that the fates have drawn them to you. You control this character." + ] + }, + { + "type": "entries", + "name": "Moon", + "entries": [ + "You are granted the ability to cast any spell of 5th level or lower, and can use that ability {@dice 1d3} times for the duration of the adventure." + ] + }, + { + "type": "entries", + "name": "Rogue", + "entries": [ + "An NPC of the DM's choice becomes secretly hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC's hostility toward you." + ] + }, + { + "type": "entries", + "name": "Ruin", + "entries": [ + "All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure." + ] + }, + { + "type": "entries", + "name": "Skull", + "entries": [ + "You summon an avatar of death\u2014a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life." + ] + }, + { + "type": "entries", + "name": "Star", + "entries": [ + "Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can't exceed 24." + ] + }, + { + "type": "entries", + "name": "Sun", + "entries": [ + "You gain proficiency in the skill of your choice for the duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure." + ] + }, + { + "type": "entries", + "name": "Talons", + "entries": [ + "Every magic item you wear or carry is lost to you. These items can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure." + ] + }, + { + "type": "entries", + "name": "Throne", + "entries": [ + "You gain proficiency in the {@skill Persuasion} skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In addition, the Monastery of the Distressed Body's brains in jars regard you thereafter as the monastery's rightful master. You must defeat or otherwise clear out the Grand Master and its servants before you can claim the monastery as yours." + ] + }, + { + "type": "entries", + "name": "Vizier", + "entries": [ + "At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it." + ] + }, + { + "type": "entries", + "name": "The Void", + "entries": [ + "This black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is {@condition incapacitated}. {@spell Divination}, {@spell contact other plane}, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards." + ] + }, + { + "type": "inset", + "name": "Using the Deck of Several Things", + "entries": [ + "The special nature of this deck (carried by {@creature Mary Greymalkin|LLK} if she is used as an NPC) means that many of its effects operate only within and with respect to this specific adventure. This typically covers any time the characters spend between setting out for the Barrier Peaks and the resolution of whatever events transpire in Kwalish's lab (area O7).", + "For cards that effectively remove a character from play for a period of time ({@card Donjon|Deck of Several Things|LLK} and {@card the Void|Deck of Several Things|LLK}), you can allow a player to take on the role of one of the party's NPC hirelings, or introduce a temporary character as an NPC met during the party's journey. Alternatively, you can decide that only some aspect of the character's will disappears and is imprisoned, leaving the character to operate in a robotic state until freed." + ] + } + ], + "seeAlsoDeck": [ + "Deck of Several Things|LLK" + ] + }, + { + "name": "Deck of Wild Cards", + "source": "BMT", + "page": 41, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "This deck of heavy vellum cards hums with the magic of the Elemental Chaos.", + "The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals {@damage 1d4} slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after it hits or misses a target.", + { + "type": "table", + "caption": "Deck of Wild Cards", + "colStyles": [ + "col-2 text-center", + "col-2 text-center", + "col-8" + ], + "colLabels": [ + "d4", + "Suit", + "Effect" + ], + "rows": [ + [ + "1", + "♣ (Rods)", + "The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take {@damage 2d8} fire damage." + ], + [ + "2", + "{@color ♦|#ff0000} (Coins)", + "The card shoots streaks of lightning. The target must make a DC 15 Dexterity saving throw. On a failed save, the target has the blinded condition until the end of your next turn, and each creature within 10 feet of the target takes {@damage 1d6} lightning damage." + ], + [ + "3", + "{@color ♥|#ff0000} (Cups)", + "The card covers the target in a thick layer of ice. The target takes {@damage 1d10} cold damage and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn." + ], + [ + "4", + "♠ (Swords)", + "The card unleashes a sharp, concussive blast. The target and each creature within 5 feet of it take {@damage 1d6} force damage and must succeed on a DC 15 Strength saving throw or have the prone condition." + ] + ] + } + ] + }, + { + "name": "Deck of Wonder", + "source": "BMT", + "page": 55, + "resist": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "poison", + "psychic", + "radiant", + "thunder" + ], + "rarity": "uncommon", + "wondrous": true, + "grantsProficiency": true, + "bonusWeapon": "+1", + "bonusSavingThrow": "+1", + "entries": [ + "Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.", + "Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.", + "Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.", + "You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table.", + { + "type": "table", + "caption": "Deck of Wonder", + "colStyles": [ + "col-4 text-center", + "col-8" + ], + "colLabels": [ + "{@dice 1d22|Card}", + "Card Title" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + }, + "entry": "A {@color ♦|#ff0000}" + }, + "{@card Chancellor|Deck of Wonder|BMT}*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + }, + "entry": "K {@color ♦|#ff0000}" + }, + "{@card Day|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + }, + "entry": "Q {@color ♦|#ff0000}" + }, + "{@card Night|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + }, + "entry": "J {@color ♦|#ff0000}" + }, + "{@card Dawn|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + }, + "entry": "2 {@color ♦|#ff0000}" + }, + "{@card Dusk|Deck of Wonder|BMT}*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + }, + "entry": "A {@color ♥|#ff0000}" + }, + "{@card Destiny|Deck of Wonder|BMT}*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + }, + "entry": "K {@color ♥|#ff0000}" + }, + "{@card Crown|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + }, + "entry": "Q {@color ♥|#ff0000}" + }, + "{@card Lock|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 9 + }, + "entry": "J {@color ♥|#ff0000}" + }, + "{@card Champion|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 10 + }, + "entry": "2 {@color ♥|#ff0000}" + }, + "{@card Coin|Deck of Wonder|BMT}*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 11 + }, + "entry": "A ♣" + }, + "{@card Vulture|Deck of Wonder|BMT}*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 12 + }, + "entry": "K ♣" + }, + "{@card Chaos|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 13 + }, + "entry": "Q ♣" + }, + "{@card Order|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 14 + }, + "entry": "J ♣" + }, + "{@card Beginning|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 15 + }, + "entry": "2 ♣" + }, + "{@card Mystery|Deck of Wonder|BMT}*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 16 + }, + "entry": "A ♠" + }, + "{@card Isolation|Deck of Wonder|BMT}*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 17 + }, + "entry": "K ♠" + }, + "{@card End|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 18 + }, + "entry": "Q ♠" + }, + "{@card Monster|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 19 + }, + "entry": "J ♠" + }, + "{@card Knife|Deck of Wonder|BMT}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 20 + }, + "entry": "2 ♠" + }, + "{@card Justice|Deck of Wonder|BMT}*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 21 + }, + "entry": "Joker (with ™)" + }, + "{@card Student|Deck of Wonder|BMT}*" + ], + [ + { + "type": "cell", + "roll": { + "exact": 22 + }, + "entry": "Joker (without ™)" + }, + "{@card Mischief|Deck of Wonder|BMT}" + ] + ] + }, + { + "type": "entries", + "name": "Beginning", + "entries": [ + "Your hit point maximum and current hit points increase by {@dice 2d10}. Your hit point maximum remains increased in this way for the next 8 hours." + ] + }, + { + "type": "entries", + "name": "Champion", + "entries": [ + "You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours." + ] + }, + { + "type": "entries", + "name": "Chancellor", + "entries": [ + "Within 8 hours of drawing this card, you can cast {@spell Augury} once as an action, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice)." + ] + }, + { + "type": "entries", + "name": "Chaos", + "entries": [ + "You gain resistance to one of the following damage types (chosen by the DM): acid, cold, fire, lightning, or thunder. This resistance lasts for {@dice 1d12} days." + ] + }, + { + "type": "entries", + "name": "Coin", + "entries": [ + "Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet." + ] + }, + { + "type": "entries", + "name": "Crown", + "entries": [ + "You learn the {@spell Friends} cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect." + ] + }, + { + "type": "entries", + "name": "Dawn", + "entries": [ + "This card invigorates you. For the next 8 hours, you can add your proficiency bonus to your initiative rolls." + ] + }, + { + "type": "entries", + "name": "Day", + "entries": [ + "You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Destiny", + "entries": [ + "This card protects you against an untimely demise. The first time after drawing this card that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point." + ] + }, + { + "type": "entries", + "name": "Dusk", + "entries": [ + "This card supernaturally saps your energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a {@spell Remove Curse} spell or similar magic." + ] + }, + { + "type": "entries", + "name": "End", + "entries": [ + "This card is an omen of death. You take {@damage 2d10} necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can't reduce your hit point maximum below 10 hit points. This reduction lasts until you finish a long rest, but it can be ended early by a {@spell Remove Curse} spell or similar magic." + ] + }, + { + "type": "entries", + "name": "Isolation", + "entries": [ + "You disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for {@dice 1d4} minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel." + ] + }, + { + "type": "entries", + "name": "Justice", + "entries": [ + "You momentarily gain the ability to balance the scales of fate. For the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a {@dice d20} with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage." + ] + }, + { + "type": "entries", + "name": "Knife", + "entries": [ + "An uncommon magic weapon you're proficient with appears in your hands. The DM chooses the weapon." + ] + }, + { + "type": "entries", + "name": "Lock", + "entries": [ + "You gain the ability to cast {@spell Knock} {@dice 1d3} times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice)." + ] + }, + { + "type": "entries", + "name": "Mischief", + "entries": [ + "You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared draws." + ] + }, + { + "type": "entries", + "name": "Monster", + "entries": [ + "This card's monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll {@dice 1d4} and subtract the number rolled from the total. The curse lasts until you finish a long rest, but it can be ended early with a {@spell Remove Curse} spell or similar magic." + ] + }, + { + "type": "entries", + "name": "Mystery", + "entries": [ + "You have disadvantage on Intelligence saving throws for 1 hour. Discard this card and draw from the deck again; together, the two draws count as one of your declared draws." + ] + }, + { + "type": "entries", + "name": "Night", + "entries": [ + "You gain {@sense darkvision} within a range of 300 feet. This {@sense darkvision} lasts for 8 hours." + ] + }, + { + "type": "entries", + "name": "Order", + "entries": [ + "You gain resistance to one of the following damage types (chosen by the DM): force, necrotic, poison, psychic, or radiant. This resistance lasts for {@dice 1d12} days." + ] + }, + { + "type": "entries", + "name": "Student", + "entries": [ + "You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)." + ] + }, + { + "type": "entries", + "name": "Vulture", + "entries": [ + "One nonmagical item or piece of equipment in your possession (chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom ({@skill Perception}) check. If the item isn't recovered within 1 hour, it disappears forever." + ] + } + ], + "attachedSpells": [ + "augury", + "knock" + ], + "seeAlsoDeck": [ + "Deck of Wonder|BMT" + ], + "hasFluffImages": true + }, + { + "name": "Dekella, Bident of Thassa", + "source": "MOT", + "page": 199, + "baseItem": "trident|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weight": 4, + "weaponCategory": "martial", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "bonusWeapon": "+3", + "modifySpeed": { + "static": { + "swim": 60 + } + }, + "entries": [ + "Thassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.", + { + "type": "entries", + "name": "Bident of the Deep", + "entries": [ + "Thassa's signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra {@damage 2d10} cold damage." + ] + }, + { + "type": "entries", + "name": "Blessing of the Deep", + "entries": [ + "If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Piety 10+", + "entry": "You can breathe underwater, and you gain a swimming speed of 60 feet." + }, + { + "type": "item", + "name": "Piety 25+", + "entry": "The bident has 1 randomly determined {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property." + }, + { + "type": "item", + "name": "Piety 50+", + "entry": "The bident has 1 randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property." + } + ] + }, + "If you aren't a worshiper of Thassa, the bident has 1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property and 1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property, both randomly determined.", + "See \"Artifacts\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties." + ] + }, + { + "type": "entries", + "name": "Command the Deep", + "entries": [ + "The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see \"Weather at Sea\" in chapter 5 of the Dungeon Master's Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can't be used again until the next dusk.", + "Additionally, you can cast the {@spell dominate monster} spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk." + ] + }, + { + "type": "entries", + "name": "Aquatic Metamorphosis", + "entries": [ + "You can cast the {@spell true polymorph} spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk." + ] + }, + { + "type": "entries", + "name": "Destroying the Bident", + "entries": [ + "To destroy the bident, it must be heated by the breath of an {@creature ancient red dragon} and then, while still hot, immersed in the Tartyx River." + ] + } + ], + "attachedSpells": [ + "dominate monster", + "true polymorph" + ], + "hasFluffImages": true + }, + { + "name": "Delerium Crystal Focus", + "source": "DoDk", + "page": 230, + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "entries": [ + "This focus is made from a refined delerium crystal encased in a glass orb. While holding it, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. In addition, you can use the crystal as a spellcasting focus.", + "Once per day when you cast a spell of 5th level or lower, you may draw on the energy stored within the crystal to do so without expending a spell slot. If you do, you trigger a random arcane anomaly (see Dungeons of Drakkenheim)." + ] + }, + { + "name": "Delver's Claws", + "source": "BGG", + "page": 112, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "equal": { + "burrow": "walk" + } + }, + "entries": [ + "The back of this weatherworn leather glove is adorned with three large metal hooks shaped like a mole's claws. Stitched into the glove's palm is the mountain rune.", + "The glove is considered a simple melee weapon with the finesse and light properties, and it deals {@damage 1d4} slashing damage on a hit. While attuned to the glove, you gain a burrowing speed equal to your walking speed and {@sense blindsight} to 15 feet.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As an action, you can invoke the glove's rune to bolster yourself with the sturdiness of the earth. Spend and roll a number of your unspent Hit Dice up to a maximum equal to your proficiency bonus. You then regain a number of hit points equal to the total roll plus your Constitution modifier.", + "Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ] + }, + { + "name": "Demon Armor", + "source": "DMG", + "page": 165, + "srd": true, + "type": "HA", + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "weight": 65, + "ac": 18, + "strength": "15", + "bonusWeapon": "+1", + "bonusAc": "+1", + "stealth": true, + "entries": [ + "While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of {@dice 1d8}.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "Once you don this cursed armor, you can't doff it unless you are targeted by the {@spell remove curse} spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities." + ] + } + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Demonomicon of Iggwilv", + "source": "TCE", + "page": 125, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d8}", + "charges": 8, + "entries": [ + "An expansive treatise documenting the Abyss's infinite layers and inhabitants, the Demonomicon of Iggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "The book has 8 charges. It regains {@dice 1d8} expended charges daily at dawn. While holding it, you can use an action to cast {@spell Tasha's hideous laughter} from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: {@spell magic circle} (1 charge), {@spell magic jar} (3 charges), {@spell planar ally} (3 charges), {@spell planar binding} (2 charges), {@spell plane shift} (to layers of the Abyss only; 3 charges), {@spell summon fiend|TCE} (3 charges)." + ] + }, + { + "type": "entries", + "name": "Abyssal Reference", + "entries": [ + "You can reference the {@i Demonomicon} whenever you make an Intelligence check to discern information about demons or a Wisdom ({@skill Survival}) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check." + ] + }, + { + "type": "entries", + "name": "Fiendish Scourging", + "entries": [ + "Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling." + ] + }, + { + "type": "entries", + "name": "Ensnarement", + "entries": [ + "While carrying the book, whenever you cast the {@spell magic circle} spell naming only fiends, or the {@spell planar binding} spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell." + ] + }, + { + "type": "entries", + "name": "Containment", + "entries": [ + "The first 10 pages of the {@i Demonomicon} are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a {@spell magic circle}. The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the {@i Demonomicon's} empty blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn.", + "When you finish a long rest, if you and the {@i Demonomicon} are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can't try to possess you again for 7 days.", + "When the tome is discovered, it has {@dice 1d4} fiends occupying its pages, typically an assortment of demons." + ] + }, + { + "type": "entries", + "name": "Destroying the Demonomicon", + "entries": [ + "To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, {@i Fraz-Urb'luu's Staff}. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the {@i Tome of Zyx}, the work that served as the foundation for the {@i Demonomicon}. Once the staff emerges, the demon lord Fraz-Urb'luu instantly knows." + ] + } + ], + "attachedSpells": [ + "magic circle", + "magic jar", + "planar ally", + "planar binding", + "plane shift", + "summon fiend|tce", + "tasha's hideous laughter" + ], + "hasFluffImages": true + }, + { + "name": "Devastation Orb of Air", + "source": "PotA", + "page": 222, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.", + "A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates {@dice 1d100} hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as {@spell identify} and {@spell divination} can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.", + "A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes {@dice 1d6} rounds later, unless it is returned to the container.", + "Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.", + { + "name": "Air Orb", + "type": "entries", + "entries": [ + "When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take {@damage 1d4} bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for {@hazard strong wind} apply, as detailed in chapter 5 of the Dungeon Master's Guide." + ] + } + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Devastation Orb of Earth", + "source": "PotA", + "page": 222, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a {@item devastation orb of air|PotA}. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.", + "A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates {@dice 1d100} hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as {@spell identify} and {@spell divination} can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.", + "A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a {@item devastation orb of air|PotA} and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes {@dice 1d6} rounds later, unless it is returned to the container.", + "Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.", + { + "name": "Earth Orb", + "type": "entries", + "entries": [ + "When this orb detonates, it subjects the area to the effects of the {@spell earthquake} spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes." + ] + } + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Devastation Orb of Fire", + "source": "PotA", + "page": 222, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a {@item devastation orb of air|PotA}. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.", + "A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates {@dice 1d100} hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as {@spell identify} and {@spell divination} can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.", + "A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a {@item devastation orb of air|PotA} and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes {@dice 1d6} rounds later, unless it is returned to the container.", + "Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.", + { + "name": "Fire Orb", + "type": "entries", + "entries": [ + "When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for {@hazard extreme heat} apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes {@damage 3d6} fire damage." + ] + } + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Devastation Orb of Water", + "source": "PotA", + "page": 222, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a {@item devastation orb of air|PotA}. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.", + "A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates {@dice 1d100} hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as {@spell identify} and {@spell divination} can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.", + "A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a {@item devastation orb of air|PotA} and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes {@dice 1d6} rounds later, unless it is returned to the container.", + "Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.", + { + "name": "Water Orb", + "type": "entries", + "entries": [ + "When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for {@hazard heavy precipitation} apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after {@dice 2d10} hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain." + ] + } + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Devlin's Staff of Striking", + "source": "ToA", + "page": 141, + "_copy": { + "name": "Staff of Striking", + "source": "DMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": "If you attune to this staff, you transform into a goat-humanoid hybrid over the course of 3 days. Tieflings are immune to this curse. Throughout the first day, shaggy fur begins to grow all over your body. After 24 hours, your eyes become goat-like, and stumpy horns sprout from your brow. On the last day, your fingers and toes meld into double digits, and the horns grow to full length. This transformation doesn't prevent you from wielding weapons or casting spells. {@spell Remove curse}, {@spell greater restoration}, or any other effect that ends a curse restores your original appearance, but only a {@spell wish} spell can rid the staff of its power to transform those who attune to it." + } + } + }, + "curse": true + }, + { + "name": "Devotee's Censer", + "source": "TCE", + "page": 126, + "baseItem": "flail|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "weight": 2, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "B", + "entries": [ + "The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra {@damage 1d8} radiant damage.", + "As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain {@dice 1d4} hit points. This property can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Diamond", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 500000, + "entries": [ + "A transparent blue-white, canary, pink, brown, or blue gemstone." + ] + }, + { + "name": "Dice Set", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dice Set|XPHB" + ], + "type": "GS", + "rarity": "none", + "value": 10 + }, + { + "name": "Dice Set", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "GS|XPHB", + "rarity": "none", + "value": 10, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Wisdom" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Discern whether someone is cheating ({@dc 10}), or win the game ({@dc 20})" + ] + } + ] + } + ] + }, + { + "name": "Dimensional Loop", + "source": "AI", + "page": 220, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusSavingThrow": "+1", + "entries": [ + "While attuned to this device, you have a +1 bonus to Strength saving throws, and you have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, its range increases by 30 feet.", + { + "type": "entries", + "name": "Dimensional Cloak", + "entries": [ + "As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity ({@skill Stealth}) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Fold Space", + "entries": [ + "Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Part of a Whole", + "entries": [ + "While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM." + ] + } + ] + }, + { + "name": "Dimensional Shackles", + "source": "DMG", + "page": 165, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "entries": [ + "You can use an action to place these shackles on an {@condition incapacitated} creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal.", + "You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength ({@skill Athletics}) check. On a success, the creature breaks free and destroys the shackles." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Dimir Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring, adorned with the symbol of Dimir, allows you to cast {@spell disguise self}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Dimir's recognition and favor.", + "A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13)." + ], + "attachedSpells": [ + "disguise self" + ], + "hasFluffImages": true + }, + { + "name": "Dimir Keyrune", + "source": "GGR", + "page": 177, + "rarity": "very rare", + "reqAttune": "by a member of the Dimir guild", + "reqAttuneTags": [ + { + "background": "dimir operative|ggr" + } + ], + "wondrous": true, + "entries": [ + "This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an {@creature intellect devourer} that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it\u2014usually an assignment to take over someone's body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form.", + "When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature intellect devourer}. If there isn't enough space for the creature, the keyrune doesn't transform.", + "The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.", + "At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Diplomat's Pack", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Diplomat's Pack|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 36, + "value": 3900, + "entries": [ + "Includes:", + { + "type": "list", + "items": [ + "a {@item chest|phb}", + "2 {@item Map or Scroll Case|phb|cases for maps and scrolls}", + "a set of {@item fine clothes|phb}", + "a {@item Ink (1-ounce bottle)|phb|bottle of ink}", + "an {@item ink pen|phb}", + "a {@item lamp|phb}", + "2 {@item Oil (flask)|phb|flasks of oil}", + "5 {@item Paper (one sheet)|phb|sheets of paper}", + "a {@item Perfume (vial)|phb|vial of perfume}", + "{@item sealing wax|phb}", + "{@item soap|phb}" + ] + } + ], + "packContents": [ + "chest|phb", + { + "item": "map or scroll case|phb", + "quantity": 2 + }, + "fine clothes|phb", + "ink (1-ounce bottle)|phb", + "ink pen|phb", + "lamp|phb", + { + "item": "oil (flask)|phb", + "quantity": 2 + }, + { + "item": "paper (one sheet)|phb", + "quantity": 5 + }, + "perfume (vial)|phb", + "sealing wax|phb", + "soap|phb" + ] + }, + { + "name": "Diplomat's Pack", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 39, + "value": 3900, + "entries": [ + "A Diplomat's Pack contains the following items: {@item Chest|XPHB}, {@item Fine Clothes|XPHB}, {@item Ink|XPHB}, 5 {@item Ink Pen|XPHB|Ink Pens}, {@item Lamp|XPHB}, 2 {@item Map or Scroll Case|XPHB|Map or Scroll Cases}, 4 flasks of {@item Oil|XPHB}, 5 sheets of {@item Paper|XPHB}, 5 sheets of {@item Parchment|XPHB}, {@item Perfume|XPHB}, and {@item Tinderbox|XPHB}." + ], + "packContents": [ + "chest|xphb", + "fine clothes|xphb", + "ink|xphb", + { + "item": "ink pen|xphb", + "quantity": 5 + }, + "lamp|xphb", + { + "item": "map or scroll case|xphb", + "quantity": 2 + }, + { + "item": "oil|xphb", + "quantity": 4 + }, + { + "item": "paper|xphb", + "quantity": 5 + }, + { + "item": "parchment|xphb", + "quantity": 5 + }, + "perfume|xphb", + "tinderbox|xphb" + ] + }, + { + "name": "Disguise Kit", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 81 + } + ], + "reprintedAs": [ + "Disguise Kit|XPHB" + ], + "type": "T", + "rarity": "none", + "weight": 3, + "value": 2500, + "entries": [ + "This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise." + ], + "additionalEntries": [ + "The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.", + { + "type": "entries", + "name": "Components", + "entries": [ + "A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing." + ] + }, + { + "type": "entries", + "name": "Deception", + "entries": [ + "In certain cases, a disguise can improve your ability to weave convincing lies." + ] + }, + { + "type": "entries", + "name": "Intimidation", + "entries": [ + "The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully." + ] + }, + { + "type": "entries", + "name": "Performance", + "entries": [ + "A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction." + ] + }, + { + "type": "entries", + "name": "Persuasion", + "entries": [ + "Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective." + ] + }, + { + "type": "entries", + "name": "Create Disguise", + "entries": [ + "As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.", + "At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes." + ] + }, + { + "type": "table", + "caption": "Disguise Kit", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Cover injuries or distinguishing marks", + "10" + ], + [ + "Spot a disguise being used by someone else", + "15" + ], + [ + "Copy a humanoid's appearance", + "20" + ] + ] + } + ] + }, + { + "name": "Disguise Kit", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "T|XPHB", + "rarity": "none", + "weight": 3, + "value": 2500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Charisma" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Apply makeup ({@dc 10})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Costume|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Dispelling Stone", + "source": "EGW", + "page": 266, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends." + ] + }, + { + "name": "Dissimortuum's Cursed Mask", + "source": "ToB1-2023", + "page": 106, + "rarity": "rare", + "wondrous": true, + "entries": [ + "The dissimortuum's mask is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object emits a faint magical aura with mixed enchantment and necromantic properties. It is a tempting souvenir, but any humanoid or giant foolish enough to don the mask is immediately wracked by pain and takes 7 ({@damage 2d6}) necrotic damage. The creature must succeed on a DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The creature acts normally for a day or two, but then the creature notices periods of time that cannot be accounted for. During these unremembered times, the creature gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the creature is freed from domination as the dissimortuum arises anew and dons its mask once more." + ] + }, + { + "name": "Docent", + "source": "ERLW", + "page": 276, + "rarity": "rare", + "reqAttune": "by a warforged", + "reqAttuneTags": [ + { + "race": "warforged|erlw" + } + ], + "wondrous": true, + "sentient": true, + "entries": [ + "A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see \"Random Properties\" below)." + ] + }, + { + "type": "entries", + "name": "Life Support", + "entries": [ + "Whenever you end your turn with 0 hit points, the docent can make a Wisdom ({@skill Medicine}) check with a +6 bonus. If this check succeeds, the docent stabilizes you." + ] + }, + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "A docent has the following properties:", + "{@b Languages}. The docent knows Common, Giant, and {@dice 1d4} additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.", + "{@b Skills}. The docent has a +7 bonus to one of the following skills (roll a {@dice d4}): (1) {@skill Arcana}, (2) {@skill History}, (3) {@skill Investigation}, or (4) {@skill Nature}.", + "{@b Spells}. The docent knows one of the following spells and can cast it at will, requiring no components (roll a {@dice d6}): (1\u20132) {@spell detect evil and good} or (3\u20136) {@spell detect magic}. The docent decides when to cast the spell." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "A docent is designed to advise and assist the warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent's properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you." + ] + } + ], + "attachedSpells": [ + "detect evil and good", + "detect magic" + ] + }, + { + "name": "Documancy Satchel", + "source": "AI", + "page": 24, + "rarity": "varies", + "wondrous": true, + "entries": [ + "At rank 2, your documancy satchel becomes a common magic item, allowing you to magically send and receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational quotes from Head Office.", + { + "type": "entries", + "name": "Satchel of Holding", + "entries": [ + "At rank 3, your documancy satchel gains additional features and becomes an uncommon magic item. One of the satchel's pouches now functions as a {@item bag of holding}.", + "Additionally, you can use an action to draw forth from the documancy satchel a {@item spell scroll} of {@spell comprehend languages}. The scroll vanishes when used, or ten minutes after it appears. This property of the bag can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Scroll Humidor", + "entries": [ + "At rank 4, your documancy satchel gains additional power and becomes a rare magic item. Within the satchel, a dedicated extradimensional space can hold up to thirty documents or {@item spell scroll||spell scrolls}. Placing a single document into the scroll humidor is an action. Drawing forth a desired scroll is a bonus action." + ] + } + ], + "attachedSpells": [ + "comprehend languages" + ], + "hasFluffImages": true + }, + { + "name": "Dodecahedron of Doom", + "source": "WDMM", + "page": 284, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.", + "The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a {@dice d12} and consult the following table to determine the effect:", + { + "type": "table", + "colLabels": [ + "d12", + "effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1\u20132", + "The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 ({@damage 9d8}) force damage on a failed save, or half as much damage on a successful one." + ], + [ + "3\u20134", + "The dodecahedron casts {@spell light} on itself. The effect lasts until a creature touches the die." + ], + [ + "5\u20136", + "The dodecahedron casts {@spell ray of frost} (+5 to hit), targeting a random creature within 60 feet of it that doesn't have {@quickref Cover||3||total cover} against the attack." + ], + [ + "7\u20138", + "The dodecahedron casts {@spell shocking grasp} (+5 to hit) on the next creature that touches it." + ], + [ + "9\u201310", + "The dodecahedron casts {@spell darkness} on itself. The effect has a duration of 10 minutes." + ], + [ + "11\u201312", + "The next creature to touch the dodecahedron gains {@dice 1d10} temporary hit points that last for 1 hour." + ] + ] + } + ], + "attachedSpells": [ + "light", + "ray of frost", + "shocking grasp", + "darkness" + ] + }, + { + "name": "Dogsled", + "source": "IDRotF", + "page": 20, + "type": "VEH", + "rarity": "none", + "weight": 300, + "value": 2000, + "entries": [ + "An empty sled costs 20 gp, weighs 300 pounds, and has room at the back for one driver." + ] + }, + { + "name": "Donjon Card", + "source": "BMT", + "page": 13, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card at one creature you can see within 30 feet of yourself. The target must succeed on a {@dc 17} Charisma saving throw, or it vanishes, transported to a prison on another plane of existence. After 1 minute, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Donjon's Sundering Sphere", + "source": "BMT", + "page": 35, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "bonusWeapon": "+1", + "entries": [ + "This marble-size crystal sphere glows with extraplanar energy.", + "As part of attuning to this item, you press the crystal sphere to the hilt of a nonmagical melee weapon of your choice, magically attaching the sphere to the weapon. The weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. While wielding this weapon, you gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Dimensional Anchor", + "entries": [ + "You have advantage on saving throws against spells or effects that would send you to an extradimensional space, a demiplane, or another plane of existence against your will." + ] + }, + { + "type": "item", + "name": "Isolating Smite", + "entries": [ + "When you hit a creature with this weapon, you can force the creature to make a DC 16 Charisma saving throw. On a failed save, the creature is banished to a harmless demiplane until the end of its next turn. When the banished creature returns, it reappears in the space it left or the nearest unoccupied space if that space is occupied. Once this property is used, it can't be used again until the next dawn." + ] + } + ] + }, + "When you end your attunement to the sphere, the sphere harmlessly detaches from the weapon, and the weapon reverts to a nonmagical piece of equipment." + ] + }, + { + "name": "Donkey", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "MNT", + "rarity": "none", + "value": 800, + "carryingCapacity": 420, + "speed": 40 + }, + { + "name": "Doublet of Dramatic Demise", + "source": "TDCSR", + "page": 195, + "rarity": "common", + "wondrous": true, + "entries": [ + "This striking satin jacket allows you to make the most of your dying moments. When you drop to 0 hit points while wearing this doublet, you do not fall {@condition unconscious}. Instead, you are {@condition incapacitated} and your speed becomes 0, but you can speak and communicate.", + "You make death {@quickref saving throws|PHB|2|1} as normal, but if you roll a 1 on the {@dice d20}, you swoon with a loud gasp and die instantly." + ] + }, + { + "name": "Dowsing Dagger", + "source": "XMtS", + "page": 19, + "rarity": "unknown (magic)", + "entries": [ + "A curved jade blade fashioned by the River Heralds, this {@item +1 dagger} can detect the presence of fresh water within 200 feet of the wielder." + ] + }, + { + "name": "Draakhorn", + "source": "RoT", + "page": 93, + "otherSources": [ + { + "source": "ToD", + "page": 168 + } + ], + "rarity": "artifact", + "wondrous": true, + "entries": [ + "The Draakhorn was a gift from {@creature Tiamat|RoT} in the war between dragons and giants. It was once the horn of her {@creature ancient red dragon} consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire.", + "The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages.", + "Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons\u2014a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.", + "Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry.", + "For any character entering the enclosed space, the sound fades to silence\u2014because any creature that enters the enclosed space is temporarily {@condition deafened} and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains {@condition deafened} for 1 hour after the Draakhorn ceases to sound.", + "While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 ({@damage 6d8}) thunder damage and is knocked {@condition prone}. On a successful save, the creature takes half damage and isn't knocked {@condition prone}." + ], + "hasFluffImages": true + }, + { + "name": "Draconic Longsword", + "source": "ToA", + "page": 173, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "entries": [ + "This longsword has a dragon-shaped hilt. While you carry it, you gain the ability to speak and understand the Draconic language." + ] + }, + { + "name": "Draft Horse", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Draft Horse|XPHB" + ], + "type": "MNT", + "rarity": "none", + "value": 5000, + "carryingCapacity": 540, + "speed": 40 + }, + { + "name": "Draft Horse", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "MNT|XPHB", + "rarity": "none", + "value": 5000, + "carryingCapacity": 540, + "speed": 40 + }, + { + "name": "Dragon", + "source": "WDH", + "page": 169, + "type": "$C", + "rarity": "none", + "value": 100, + "entries": [ + "Gold coin, half again as large as a {@item nib|wdh} (1 dragon = 100 {@item nib|wdh|nibs})" + ] + }, + { + "name": "Dragon Sensing Longsword", + "source": "PotA", + "page": 90, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "This +1 longsword is made of dragon bone and with a dragon-leather grip. It has rubies in its pommel and hilt. The sword grows warm and the rubies glow slightly when the sword is within 120 feet of a dragon." + ] + }, + { + "name": "Dragon Thighbone Club", + "source": "SKT", + "page": 105, + "baseItem": "greatclub|phb", + "type": "M", + "rarity": "unknown (magic)", + "reqAttune": "optional", + "weight": 250, + "weaponCategory": "simple", + "property": [ + "2H" + ], + "dmg1": "1d8", + "dmgType": "B", + "entries": [ + "This red dragon's thighbone is 14 feet long, 250 lbs, and is wrapped in old leather, suggesting that it was once used as a giant's greatclub.", + "When you hit a creature of the dragon type with this weapon, it deals an extra {@damage 2d8} bludgeoning damage.", + "If you attune to the greatclub, it magically shrinks to a size that you can wield effectively." + ] + }, + { + "name": "Dragon's Blood", + "source": "ERLW", + "page": 244, + "type": "OTH", + "rarity": "none", + "entries": [ + "Introduced into Sharn by Daask, dragon's blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug's effects are potentially dangerous and always unpredictable. This isn't something a player character should want to use; adventurers are more likely to interfere with Daask smugglers or deal with an addict who accidentally casts a {@spell fireball} in a crowded street. The specific effects of dragon's blood are up to you, but you can take inspiration from the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB}." + ] + }, + { + "name": "Dragonchess Set", + "source": "PHB", + "page": 154, + "basicRules": true, + "reprintedAs": [ + "Dragonchess Set|XPHB" + ], + "type": "GS", + "rarity": "none", + "weight": 0.5, + "value": 100 + }, + { + "name": "Dragonchess Set", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "GS|XPHB", + "rarity": "none", + "value": 100, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Wisdom" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Discern whether someone is cheating ({@dc 10}), or win the game ({@dc 20})" + ] + } + ] + } + ] + }, + { + "name": "Dragongleam", + "source": "HotDQ", + "page": 84, + "otherSources": [ + { + "source": "ToD", + "page": 84 + } + ], + "baseItem": "spear|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 3, + "weaponCategory": "simple", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "charges": 10, + "entries": [ + "This spear is enchanted with 10 charges of a {@spell daylight} spell for use in twilight or dark forest underbrush. The command phrase is \"Tiamat's eyes shine,\" written in Draconic runes on the spear's crossguard." + ], + "attachedSpells": [ + "daylight" + ] + }, + { + "name": "Dragonguard", + "source": "LMoP", + "page": 48, + "reprintedAs": [ + "Dragonguard|PaBTSO" + ], + "type": "MA", + "rarity": "rare", + "weight": 20, + "ac": 14, + "bonusAc": "+1", + "entries": [ + "You have a +1 bonus to AC while wearing this armor.", + "This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type." + ] + }, + { + "name": "Dragonguard", + "source": "PaBTSO", + "page": 72, + "baseItem": "breastplate|PHB", + "type": "MA", + "rarity": "rare", + "weight": 20, + "ac": 14, + "bonusAc": "+1", + "entries": [ + "You have a +1 bonus to AC while wearing this armor.", + "This breastplate has a gold dragon motif worked into its design. Created for a human hero of old Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of Dragons.", + "This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered." + ] + }, + { + "name": "Dragonstaff of Ahghairon", + "source": "WDH", + "page": 191, + "rarity": "legendary", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d10}", + "charges": 10, + "staff": true, + "entries": [ + "While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles).", + "A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward (see \"Ahghairon's Dragonward,\" in the Introduction). This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit.", + "The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the {@spell command} spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains {@dice 1d10} charges daily at dawn." + ], + "attachedSpells": [ + "command" + ], + "hasFluffImages": true + }, + { + "name": "Dragontooth Dagger", + "source": "RoT", + "page": 94, + "otherSources": [ + { + "source": "ToD", + "page": 178 + } + ], + "baseItem": "dagger|phb", + "type": "M", + "rarity": "rare", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard.", + "You gain a +1 bonus to attack and damage rolls made with this weapon. On a hit with this weapon, the target takes an extra {@damage 1d6} acid damage.", + { + "name": "Draconic Potency", + "type": "entries", + "entries": [ + "Against enemies of the Cult of the Dragon, the dagger's bonus to attack and damage rolls increases to 2, and the extra acid damage increases to {@dice 2d6}." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Dread Helm", + "source": "XGE", + "page": 137, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "This fearsome steel helm makes your eyes glow red while you wear it." + ], + "hasFluffImages": true + }, + { + "name": "Dreamlily", + "source": "ERLW", + "page": 244, + "type": "OTH", + "rarity": "none", + "entries": [ + "A psychoactive liquid that smells and tastes like your favorite beverage, essence of dreamlily is a Sarlonan opiate. First imported to help manage pain during the Last War, it's now the most commonly abused substance in Sharn. Though dreamlily isn't illegal if used for medicinal purposes, it's heavily taxed, and thus most dreamlily is smuggled in and sold on the black market. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. A dose of dreamlily costs around 1 gp, or up to ten times that if purchased through legal channels. There are many varieties of the drug, however, and the duration or the price might vary accordingly." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Driftglobe", + "source": "DMG", + "page": 166, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "weight": 1, + "entries": [ + "This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the {@spell light} or {@spell daylight} spell. Once used, the {@spell daylight} effect can't be used again until the next dawn.", + "You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out." + ], + "attachedSpells": [ + "light", + "daylight" + ], + "lootTables": [ + "Magic Item Table A", + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Drow Poison", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 20000, + "poison": true, + "entries": [ + "This poison is typically made only by the {@creature drow}, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the creature is also {@condition unconscious} while {@condition poisoned} in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake." + ], + "poisonTypes": [ + "injury" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Drown", + "source": "PotA", + "page": 224, + "baseItem": "trident|phb", + "type": "M", + "resist": [ + "cold" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 4, + "weaponCategory": "martial", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "grantsLanguage": true, + "bonusWeapon": "+1", + "entries": [ + "A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of {@creature Olhydra|pota}, the Princess of Evil Water.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the targets take an extra {@damage 1d8} cold damage.", + { + "name": "Water Mastery", + "type": "entries", + "entries": [ + "You gain the following benefits while you hold Drown:" + ] + }, + { + "type": "list", + "items": [ + "You can speak Aquan fluently.", + "You have resistance to cold damage.", + "You can cast {@spell dominate monster} (save DC 17) on a {@creature water elemental}. Once you have done so, Drown can't be used this way again until the next dawn." + ] + }, + { + "name": "Tears of Endless Anguish", + "type": "entries", + "entries": [ + "While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a {@item devastation orb of water|PotA}. Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn." + ] + }, + { + "name": "Flaw", + "type": "entries", + "entries": [ + "Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: \"I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine.\" In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a {@spell greater restoration} spell or similar magic, but not while you are attuned to the weapon." + ] + } + ], + "attachedSpells": [ + "dominate monster" + ], + "hasFluffImages": true + }, + { + "name": "Dungeoneer's Pack", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dungeoneer's Pack|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 61.5, + "value": 1200, + "entries": [ + "Includes:", + { + "type": "list", + "items": [ + "a {@item backpack|phb}", + "a {@item crowbar|phb}", + "a {@item hammer|phb}", + "10 {@item piton|phb|pitons}", + "10 {@item torch|phb|torches}", + "a {@item tinderbox|phb}", + "10 days of {@item Rations (1 day)|phb|rations}", + "a {@item waterskin|phb}", + "{@item Hempen Rope (50 feet)|phb|50 feet of hempen rope}" + ] + } + ], + "packContents": [ + "backpack|phb", + "crowbar|phb", + "hammer|phb", + { + "item": "piton|phb", + "quantity": 10 + }, + { + "item": "torch|phb", + "quantity": 10 + }, + "tinderbox|phb", + { + "item": "rations (1 day)|phb", + "quantity": 10 + }, + "waterskin|phb", + "hempen rope (50 feet)|phb" + ] + }, + { + "name": "Dungeoneer's Pack", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 55, + "value": 1200, + "entries": [ + "A Dungeoneer's Pack contains the following items: {@item Backpack|XPHB}, {@item Caltrops|XPHB}, {@item Crowbar|XPHB}, 2 flasks of {@item Oil|XPHB}, 10 days of {@item Rations|XPHB}, {@item Rope|XPHB}, {@item Tinderbox|XPHB}, 10 {@item Torch|XPHB|Torches}, and {@item Waterskin|XPHB}." + ], + "packContents": [ + "backpack|xphb", + "caltrops|xphb", + "crowbar|xphb", + { + "item": "oil|xphb", + "quantity": 2 + }, + { + "item": "rations|xphb", + "quantity": 10 + }, + "rope|xphb", + "tinderbox|xphb", + { + "item": "torch|xphb", + "quantity": 10 + }, + "waterskin|xphb" + ] + }, + { + "name": "Duplicitous Manuscript", + "source": "TCE", + "page": 126, + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Wizard" + ], + "entries": [ + "To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance.", + "When found, the book contains the following spells: {@spell hallucinatory terrain}, {@spell major image}, {@spell mirror image}, {@spell mislead}, {@spell Nystul's magic aura}, {@spell phantasmal force}, and {@spell silent image}. It functions as a spellbook for you.", + "While you are holding the book, you can use it as a spellcasting focus for your wizard spells.", + "The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.", + "When a creature you can see makes an Intelligence ({@skill Investigation}) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll." + ] + } + ], + "attachedSpells": [ + "hallucinatory terrain", + "major image", + "mirror image", + "mislead", + "nystul's magic aura", + "phantasmal force", + "silent image" + ] + }, + { + "name": "Duskcrusher", + "source": "EGW", + "page": 266, + "baseItem": "warhammer|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "R", + "dmg2": "1d10", + "bonusWeapon": "+2", + "entries": [ + "This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear.", + "While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra {@damage 1d8} radiant damage.", + "While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the {@spell sunbeam} spell (save DC 15) from the weapon, and this action can't be used again until the next dawn." + ], + "attachedSpells": [ + "sunbeam" + ], + "hasFluffImages": true + }, + { + "name": "Dust of Corrosion", + "source": "WBtW", + "page": 209, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking {@damage 4d8} necrotic damage on a failed save, or half as much damage on a successful one.", + "Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use." + ] + }, + { + "name": "Dust of Deliciousness", + "source": "EGW", + "page": 267, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings." + ] + }, + { + "name": "Dust of Disappearance", + "source": "DMG", + "page": 166, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become {@condition invisible} for {@dice 2d4} minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature." + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ], + "hasFluffImages": true + }, + { + "name": "Dust of Dryness", + "source": "DMG", + "page": 166, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This small packet contains {@dice 1d6 + 4} pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.", + "Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.", + "An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking {@damage 10d6} necrotic damage on a failed save, or half as much damage on a successful one." + ], + "lootTables": [ + "Magic Item Table B" + ] + }, + { + "name": "Dust of Sneezing and Choking", + "source": "DMG", + "page": 166, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "Found in a small container, this powder resembles very fine sand. It appears to be {@item dust of disappearance}, and an {@spell identify} spell reveals it to be such. There is enough of it for one use.", + "When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is {@condition incapacitated} and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The {@spell lesser restoration} spell can also end the effect on a creature." + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Dust of the Mummy", + "source": "IMR", + "page": 93, + "rarity": "none", + "poison": true, + "entries": [ + "This poison is created during a mummy's embalming process, distilled from the dead creature's removed organs. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed creature can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the creature's hit point maximum to 0, the creature dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or similar magic." + ], + "poisonTypes": [ + "inhaled" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Dwarven Plate", + "source": "DMG", + "page": 167, + "srd": true, + "baseItem": "plate armor|phb", + "type": "HA", + "tier": "major", + "rarity": "very rare", + "weight": 65, + "ac": 18, + "strength": "15", + "bonusAc": "+2", + "stealth": true, + "entries": [ + "While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Dwarven Thrower", + "source": "DMG", + "page": 167, + "srd": true, + "baseItem": "warhammer|phb", + "type": "M", + "tier": "major", + "rarity": "very rare", + "reqAttune": "by a dwarf", + "reqAttuneTags": [ + { + "race": "dwarf" + } + ], + "weight": 2, + "weaponCategory": "martial", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra {@damage 1d8} damage or, if the target is a giant, {@damage 2d8} damage. Immediately after the attack, the weapon flies back to your hand." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Dynamite", + "source": "TDCSR", + "page": 100, + "type": "EXP|DMG", + "rarity": "none", + "value": 10000, + "range": "30", + "dmg1": "6d6", + "dmgType": "F", + "entries": [ + "This bundle of explosives can be lit and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures and objects within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw}, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Dynamite (stick)", + "source": "DMG", + "page": 268, + "type": "EXP|DMG", + "rarity": "none", + "weight": 1, + "age": "modern", + "entries": [ + "As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking {@damage 3d6} bludgeoning damage on a failed save, or half as much damage on a successful one.", + "A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by {@damage 1d6} (to a maximum of {@damage 10d6}) and the burst radius by 5 feet (to a maximum of 20 feet).", + "Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Dyrrn's Tentacle Whip", + "source": "ERLW", + "page": 276, + "baseItem": "whip|phb", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+2", + "entries": [ + "This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.", + "You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra {@damage 1d6} psychic damage. When you roll a 20 on the {@dice d20} for an attack roll with this weapon, the target is {@condition stunned} until the end of its next turn.", + "As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.", + { + "type": "entries", + "name": "Symbiotic Nature", + "entries": [ + "The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you." + ] + } + ] + }, + { + "name": "Eagle Whistle", + "source": "TftYP", + "page": 228, + "rarity": "rare", + "wondrous": true, + "weight": 1, + "modifySpeed": { + "equal": { + "fly": "walk" + }, + "multiply": { + "fly": 2 + } + }, + "entries": [ + "While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn." + ] + }, + { + "name": "Ear Horn of Hearing", + "source": "XGE", + "page": 137, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "While held up to your ear, this horn suppresses the effects of the {@condition deafened} condition on you, allowing you to hear normally." + ] + }, + { + "name": "Earring of Message", + "source": "CRCotN", + "page": 212, + "rarity": "common", + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 1}", + "charges": 5, + "entries": [ + "The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the {@spell message} spell. The earring regains {@dice 1d4 + 1} expended charges daily at dawn." + ], + "attachedSpells": [ + "message" + ], + "hasFluffImages": true + }, + { + "name": "Earthboard", + "source": "TDCSR", + "page": 198, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 40, + "modifySpeed": { + "static": { + "burrow": 20, + "walk": 60 + } + }, + "entries": [ + "An earthboard is a slab of granite about three inches thick, nine feet long, and two feet wide, with smooth, tapered ends. However, its mundane appearance belies its unique elemental power, which reduces its weight to 40 pounds while a creature is attuned to it. {@book The Earth Ashari of Terrah|TDCSR|3|Terrah} can often be seen with these stone boards upon their backs as they trek into the crags of the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}.", + "While standing on an earthboard, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your speed increases to 60 feet as the board skims across solid ground (but not liquid surfaces).", + "If you ramp off a surface of solid earth, you can {@quickref jumping|PHB|4|0|long jump} up to 60 feet. When you end this {@quickref jumping|PHB|4|0|jump}, you can choose to slam into the ground, creating a shockwave. Each creature standing on the ground within 20 feet of you must succeed on a {@dc 14} Strength {@quickref saving throws|PHB|2|1|saving throw} or fall {@condition prone}.", + "You have a burrowing speed of 20 feet that allows you to tunnel through earth or solid rock, leaving a 5-foot-diameter tunnel in your wake. As an action, you can increase this burrowing speed to 60 feet until the start of your next turn.", + "The earthboard always moves with you until you decide to dismount it (no action required)." + ] + }, + "These benefits last until you end your turn not standing on the earthboard." + ] + }, + { + "name": "Earworm", + "source": "ERLW", + "page": 277, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, + "entries": [ + "To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.", + { + "type": "entries", + "name": "Spells", + "entries": [ + "The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): {@spell detect thoughts} (2 charges) or {@spell dissonant whispers} (1 charge). Each time you use the earworm to cast the {@spell detect thoughts} spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr.", + "The earworm regains {@dice 1d4} expended charges daily at dawn." + ] + }, + { + "type": "entries", + "name": "Symbiotic Nature", + "entries": [ + "The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body." + ] + } + ], + "attachedSpells": [ + "dissonant whispers", + "detect thoughts" + ] + }, + { + "name": "Echo Stone", + "source": "TDCSR", + "page": 195, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This dull-blue river stone is soft to the touch, and makes remarkably little sound if dropped. When an echo stone is squeezed as an action, it glows faintly for 1 minute. The stone records all sound made within 15 feet of it while glowing, then repeats that recorded sound at an equal volume once every 5 minutes. This cycle of repetition continues until the stone is squeezed again as an action, which silences it. Squeezing the stone twice in quick succession as an action causes it to play the sounds it has most recently recorded, rather than recording new sounds." + ] + }, + { + "name": "Efreeti Bottle", + "source": "DMG", + "page": 167, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 1, + "entries": [ + "This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an {@creature efreeti} appears in an unoccupied space within 30 feet of you.", + "The first time the bottle is opened, the DM rolls to determine what happens.", + { + "type": "table", + "colLabels": [ + "{@dice d100}", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01-10", + "The {@creature efreeti} attacks you. After fighting for 5 rounds, the {@creature efreeti} disappears, and the bottle loses its magic." + ], + [ + "11-90", + "The {@creature efreeti} serves you for 1 hour, doing as you command. Then the {@creature efreeti} returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the {@creature efreeti} escapes and disappears, and the bottle loses its magic." + ], + [ + "91-00", + "The {@creature efreeti} can cast the {@spell wish} spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic." + ] + ] + } + ], + "attachedSpells": [ + "wish" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Efreeti Chain", + "source": "DMG", + "page": 167, + "type": "HA", + "immune": [ + "fire" + ], + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "weight": 55, + "ac": 16, + "strength": "13", + "bonusAc": "+3", + "stealth": true, + "entries": [ + "While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground." + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Elder Cartographer's Glossography", + "source": "AI", + "page": 20, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer's glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations." + ] + }, + { + "name": "Eldritch Claw Tattoo", + "source": "TCE", + "page": 126, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "bonusWeapon": "+1", + "entries": [ + "Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Magical Strikes", + "entries": [ + "While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes." + ] + }, + { + "type": "entries", + "name": "Eldritch Maul", + "entries": [ + "As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra {@damage 1d6} force damage on a hit. Once used, this bonus action can't be used again until the next dawn." + ] + } + ] + }, + { + "name": "Eldritch Staff", + "source": "WBtW", + "page": 209, + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.", + "The staff has 10 charges and regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.", + { + "type": "entries", + "name": "Eldritch Attack", + "entries": [ + "When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra {@damage 1d8} lightning damage." + ] + }, + { + "type": "entries", + "name": "Eldritch Escape", + "entries": [ + "If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn {@condition invisible} and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain {@condition invisible} until the start of your next turn or until you attack, cast a spell, or deal damage." + ] + } + ] + }, + { + "name": "Electrum (ep)", + "source": "PHB", + "page": 143, + "type": "$C", + "rarity": "none", + "weight": 0.02, + "value": 50, + "entries": [ + "Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).", + "With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.", + "One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.", + "One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.", + "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", + "A standard coin weighs about a third of an ounce, so fifty coins weigh a pound." + ], + "hasFluffImages": true + }, + { + "name": "Electrum 50-Zib Coin", + "source": "GGR", + "page": 9, + "type": "$C", + "rarity": "none", + "value": 50 + }, + { + "name": "Elemental Essence Shard", + "source": "TCE", + "page": 127, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "entries": [ + "This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "Roll a {@dice d4} and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.", + { + "type": "table", + "caption": "Elemental Essence Shards", + "colLabels": [ + "d4", + "Element", + "Shard" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center", + "col-8" + ], + "rows": [ + [ + "1", + "Air", + "{@item Elemental Essence Shard (Air)|TCE}" + ], + [ + "2", + "Earth", + "{@item Elemental Essence Shard (Earth)|TCE}" + ], + [ + "3", + "Fire", + "{@item Elemental Essence Shard (Fire)|TCE}" + ], + [ + "4", + "Water", + "{@item Elemental Essence Shard (Water)|TCE}" + ] + ] + } + ] + }, + { + "name": "Elemental Essence Shard (Air)", + "source": "TCE", + "page": 127, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:", + { + "type": "entries", + "name": "Property", + "entries": [ + "You can immediately fly up to 60 feet without provoking opportunity attacks." + ] + } + ] + }, + { + "name": "Elemental Essence Shard (Earth)", + "source": "TCE", + "page": 127, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:", + { + "type": "entries", + "name": "Property", + "entries": [ + "You gain resistance to a damage type of your choice until the start of your next turn." + ] + } + ] + }, + { + "name": "Elemental Essence Shard (Fire)", + "source": "TCE", + "page": 127, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:", + { + "type": "entries", + "name": "Property", + "entries": [ + "One target of the spell that you can see catches fire. The burning target takes {@damage 2d10} fire damage at the start of its next turn, and then the flames go out." + ] + } + ] + }, + { + "name": "Elemental Essence Shard (Water)", + "source": "TCE", + "page": 127, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:", + { + "type": "entries", + "name": "Property", + "entries": [ + "You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes {@damage 2d6} cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall {@condition prone}." + ] + } + ] + }, + { + "name": "Elemental Gem, Blue Sapphire", + "source": "DMG", + "page": 167, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This gem contains a mote of elemental energy. When you use an action to break the gem, an {@creature air elemental} is summoned as if you had cast the {@spell conjure elemental} spell, and the gem's magic is lost." + ], + "attachedSpells": [ + "conjure elemental" + ] + }, + { + "name": "Elemental Gem, Emerald", + "source": "DMG", + "page": 167, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This gem contains a mote of elemental energy. When you use an action to break the gem, a {@creature water elemental} is summoned as if you had cast the {@spell conjure elemental} spell, and the gem's magic is lost." + ], + "attachedSpells": [ + "conjure elemental" + ] + }, + { + "name": "Elemental Gem, Red Corundum", + "source": "DMG", + "page": 167, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This gem contains a mote of elemental energy. When you use an action to break the gem, a {@creature fire elemental} is summoned as if you had cast the {@spell conjure elemental} spell, and the gem's magic is lost." + ], + "attachedSpells": [ + "conjure elemental" + ] + }, + { + "name": "Elemental Gem, Yellow Diamond", + "source": "DMG", + "page": 167, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This gem contains a mote of elemental energy. When you use an action to break the gem, an {@creature earth elemental} is summoned as if you had cast the {@spell conjure elemental} spell, and the gem's magic is lost." + ], + "attachedSpells": [ + "conjure elemental" + ] + }, + { + "name": "Elephant", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Elephant|XPHB" + ], + "type": "MNT", + "rarity": "none", + "value": 20000, + "carryingCapacity": 1320, + "speed": 40 + }, + { + "name": "Elephant", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "MNT|XPHB", + "rarity": "none", + "value": 20000, + "carryingCapacity": 1320, + "speed": 40 + }, + { + "name": "Elixir of Health", + "source": "DMG", + "page": 168, + "type": "P", + "tier": "minor", + "rarity": "rare", + "entries": [ + "When you drink this potion, it cures any disease afflicting you, and it removes the {@condition blinded}, {@condition deafened}, {@condition paralyzed}, and {@condition poisoned} conditions. The clear red liquid has tiny bubbles of light in it." + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Elven Chain", + "source": "DMG", + "page": 168, + "srd": true, + "type": "MA", + "tier": "major", + "rarity": "rare", + "weight": 20, + "ac": 13, + "grantsProficiency": true, + "bonusAc": "+1", + "entries": [ + "You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Elven Thrower", + "source": "BGG", + "page": 64, + "baseItem": "spear|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": "by a elf", + "reqAttuneTags": [ + { + "race": "elf" + } + ], + "weight": 3, + "weaponCategory": "simple", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "bonusWeapon": "+3", + "entries": [ + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra {@damage 1d8} damage or, if the target is a Giant, {@damage 2d8} damage. Immediately after the attack, the weapon flies back to your hand." + ] + }, + { + "name": "Elven Trinket", + "source": "MTF", + "page": 64, + "type": "G", + "rarity": "none", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A small notebook that causes anything written in it to disappear after 1 hour" + ], + [ + "2", + "A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light" + ], + [ + "3", + "A small golden pyramid inscribed with elven symbols and about the size of a walnut" + ], + [ + "4", + "A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again" + ], + [ + "5", + "A golden compass that points toward the nearest portal to the Feywild within 10 miles" + ], + [ + "6", + "A small silver spinning top that, when spun, endlessly spins until interrupted" + ], + [ + "7", + "A small songbird made of enamel, gold wire, and precious stone; uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong" + ], + [ + "8", + "A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers; plucking a single flower from this vine returns it to its inanimate form" + ] + ] + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Emblem", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Emblem|XPHB" + ], + "type": "SCF", + "scfType": "holy", + "rarity": "none", + "value": 500 + }, + { + "name": "Emblem", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "SCF|XPHB", + "scfType": "holy", + "rarity": "none", + "value": 500, + "entries": [ + "For an Emblem to be an effective Holy Symbol, it must be borne on fabric (such as a tabard or banner) or a {@item Shield|XPHB}." + ] + }, + { + "name": "Embroidered glove set with jewel chips", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Embroidered silk and velvet mantle set with numerous moonstones", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Embroidered silk handkerchief", + "source": "DMG", + "page": 134, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Emerald", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 100000, + "entries": [ + "A transparent deep bright green gemstone." + ] + }, + { + "name": "Emerald Pen", + "source": "FTD", + "page": 23, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast {@spell illusory script} at will, requiring no material components." + ], + "attachedSpells": [ + "illusory script" + ] + }, + { + "name": "Enchanted Three-Dragon Ante Set", + "source": "LLK", + "page": 15, + "_copy": { + "name": "Three-Dragon Ante Set", + "source": "PHB", + "_mod": { + "entries": { + "mode": "appendArr", + "items": "One card in this deck is enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time, but the deck is worth 500 gp to any serious gambler who doesn't mind the risk\u2014or who isn't told about it." + } + } + }, + "value": null + }, + { + "name": "Enduring Spellbook", + "source": "XGE", + "page": 137, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age." + ] + }, + { + "name": "Entertainer's Pack", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Entertainer's Pack|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 38, + "value": 4000, + "entries": [ + "Includes:", + { + "type": "list", + "items": [ + "a {@item backpack|phb}", + "a {@item bedroll|phb}", + "2 {@item Costume Clothes|phb|costumes}", + "5 {@item candle|phb|candles}", + "5 days of {@item Rations (1 day)|phb|rations}", + "a {@item waterskin|phb}", + "a {@item disguise kit|phb}" + ] + } + ], + "packContents": [ + "backpack|phb", + "bedroll|phb", + { + "item": "costume clothes|phb", + "quantity": 2 + }, + { + "item": "candle|phb", + "quantity": 5 + }, + { + "item": "rations (1 day)|phb", + "quantity": 5 + }, + "waterskin|phb", + "disguise kit|phb" + ] + }, + { + "name": "Entertainer's Pack", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 58.5, + "value": 4000, + "entries": [ + "An Entertainer's Pack contains the following items: {@item Backpack|XPHB}, {@item Bedroll|XPHB}, {@item Bell|XPHB}, {@item Bullseye Lantern|XPHB}, 3 {@item Costume|XPHB|Costumes}, {@item Mirror|XPHB}, 8 flasks of {@item Oil|XPHB}, 9 days of {@item Rations|XPHB}, {@item Tinderbox|XPHB}, and {@item Waterskin|XPHB}." + ], + "packContents": [ + "backpack|xphb", + "bedroll|xphb", + "bell|xphb", + "bullseye lantern|xphb", + { + "item": "costume|xphb", + "quantity": 3 + }, + "mirror|xphb", + { + "item": "oil|xphb", + "quantity": 8 + }, + { + "item": "rations|xphb", + "quantity": 9 + }, + "tinderbox|xphb", + "waterskin|xphb" + ] + }, + { + "name": "Ephixis, Bow of Nylea", + "source": "MOT", + "page": 200, + "baseItem": "shortbow|PHB", + "type": "R", + "rarity": "artifact", + "reqAttune": true, + "weight": 2, + "weaponCategory": "simple", + "property": [ + "A", + "2H" + ], + "range": "80/320", + "dmg1": "1d6", + "dmgType": "P", + "bonusWeapon": "+3", + "critThreshold": 19, + "entries": [ + "Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant.", + { + "type": "entries", + "name": "Bow of the Wild", + "entries": [ + "This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon's long range. Additionally, Ephixis scores a critical hit on a {@dice d20} roll of 19 or 20." + ] + }, + { + "type": "entries", + "name": "Blessing of the Wild", + "entries": [ + "If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Piety 10+", + "entry": "The bow has 1 randomly determined {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property." + }, + { + "type": "item", + "name": "Piety 25+", + "entry": "The bow has 1 randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property." + } + ] + }, + "If you aren't a worshiper of Nylea, the bow has 1 randomly determined {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property.", + "See \"Artifacts\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties." + ] + }, + { + "type": "entries", + "name": "Arrows of the Seasons", + "entries": [ + "The four arrows\u2014each associated with a season\u2014that accompany this bow can be fired only from it. Each arrow disappears immediately after it's used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property:" + ] + }, + { + "type": "entries", + "name": "Spring", + "entries": [ + "As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the {@spell awaken} spell for 8 hours." + ] + }, + { + "type": "entries", + "name": "Summer", + "entries": [ + "As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a {@creature tiger} with the {@book Nyxborn traits|MOT|6|Nyxborn Creatures} from chapter 6). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away." + ] + }, + { + "type": "entries", + "name": "Autumn", + "entries": [ + "As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the {@spell wall of thorns} spell there." + ] + }, + { + "type": "entries", + "name": "Winter", + "entries": [ + "As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the {@spell ice storm} spell there." + ] + }, + { + "type": "entries", + "name": "Destroying the Bow", + "entries": [ + "The bow can't be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust." + ] + } + ], + "ammoType": "arrow|phb", + "attachedSpells": [ + "awaken", + "wall of thorns", + "ice storm" + ], + "hasFluffImages": true + }, + { + "name": "Ersatz Eye", + "source": "XGE", + "page": 137, + "otherSources": [ + { + "source": "EGW" + } + ], + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye." + ] + }, + { + "name": "Essence of Ether", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 30000, + "poison": true, + "entries": [ + "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for 8 hours. The {@condition poisoned} creature is {@condition unconscious}. The creature wakes up if it takes damage or if another creature takes an action to shake it awake." + ], + "poisonTypes": [ + "inhaled" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Euryale Card", + "source": "BMT", + "page": 13, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card at one creature you can see within 30 feet of yourself and attempt to turn it to stone. The target must succeed on a {@dc 17} Constitution saving throw, or it begins to turn to stone and has the {@condition restrained} condition. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the {@condition petrified} condition (instead of the {@condition restrained} condition) until it is removed by the {@spell Greater Restoration} spell or similar magic. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Euryale's Aegis", + "source": "BMT", + "page": 35, + "baseItem": "shield|PHB", + "type": "S", + "resist": [ + "poison" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 6, + "ac": 2, + "entries": [ + "This gleaming brass shield bears a relief of the legendary medusa druid {@creature Euryale|BMT}.", + "While wielding this shield, you gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Blessing of Euryale", + "entries": [ + "You have resistance to poison damage and are immune to the {@condition petrified} condition." + ] + }, + { + "type": "item", + "name": "Petrifying Heraldry", + "entries": [ + "As a bonus action, you can make the front of the shield flare with a medusa's petrifying magic, causing the relief's eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the {@condition restrained} condition as its body turns to stone. The {@condition restrained} creature must make another DC 20 Constitution saving throw at the start of its next turn. On a failed save, the creature has the {@condition petrified} condition for 24 hours. On a successful save, the {@condition restrained} condition ends. Once this bonus action is used, it can't be used again until the next dawn." + ] + }, + { + "type": "item", + "name": "Spellcasting", + "entries": [ + "While wielding the shield, you can use an action to cast one of the following spells from it: {@spell Lesser Restoration}, {@spell Locate Creature}, {@spell Transport via Plants}. Once you use the shield to cast a spell, the shield can't cast that spell again until the next dawn." + ] + } + ] + } + ], + "attachedSpells": [ + "lesser restoration", + "locate creature", + "transport via plants" + ], + "hasFluffImages": true + }, + { + "name": "Everbright Lantern", + "source": "ERLW", + "page": 277, + "rarity": "common", + "wondrous": true, + "entries": [ + "This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a {@spell continual flame} spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light." + ] + }, + { + "name": "Eversmoking Bottle", + "source": "DMG", + "page": 168, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "weight": 1, + "entries": [ + "Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.", + "The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round." + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Exotic Saddle", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Exotic Saddle|XPHB" + ], + "type": "TAH", + "rarity": "none", + "weight": 40, + "value": 6000, + "entries": [ + "An exotic saddle is required for riding any aquatic or flying mount." + ] + }, + { + "name": "Exotic Saddle", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "TAH|XPHB", + "rarity": "none", + "weight": 40, + "value": 6000, + "entries": [ + "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. An Exotic Saddle is required for riding an aquatic or a flying mount." + ] + }, + { + "name": "Explorer's Pack", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Explorer's Pack|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 59, + "value": 1000, + "entries": [ + "Includes:", + { + "type": "list", + "items": [ + "a {@item backpack|phb}", + "a {@item bedroll|phb}", + "a {@item mess kit|phb}", + "a {@item tinderbox|phb}", + "10 {@item torch|phb|torches}", + "10 days of {@item Rations (1 day)|phb|rations}", + "a {@item waterskin|phb}", + "{@item Hempen Rope (50 feet)|phb|50 feet of hempen rope}" + ] + } + ], + "packContents": [ + "backpack|phb", + "bedroll|phb", + "mess kit|phb", + "tinderbox|phb", + { + "item": "torch|phb", + "quantity": 10 + }, + { + "item": "rations (1 day)|phb", + "quantity": 10 + }, + "waterskin|phb", + "hempen rope (50 feet)|phb" + ] + }, + { + "name": "Explorer's Pack", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 55, + "value": 1000, + "entries": [ + "An Explorer's Pack contains the following items: {@item Backpack|XPHB}, {@item Bedroll|XPHB}, 2 flasks of {@item Oil|XPHB}, 10 days of {@item Rations|XPHB}, {@item Rope|XPHB}, {@item Tinderbox|XPHB}, 10 {@item Torch|XPHB|Torches}, and {@item Waterskin|XPHB}." + ], + "packContents": [ + "backpack|xphb", + "bedroll|xphb", + { + "item": "oil|xphb", + "quantity": 2 + }, + { + "item": "rations|xphb", + "quantity": 10 + }, + "rope|xphb", + "tinderbox|xphb", + { + "item": "torch|xphb", + "quantity": 10 + }, + "waterskin|xphb" + ] + }, + { + "name": "Explosive Seed", + "source": "EGW", + "page": 225, + "type": "G", + "rarity": "none", + "entries": [ + "This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking {@damage 1d8} bludgeoning damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Eye Agate", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "A translucent circles of gray, white, brown, blue, or green gemstone." + ] + }, + { + "name": "Eye of Vecna", + "source": "DMG", + "page": 224, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 4}", + "charges": 8, + "entries": [ + "Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.", + "{@creature Orcus|MTF}, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a {@creature lich}. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.", + "Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.", + "The Eye of Vecna and the {@item Hand of Vecna} might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.", + "To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.", + "To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.", + { + "name": "Random Properties", + "type": "entries", + "entries": [ + "The Eye of Vecna and the {@item Hand of Vecna} each have the following random properties:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial property}", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}" + ] + } + ] + }, + { + "name": "Properties of the Eye", + "type": "entries", + "entries": [ + "Your alignment changes to neutral evil, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You have {@sense truesight}.", + "You can use an action to see as if you were wearing a {@item ring of X-ray vision}. You can end this effect as a bonus action.", + "The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: {@spell clairvoyance} (2 charges), {@spell crown of madness} (1 charge), {@spell disintegrate} (4 charges), {@spell dominate monster} (5 charges), or {@spell eyebite} (4 charges). The eye regains {@dice 1d4 + 4} expended charges daily at dawn. Each time you cast a spell from the eye, there is a {@chance 5} chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control." + ] + } + ] + }, + { + "name": "Properties of the Eye and Hand", + "type": "entries", + "entries": [ + "If you are attuned to both the hand and eye, you gain the following additional benefits:", + { + "type": "list", + "items": [ + "You are immune to disease and poison.", + "Using the eye's X-ray vision never causes you to suffer {@condition exhaustion}.", + "You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@status surprised}.", + "If you start your turn with at least 1 hit point, you regain {@dice 1d10} hit points.", + "If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the {@item Hand of Vecna}. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.", + "You can use an action to cast {@spell wish}. This property can't be used again until 30 days have passed." + ] + } + ] + }, + { + "name": "Destroying the Eye and Hand", + "type": "entries", + "entries": [ + "If the Eye of Vecna and the {@item Hand of Vecna} are both attached to the same creature, and that creature is slain by the {@item Sword of Kas}, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered." + ] + } + ], + "attachedSpells": [ + "wish", + "clairvoyance", + "crown of madness", + "disintegrate", + "dominate monster", + "eyebite" + ], + "hasFluffImages": true + }, + { + "name": "Eye patch with a mock eye set in blue sapphire and moonstone", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Eye patch with a mock eye set in blue sapphire and moonstone (Brazen Coalition)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Eyes of Charming", + "source": "DMG", + "page": 168, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the {@spell charm person} spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "attachedSpells": [ + "charm person" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Eyes of Minute Seeing", + "source": "DMG", + "page": 168, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence ({@skill Investigation}) checks that rely on sight while searching an area or studying an object within that range." + ], + "lootTables": [ + "Magic Item Table C" + ] + }, + { + "name": "Eyes of the Eagle", + "source": "DMG", + "page": 168, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Fabulist Gem", + "source": "BMT", + "page": 36, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This glittering red gem is commonly found embedded in a ring or brooch.", + "While wearing the gem, you gain the following benefits.", + { + "type": "entries", + "name": "Counterfeit Coins", + "entries": [ + "You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Illusory Fashion", + "entries": [ + "As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you're wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection." + ] + } + ] + }, + { + "name": "Faerie Dust", + "source": "SKT", + "page": 35, + "type": "OTH", + "rarity": "unknown (magic)", + "entries": [ + "A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a pinch of faerie dust is sprinkled on a creature, roll percentile dice and consult the Faerie Dust table to determine the effect.", + { + "type": "table", + "caption": "Faerie Dust", + "colLabels": [ + "d100", + "Magical Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01-70", + "The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes." + ], + [ + "71-80", + "The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall {@condition unconscious} for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action." + ], + [ + "81-90", + "The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a {@spell confusion} spell." + ], + [ + "91-00", + "The creature sprinkled with dust becomes {@condition invisible} for 1 hour. Any equipment it is wearing or carrying is {@condition invisible} as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell." + ] + ] + } + ] + }, + { + "name": "Failed Experiment Wand", + "source": "AI", + "page": 162, + "type": "WD|DMG", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 2, + "entries": [ + "This wand has 2 charges. While holding it, you can use an action to expend 1 or more of its charges to cast either a green-flamed {@spell fireball} or a blue {@spell lightning bolt} at random from it (save DC 15).", + "For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed." + ], + "attachedSpells": [ + "fireball", + "lightning bolt" + ] + }, + { + "name": "Falkir's Helm of Pigheadedness", + "source": "WDMM", + "page": 141, + "type": "OTH", + "rarity": "unknown (magic)", + "curse": true, + "entries": [ + "This steel helm is shaped like the head of a boar. Once you don the helm, it can't be removed until you die or until a {@spell remove curse} spell or similar magic is cast on it. If you wear the helm and are a humanoid, you gain the following flaw until the helm is removed: \"I'm exceedingly stubborn and think I'm right all the time.\" (This flaw supersedes any conflicting flaw.)" + ] + }, + { + "name": "Fane-Eater", + "source": "BGDIA", + "page": 223, + "baseItem": "battleaxe|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": "by an evil cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric", + "alignment": [ + "E" + ] + }, + { + "class": "paladin", + "alignment": [ + "E" + ] + } + ], + "weight": 4, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "Fane-Eater is a battleaxe belonging to {@creature Arkhan the Cruel|BGDIA}.", + "You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra {@damage 2d8} necrotic damage, and you regain a number of hit points equal to the necrotic damage taken." + ] + }, + { + "name": "Far Gear", + "source": "AI", + "page": 221, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusSavingThrow": "+1", + "entries": [ + "While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma ({@skill Intimidation}) checks.", + { + "type": "entries", + "name": "Aberrant Ally", + "entries": [ + "You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the {@spell conjure celestial} spell (no {@status concentration} required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Unnatural Bane", + "entries": [ + "You can cast the {@spell bane} spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Part of a Whole", + "entries": [ + "While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM." + ] + } + ], + "attachedSpells": [ + "conjure celestial", + "bane" + ] + }, + { + "name": "Far Realm Shard", + "source": "TCE", + "page": 127, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take {@damage 3d6} psychic damage and become {@condition frightened} of you until the start of your next turn." + ], + "hasFluffImages": true + }, + { + "name": "Fargab", + "source": "DSotDQ", + "page": 188, + "type": "G", + "rarity": "none", + "entries": [ + "These backpack-sized devices are created in pairs, with matching numbers engraved on them, and allow communication over a long distance using radio frequencies. While wearing a fargab, you can use an action to speak into the device's mouthpiece and send a short message of twenty-five words or less to another creature wearing the matched fargab while it is within 18 miles of you. The message emits from the speakers of the device and can be heard up to 10 feet away from the device. If no creature is wearing the fargab, the speakers make static noises instead." + ], + "hasFluffImages": true + }, + { + "name": "Fate Cutter Shears", + "source": "BMT", + "page": 61, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "critThreshold": 19, + "entries": [ + "The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ever Sharp", + "entries": [ + "When you hit with an attack using the shears, the target takes an extra {@damage 1d6} force damage." + ] + }, + { + "type": "item", + "name": "Sever Threads", + "entries": [ + "When you hit a creature with the shears, you can cut that creature's fate. Until the target finishes a long rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the {@dice d20}. Once this property is used, it can't be used again until the next dawn." + ] + } + ] + } + ] + }, + { + "name": "Fates Card", + "source": "BMT", + "page": 13, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As a bonus action, you can brandish this card at one willing creature you can see within 30 feet of yourself, granting the creature a brief glimpse of the future. Until the start of your next turn, the creature has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Feather of Diatryma Summoning", + "source": "WDH", + "page": 191, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This bright plume is made from the feather of a {@creature diatryma|wdh} (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.", + "When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed.", + "The diatryma uses the statistics of an {@creature axe beak}, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions." + ] + }, + { + "name": "Feather Token", + "source": "ERLW", + "page": 277, + "rarity": "common", + "wondrous": true, + "entries": [ + "This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical." + ] + }, + { + "name": "Feathered Helm", + "source": "HWCS", + "page": 213, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "The helm itself is simple leather, hide, scale, or plate, but the magic imbued into it comes from the feather. The birdfolk races of Humblewood consider the giving of a feather to be one of the highest honors one can bestow, and it represents an eternal bond or deep appreciation.", + "The helm has 3 charges that, while wearing it, you can use to activate its abilities. The helm has different properties based on the race of the birdfolk who gifted the feather.", + { + "name": "Corvum", + "type": "entries", + "entries": [ + "You can use a charge to cast {@spell Tasha's hideous laughter} (save DC 16) and two charges to cast {@spell detect thoughts} (save DC 16)." + ] + }, + { + "name": "Gallus", + "type": "entries", + "entries": [ + "You can use a charge to cast {@spell bless} and two charges to cast {@spell aid}." + ] + }, + { + "name": "Luma", + "type": "entries", + "entries": [ + "You can use a charge to cast a random 1st-level spell from the {@filter sorcerer spell list|spells|level=1|class=sorcerer}, then roll a {@dice d20}. On a roll of 20, you may use this ability again without expending a charge. On a roll of 1, the spell also targets you, unless you are its only target, in which case the spell fizzles to no effect. Any spell cast using this helm that requires a saving throw has a save DC of 16." + ] + }, + { + "name": "Raptor", + "type": "entries", + "entries": [ + "You can use a charge to cast {@spell hunter's mark} and two charges to cast {@spell magic weapon}." + ] + }, + { + "name": "Strig", + "type": "entries", + "entries": [ + "You can use a charge to cast {@spell divine favor} and two charges to cast {@spell pass without trace}." + ] + }, + "The helm regains {@dice 1d3} charges each day at dawn.", + { + "type": "inset", + "name": "A True Gift", + "entries": [ + "Whether you are playing through the Humblewood adventure, or playing your own campaign in the Wood, look for organic relationships between a character and the races of birdfolk. If one stands out, use that to decide what type of feather is offered to the player in this helm.", + "Additionally, a player whose character is a birdfolk may want to make this gift themselves. Make sure to create a narrative bond between this character and who they share a feather with\u2014the gift of a feather is not something which should be given lightly." + ] + } + ], + "attachedSpells": [ + "tasha's hideous laughter", + "detect thoughts", + "bless", + "aid", + "hunter's mark", + "magic weapon", + "divine favor", + "pass without trace" + ], + "hasFluffImages": true + }, + { + "name": "Feathered mantle with emerald clasp (Sun Empire)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Feed (per day)", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Feed (per day)|XPHB" + ], + "type": "TAH", + "rarity": "none", + "weight": 10, + "value": 5 + }, + { + "name": "Feed (per day)", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "TAH|XPHB", + "rarity": "none", + "weight": 10, + "value": 5 + }, + { + "name": "Fenthras (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Fenthras (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When Fenthras reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra {@damage 1d4} lightning damage.", + "When you hit with an attack using this weapon, you can declare it a bramble shot. The attack deals an extra {@damage 3d8} piercing damage, and the target must succeed on a {@dc 15} Strength {@quickref saving throws|PHB|2|1|saving throw} or become {@condition restrained} by steely brambles that burst from the arrow. A {@condition restrained} target can repeat the {@quickref saving throws|PHB|2|1|saving throw} at the end of each of its turns, ending the effect on itself on a success. Once this property is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+2", + "recharge": "restShort", + "hasFluffImages": true + }, + { + "name": "Fenthras (Dormant)", + "source": "TDCSR", + "page": 205, + "baseItem": "longbow|PHB", + "type": "R", + "rarity": "legendary", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "2H", + "Vst|TDCSR" + ], + "range": "150/600", + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+1", + "recharge": "restShort", + "entries": [ + "This gorgeous {@item longbow|phb} made of everbark from the Fey Realm flexes and shifts like a living entity. It is said to have been wielded by the legendary ranger {@creature Vex'ahlia|TDCSR} against great evils.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While Fenthras is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "When you make an attack with Fenthras, you can declare it an oracle shot, allowing you to experience the area around the arrow using your normal senses for 10 minutes. Once this property is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}.", + "Additionally, when a creature is killed by an attack using this weapon, a six-foot-tall tree rapidly grows out of the corpse over the next minute. The tree is rooted in the ground to make the body difficult to move, but does not permanently damage the corpse or its organs." + ] + } + ], + "ammoType": "arrow|phb", + "hasFluffImages": true + }, + { + "name": "Fenthras (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Fenthras (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When Fenthras reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "The extra lightning damage dealt by attacks using the bow increases to {@dice 1d6}.", + "You can declare a bramble shot twice between rests, and the {@quickref saving throws|PHB|2|1|saving throw} DC increases to 17." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+3", + "hasFluffImages": true + }, + { + "name": "Feywild Shard", + "source": "TCE", + "page": 127, + "rarity": "uncommon", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB}. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires {@status concentration}, it doesn't require {@status concentration} in this case; the spell lasts for its full duration.", + "If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the {@table Wild Magic Surge|PHB} table, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Feywild Trinket", + "source": "WBtW", + "page": 7, + "type": "G", + "rarity": "none", + "entries": [ + "The Feywild Trinkets table that follows offers a selection of trinkets appropriate for Feywild-themed adventures such as this one. Players whose characters have the feylost or Witchlight hand background can roll on this table instead of the {@book Trinkets|PHB|5|Trinkets} table in the {@book Player's Handbook|PHB} to determine what trinkets their characters possess. The adventure includes a few encounters that require you to roll on the table to determine what random trinkets the characters find in key locations.", + { + "type": "table", + "caption": "Feywild Trinkets", + "colLabels": [ + "d100", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01", + "Cookie cutter shaped like a unicorn" + ], + [ + "02", + "Two yew rings linked together" + ], + [ + "03", + "Silver hand mirror with a nymph-shaped handle" + ], + [ + "04", + "Painted wooden key whose teeth change configuration every day at dawn" + ], + [ + "05", + "Delicate silver cameo with pictures of twin children opposite one another" + ], + [ + "06", + "Golden pendant charm shaped like a leprechaun" + ], + [ + "07", + "Tiny wooden box containing a croquet set sized for pixies or sprites" + ], + [ + "08", + "Tiny pair of sharp, iron scissors" + ], + [ + "09", + "Chess piece shaped like a dancing satyr wearing a bishop's hat and clutching a gnarled staff" + ], + [ + "10", + "Saltshaker shaped like a wizard's tower" + ], + [ + "11", + "Crystal orb that allows an elf who holds it to sleep" + ], + [ + "12", + "Pendant that shows the phases of the moon" + ], + [ + "13", + "Large iron fingernail" + ], + [ + "14", + "Tiny electrum whistle that only Fey can hear" + ], + [ + "15", + "Wooden jigsaw puzzle piece as big as a saucer, with a painted image of a jug on it" + ], + [ + "16", + "Spool of glistening silver thread" + ], + [ + "17", + "Sheet of music that goblins find upsetting when they hear it played or sung" + ], + [ + "18", + "Rotten ogre's tooth with the Elvish glyph for \"moon\" etched into it" + ], + [ + "19", + "Vitrified eye of a displacer beast" + ], + [ + "20", + "Tiny duskwood coffin containing the ashes of a troll" + ], + [ + "21", + "Old invitation to a banquet in the Summer Court, written in ink on vellum in Sylvan" + ], + [ + "22", + "Gossamer shawl that glows faintly in moonlight" + ], + [ + "23", + "Ball-and-cup toy that plays a short, victorious jingle whenever the ball lands in the cup" + ], + [ + "24", + "Sprite's skull covered in ink fingerprints" + ], + [ + "25", + "Silver fork with the outer tines bent sideways" + ], + [ + "26", + "A soot-stained sock in which a nugget of coal magically appears each day at dawn" + ], + [ + "27", + "Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it" + ], + [ + "28", + "Tiny clockwork dragonfly that slowly beats its wings (but can't fly) when wound up" + ], + [ + "29", + "Toy unicorn made of wood, painted with bright colors" + ], + [ + "30", + "Pixie plushie that sings when you squeeze it" + ], + [ + "31", + "1-inch-square painting of a sleeping elf" + ], + [ + "32", + "Thimble that helps you daydream when worn" + ], + [ + "33", + "Pumpkin cupcake that magically regenerates itself in its paper cup each day at dawn" + ], + [ + "34", + "Fake Three-Dragon Ante card depicting a faerie dragon" + ], + [ + "35", + "Teacup made from a varnished mushroom cap that magically keeps its liquid contents lukewarm" + ], + [ + "36", + "Rock that floats and is small enough to hide in your closed fist" + ], + [ + "37", + "Tiny bottle filled with rainwater collected from the Feywild" + ], + [ + "38", + "Opalescent conch shell that laughs when you hold it to your ear" + ], + [ + "39", + "Vial of viscous liquid labeled \"Fomorian spit. Do not drink!\"" + ], + [ + "40", + "Wax candle that roars and crackles like a bonfire while lit" + ], + [ + "41", + "Potted daffodil that sways when near a source of music" + ], + [ + "42", + "8-ounce, glass wine bottle that magically reassembles itself 1 minute after being broken" + ], + [ + "43", + "Tiny wooden sylph figurehead from a model ship" + ], + [ + "44", + "Tiny pumpkin-shaped cauldron carved out of bog oak" + ], + [ + "45", + "Bar of soap that smells like something memorable from your childhood" + ], + [ + "46", + "Piece of orange parchment folded to look like a knight astride a unicorn" + ], + [ + "47", + "Tinted glasses so dark that they can't be seen through" + ], + [ + "48", + "8-inch-long glass ant figurine" + ], + [ + "49", + "Piece of parchment bearing a child's drawing of an oni" + ], + [ + "50", + "Tiny hourglass without sand in it" + ], + [ + "51", + "Empty vial with corked ends at the top and bottom" + ], + [ + "52", + "Pair of green leprechaun boots tied together by their laces" + ], + [ + "53", + "Smoking pipe made from a tree root" + ], + [ + "54", + "Red cap that droops down to one's shoulders when worn" + ], + [ + "55", + "Mask that helps you remember your dreams if you wear it while you sleep" + ], + [ + "56", + "Notebook that shows what's written on it only when held upside down" + ], + [ + "57", + "Wooden top with four sides, each bearing the image of child enjoying a different season" + ], + [ + "58", + "Tiny beehive wig made for sprites or pixies" + ], + [ + "59", + "Wooden mouse figurine that squeaks when held" + ], + [ + "60", + "Stuffed oni doll with a creepy smile and one missing eye" + ], + [ + "61", + "Empty bag labeled \"Candy\"" + ], + [ + "62", + "Tinted glass monocle that makes things look green" + ], + [ + "63", + "Black executioner's hood sized for a pixie or sprite" + ], + [ + "64", + "Piano key carved from a satyr's horn" + ], + [ + "65", + "Tiny wooden lute with cat hairs for strings" + ], + [ + "66", + "Iron needle with an eye that refuses to let thread pass through it" + ], + [ + "67", + "Tiny sundial that casts a shadow only in moonlight" + ], + [ + "68", + "Wooden pan flute that attracts harmless local fauna when played" + ], + [ + "69", + "Silvered pinecone" + ], + [ + "70", + "Flask of spectral glowworms that change color to reflect the mood of the flask's holder" + ], + [ + "71", + "Wooden apple painted blue" + ], + [ + "72", + "Tuning fork that sounds the tone for the F key" + ], + [ + "73", + "Nunchaku sized for a pixie or sprite" + ], + [ + "74", + "Copper coin with a smiling satyr's face on one side and a satyr's skull on the other" + ], + [ + "75", + "Severed chicken's foot attached to a leather cord" + ], + [ + "76", + "Collection of baby teeth in a tiny wooden box" + ], + [ + "77", + "Pinwheel whirligig that spins even when there's no wind" + ], + [ + "78", + "Child's parasol covered in moss and leaves" + ], + [ + "79", + "Wooden magnifying glass missing its lens" + ], + [ + "80", + "Glossy mushroom with a red, bell-shaped cap that jingles when shook" + ], + [ + "81", + "Pouch of seeds that smell like home" + ], + [ + "82", + "Petrified robin's egg" + ], + [ + "83", + "Wooden spoon with a hole in the center" + ], + [ + "84", + "Paper wasp nest in a jar" + ], + [ + "85", + "Sprig of rosemary wrapped with ribbon at one end" + ], + [ + "86", + "Tiny, unfurnished dollhouse sized for a pixie child" + ], + [ + "87", + "Paintbrush made entirely of ceramic\u2014even the bristles" + ], + [ + "88", + "Candlestick whose candlelight looks like a tiny, dancing fairy made of fire" + ], + [ + "89", + "Spectacle frames in the shape of butterfly wings" + ], + [ + "90", + "Set of false wooden teeth" + ], + [ + "91", + "Tiny book of fairytales" + ], + [ + "92", + "Rucksack in which one potato magically appears each day at dawn" + ], + [ + "93", + "Pixie's winter jacket lined with fox fur" + ], + [ + "94", + "Tasseled wine charm shaped like a sprite" + ], + [ + "95", + "Weak magnetic wand" + ], + [ + "96", + "100-sided die the size of a plum, cut from coal" + ], + [ + "97", + "Glass slipper, missing its mate" + ], + [ + "98", + "Tiny dreamcatcher" + ], + [ + "99", + "Barbell sized for a pixie or sprite" + ], + [ + "100", + "Music box that plays a sprightly tune you remember from your childhood" + ] + ] + } + ], + "miscTags": [ + "TT" + ], + "hasFluffImages": true + }, + { + "name": "Figurine of Wondrous Power, Bronze Griffon", + "source": "DMG", + "page": 169, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "entries": [ + "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature griffon||Bronze Griffon}", + "entries": [ + "This bronze statuette is of a {@creature griffon} rampant. It can become a {@creature griffon} for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed." + ] + } + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Figurine of Wondrous Power, Ebony Fly", + "source": "DMG", + "page": 169, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "entries": [ + "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature giant fly|dmg|Ebony Fly}", + "entries": [ + "This ebony statuette is carved in the likeness of a horsefly. It can become a {@creature giant fly|dmg} for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed." + ] + } + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Figurine of Wondrous Power, Golden Lions", + "source": "DMG", + "page": 169, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "entries": [ + "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature lion||Golden Lions}", + "entries": [ + "These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a {@creature lion} for up to 1 hour. Once a {@creature lion} has been used, it can't be used again until 7 days have passed." + ] + } + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Figurine of Wondrous Power, Ivory Goats", + "source": "DMG", + "page": 169, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "bonusWeapon": "+1", + "charges": 24, + "entries": [ + "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature riding horse||Ivory Goats}", + "entries": [ + "These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:", + { + "type": "list", + "items": [ + "The goat of traveling can become a Large goat with the same statistics as a {@creature riding horse}. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.", + "The goat of travail becomes a {@creature giant goat} for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.", + "The goat of terror becomes a {@creature giant goat} for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be {@condition frightened} of the goat for 1 minute, or until the goat reverts to figurine form. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed." + ] + } + ] + } + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Figurine of Wondrous Power, Marble Elephant", + "source": "DMG", + "page": 170, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "entries": [ + "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature elephant||Marble Elephant}", + "entries": [ + "This marble statuette is about 4 inches high and long. It can become an {@creature elephant} for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed." + ] + } + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Figurine of Wondrous Power, Obsidian Steed", + "source": "DMG", + "page": 170, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "entries": [ + "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature nightmare||Obsidian Steed}", + "entries": [ + "This polished obsidian horse can become a {@creature nightmare} for up to 24 hours. The {@creature nightmare} fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.", + "If you have a good alignment, the figurine has a {@chance 10} chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the {@creature nightmare} while it is ignoring your orders, you and the {@creature nightmare} are instantly transported to a random location on the plane of Hades, where the {@creature nightmare} reverts to figurine form." + ] + } + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Figurine of Wondrous Power, Onyx Dog", + "source": "DMG", + "page": 170, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "entries": [ + "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature mastiff||Onyx Dog}", + "entries": [ + "This onyx statuette of a dog can become a {@creature mastiff} for up to 6 hours. The {@creature mastiff} has an Intelligence of 8 and can speak Common. It also has {@sense darkvision} out to a range of 60 feet and can see {@condition invisible} creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed." + ] + } + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Figurine of Wondrous Power, Serpentine Owl", + "source": "DMG", + "page": 170, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "entries": [ + "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature giant owl||Serpentine Owl}", + "entries": [ + "This serpentine statuette of an owl can become a {@creature giant owl} for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence." + ] + } + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Figurine of Wondrous Power, Silver Raven", + "source": "DMG", + "page": 170, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature raven||Silver Raven}", + "entries": [ + "This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the {@spell animal messenger} spell on it at will." + ] + } + ], + "attachedSpells": [ + "animal messenger" + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "Finder's Goggles", + "source": "ERLW", + "page": 277, + "rarity": "uncommon", + "reqAttune": "by a creature with the Mark of Finding", + "reqAttuneTags": [ + { + "race": "half-orc (variant; mark of finding)|erlw" + }, + { + "race": "human (variant; mark of finding)|erlw" + } + ], + "wondrous": true, + "entries": [ + "The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:", + { + "type": "list", + "items": [ + "When you make a Wisdom ({@skill Insight}) check, you can roll a {@dice d4} and add the number rolled to the check.", + "As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom ({@skill Insight}) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast {@spell locate creature} to find that creature. This property can't be used again until the next dawn." + ] + } + ], + "attachedSpells": [ + "locate creature" + ] + }, + { + "name": "Fine Clothes", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Fine Clothes|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 6, + "value": 1500 + }, + { + "name": "Fine Clothes", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 6, + "value": 1500, + "entries": [ + "Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes." + ] + }, + { + "name": "Fine gold chain set with a fire opal", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Fine gold chain with fire opals (Legion of Dusk)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Fine robe with dinosaur feathers and silver embroidery (Sun Empire)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Fine steel rapier with gold filigree hilt (Legion of Dusk)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Fine Wine (bottle)", + "source": "PHB", + "page": 158, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Fine Wine (bottle)|XPHB" + ], + "type": "FD", + "rarity": "none", + "value": 1000, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Fine Wine (bottle)", + "source": "XPHB", + "page": 231, + "freeRules2024": true, + "type": "FD|XPHB", + "rarity": "none", + "value": 1000, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Finely articulated jade glove (River Heralds)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Fire Absorbing Tattoo", + "source": "TCE", + "page": 119, + "resist": [ + "fire" + ], + "detail1": "red", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Absorbing Tattoo|TCE}" + ] + }, + { + "name": "Fire Opal", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 100000, + "entries": [ + "A translucent fiery red gemstone." + ] + }, + { + "name": "Fish Suit", + "source": "AAG", + "page": 22, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity." + ], + "hasFluffImages": true + }, + { + "name": "Fishing Tackle", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 4, + "value": 100, + "entries": [ + "This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting." + ] + }, + { + "name": "Flail of Tiamat", + "source": "FTD", + "page": 23, + "baseItem": "flail|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "B", + "bonusWeapon": "+3", + "entries": [ + "This magic flail is made in the image of Tiamat, with five jagged heads shaped like the heads of five different chromatic dragons. You gain a +3 bonus to attack and damage rolls made with this flail. When you hit with an attack roll using it, the target takes an extra {@damage 5d4} damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison.", + "While holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes {@damage 14d6} damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can't be used again until the next dawn." + ] + }, + { + "name": "Flame Lance", + "source": "DoDk", + "page": 231, + "baseItem": "lance|PHB", + "type": "M", + "rarity": "uncommon", + "weight": 6, + "weaponCategory": "martial", + "property": [ + "R", + "S" + ], + "dmg1": "1d12", + "dmgType": "P", + "bonusWeapon": "+1", + "recharge": "special", + "charges": 5, + "entries": [ + "This weapon is a long metal lance with a small flame that burns at its end. It has a hose coming from the hilt that connects to a metal tank that you wear on your back.", + "You gain a +1 bonus to attack and damage rolls made with this weapon.", + "The tank has 5 charges. You can use an action and expend one or more charges from the tank to cast {@spell burning hands} (Save DC 15). For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", + "Once per day, you can pour a vial of alchemist's fire into the tank. When you do, it regains all expended charges. It otherwise does not regain charges on its own.", + "You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted." + ], + "attachedSpells": [ + "burning hands" + ] + }, + { + "name": "Flame Tongue Shortsword of Greed", + "source": "TftYP", + "page": 179, + "baseItem": "shortsword|phb", + "type": "M", + "rarity": "unknown (magic)", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "F", + "L" + ], + "dmg1": "1d6", + "dmgType": "P", + "entries": [ + "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra {@damage 2d6} fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", + "While you are attuned to this sword you can use an action to mentally command it to detect gems and jewels. You learn the kind and number of such objects within 60 feet of the sword." + ] + }, + { + "name": "Flamefriend Lantern", + "source": "TDCSR", + "page": 198, + "resist": [ + "fire" + ], + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "entries": [ + "This wrought-iron lantern holds a small fire elemental spirit. To attune to this item, you must also succeed on a {@dc 10} Charisma check to bond with the spirit inside the lantern.", + { + "type": "entries", + "name": "Light and Flame", + "entries": [ + "While attuned to the lantern, you can verbally ask the elemental to glow (no action required), causing the lantern to cast bright light in a radius of your choice up to 60 feet and dim light for the same distance beyond that. You can also cast the {@spell produce flame} cantrip from the lantern at will. Wisdom is your spellcasting ability for this spell." + ] + }, + { + "type": "entries", + "name": "Elemental Essence", + "entries": [ + "The fire elemental spirit in the lantern can grant you a small fragment of its power. As an action, you gain one of the following benefits of your choice for 1 hour:", + { + "type": "list", + "items": [ + "You have resistance to fire damage.", + "Whenever a creature hits you with a melee attack, that creature takes fire damage equal to your proficiency bonus.", + "You can cast the {@spell burning hands} spell (spell save {@dc 15}) from the lantern at 3rd level. Once you cast the spell, you can't do so again until the next time you use this property of the lantern." + ] + }, + "Once the elemental has shared its power with you in this way, it can't do so again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Willful Attunement", + "entries": [ + "Your {@quickref attunement|DMG|1|0} to the lantern lasts until you choose to end it, or until you anger the elemental (by dousing the lantern in water, attacking another nonhostile elemental being, and so forth). You can attempt to attune to the lantern again and repeat the check to bond with the elemental during a {@quickref resting|PHB|2|0|short or long rest}, but you make this check with {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} until you have made amends to the spirit, as the GM determines." + ] + } + ], + "attachedSpells": [ + "produce flame", + "burning hands" + ], + "hasFluff": true + }, + { + "name": "Flames Card", + "source": "BMT", + "page": 13, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "You can use this card to summon a devil. The card is attuned to {@filter a specific devil with a challenge rating of 8 or lower|bestiary|source=|Challenge Rating=[&0;&8]|tag=devil|miscellaneous=}. As an action, you can hold this card aloft and summon that devil, which appears in an unoccupied space you can see within 30 feet of you. The devil is initially unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. The DM has the creature's stat block. On each of your turns, you can issue a verbal command to the devil (no action required by you), and as long as you are holding this card, the devil obeys your commands. Otherwise, it is under the DM's control and acts according to its nature\u2014it might attack you if it thinks it can prevail or try to tempt you to undertake an evil act in exchange for further service. After 1 minute or when the devil's hit points drop to 0, the devil returns to the Lower Planes. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Flask", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Flask|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 2, + "entries": [ + "A flask holds 1 pint of liquid." + ] + }, + { + "name": "Flask", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 2, + "entries": [ + "A Flask holds up to 1 pint." + ], + "containerCapacity": { + "volume": [ + 0.02 + ] + } + }, + { + "name": "Flayer Slayer", + "source": "PaBTSO", + "page": 217, + "baseItem": "greataxe|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 7, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "S", + "bonusWeapon": "+1", + "entries": [ + "Carvings of decapitated mind flayers adorn this greataxe's metal blade. You gain a +1 bonus to attack and damage rolls made with this greataxe.", + "An Aberration hit with this greataxe takes an extra {@damage 1d12} slashing damage. If the Aberration is currently grappling a creature, the Aberration must succeed on a DC 15 Strength saving throw or release each creature it is grappling." + ] + }, + { + "name": "Flensing Claws (Huge)", + "source": "VGM", + "page": 81, + "type": "OTH", + "rarity": "unknown", + "dmg1": "2d8", + "dmgType": "S", + "entries": [ + "Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.", + "Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws." + ] + }, + { + "name": "Flensing Claws (Large)", + "source": "VGM", + "page": 81, + "type": "OTH", + "rarity": "unknown", + "dmg1": "1d12", + "dmgType": "S", + "entries": [ + "Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.", + "Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws." + ] + }, + { + "name": "Flensing Claws (Medium)", + "source": "VGM", + "page": 81, + "type": "OTH", + "rarity": "unknown", + "dmg1": "1d10", + "dmgType": "S", + "entries": [ + "Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.", + "Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws." + ] + }, + { + "name": "Flensing Claws (Small)", + "source": "VGM", + "page": 81, + "type": "OTH", + "rarity": "unknown", + "dmg1": "1d8", + "dmgType": "S", + "entries": [ + "Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.", + "Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws." + ] + }, + { + "name": "Flour", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 2 + }, + { + "name": "Flying Chariot", + "source": "MOT", + "page": 196, + "rarity": "rare", + "wondrous": true, + "bonusAc": "+1", + "entries": [ + "The chariot's riders and creatures pulling the chariot gain a +1 bonus to their AC.", + "If this magic chariot is pulled by one or more flying creatures, it too can fly.", + { + "type": "inset", + "name": "Chariots", + "entries": [ + "Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the {@book Player's Handbook|PHB|9|Mounted Combat}, but with the following differences:", + { + "type": "list", + "items": [ + "Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.", + "Being mounted on a chariot grants you {@quickref Cover||3||half cover}.", + "A chariot's speed is equal to the speed of the slowest creature pulling it.", + "If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn." + ] + } + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Flying Citadel Helm", + "source": "DSotDQ", + "page": 190, + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "The function of this ornate chair is to propel and maneuver a flying citadel on which it has been installed. The chair has AC 15, 18 hit points, and immunity to poison and psychic damage. It is destroyed if reduced to 0 hit points.", + "The sensation of being attuned to a flying citadel helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as intense.", + "While attuned to a flying citadel helm and sitting in it, you gain the following abilities for as long as you maintain {@status concentration} (as if {@status concentration||concentrating} on a spell):", + { + "type": "list", + "items": [ + "You can use the flying citadel helm to move the citadel through the air, up to 80 feet per round, or up to 8 miles per hour.", + "You can steer the citadel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.", + "At any time, you can see and hear from the highest point outside the citadel as though you were at that location." + ] + }, + "If no creature attuned to the helm is maintaining {@status concentration}, the citadel remains motionless in its space.", + { + "type": "entries", + "name": "Transfer Attunement", + "entries": [ + "You can use an action or a bonus action to touch a willing spellcaster, whereupon that creature attunes to the flying citadel helm immediately, and your attunement to the flying citadel helm ends." + ] + }, + { + "type": "entries", + "name": "Crash", + "entries": [ + "Should the flying citadel helm be destroyed, the citadel it is installed on loses power and begins to crumble. If the crumbling citadel is in the air, it descends at a rate of 30 feet per round, or 300 feet per minute. Any creature on the citadel or on the ground within 120 feet of the citadel when it lands must make a DC 20 Dexterity saving throw, taking 39 ({@damage 6d12}) bludgeoning damage on a failed save, or half as much damage on a successful one." + ] + } + ] + }, + { + "name": "Flying Fish Ship", + "source": "AAG", + "page": 30, + "type": "SPC|AAG", + "rarity": "none", + "value": 2000000, + "crew": 10, + "vehAc": 15, + "vehHp": 250, + "vehDmgThresh": 15, + "vehSpeed": 4.5, + "capCargo": 13, + "entries": [ + "Aside from space galleons, flying fish ships are the most common vessels in Wildspace, favorites among merchants and adventurers alike.", + "A flying fish ship can float and sail on water, but it isn't built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side).", + "Typical weapons on a flying fish ship include a forward-mounted mangonel and an aftmounted ballista." + ], + "seeAlsoVehicle": [ + "Flying Fish Ship|AAG" + ] + }, + { + "name": "Folding Boat", + "source": "DMG", + "page": 170, + "srd": true, + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "weight": 4, + "entries": [ + "This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.", + "One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.", + "The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.", + "When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.", + "The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so." + ], + "lootTables": [ + "Magic Item Table C" + ], + "hasFluffImages": true + }, + { + "name": "Fool Card", + "source": "BMT", + "page": 13, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card at one creature you can see within 30 feet of yourself. The target must succeed on a {@dc 17} Wisdom saving throw, or for the next minute, the target can't cast spells or activate magic items, it has disadvantage on all saving throws, and other creatures have resistance to all damage it deals. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Force Absorbing Tattoo", + "source": "TCE", + "page": 119, + "resist": [ + "force" + ], + "detail1": "white", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Absorbing Tattoo|TCE}" + ] + }, + { + "name": "Forgery Kit", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 81 + } + ], + "reprintedAs": [ + "Forgery Kit|XPHB" + ], + "type": "T", + "rarity": "none", + "weight": 5, + "value": 1500, + "entries": [ + "This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document." + ], + "additionalEntries": [ + "A forgery kit is designed to duplicate documents and to make it easier to copy a person's seal or signature.", + { + "type": "entries", + "name": "Components", + "entries": [ + "A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal." + ] + }, + { + "type": "entries", + "name": "Arcana", + "entries": [ + "A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake." + ] + }, + { + "type": "entries", + "name": "Deception", + "entries": [ + "A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine." + ] + }, + { + "type": "entries", + "name": "Other Tools", + "entries": [ + "Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map." + ] + }, + { + "type": "entries", + "name": "Quick Fake", + "entries": [ + "As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence ({@skill Investigation}) check to spot the fake." + ] + }, + { + "type": "table", + "caption": "Forgery Kit", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Mimic handwriting", + "15" + ], + [ + "Duplicate a wax seal", + "20" + ] + ] + } + ] + }, + { + "name": "Forgery Kit", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "T|XPHB", + "rarity": "none", + "weight": 5, + "value": 1500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Dexterity" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Mimic 10 or fewer words of someone else's handwriting ({@dc 15}), or duplicate a wax seal ({@dc 20})" + ] + } + ] + } + ] + }, + { + "name": "Fragmentation Grenade", + "source": "DMG", + "page": 268, + "type": "EXP|DMG", + "rarity": "none", + "weight": 1, + "age": "modern", + "hasRefs": true, + "entries": [ + "{#itemEntry Grenade|DMG}", + "Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking {@damage 5d6} piercing damage on a failed save, or half as much damage on a successful one." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Frostfell and Everice Trinket", + "source": "ERLW", + "page": 136, + "type": "G", + "rarity": "none", + "entries": [ + { + "caption": "Trinkets from the Frostfell and Everice", + "colLabels": [ + "d8", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A small prism carved from ice that doesn't melt" + ], + [ + "2", + "A rusted iron coin, depicting a dwarf lord and the worlds \"Five Rex Undra\"" + ], + [ + "3", + "A pair of eight-sided dice carved from ice that doesn't melt" + ], + [ + "4", + "A swatch of silvery fur that's cold to the touch, possibly from a winter wolf" + ], + [ + "5", + "A snowball; it doesn't melt and can't be compressed into ice" + ], + [ + "6", + "A tiny white dragon sculpted from ice that doesn't melt" + ], + [ + "7", + "A key carved from ice that doesn't melt" + ], + [ + "8", + "A single scale from a white dragon" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Fulminating Treatise", + "source": "TCE", + "page": 128, + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Wizard" + ], + "entries": [ + "This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: {@spell contingency}, {@spell fireball}, {@spell gust of wind}, {@spell Leomund's tiny hut}, {@spell magic missile}, {@spell thunderwave}, and {@spell wall of force}. It functions as a spellbook for you.", + "While you are holding the book, you can use it as a spellcasting focus for your wizard spells.", + "The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.", + "When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra {@damage 2d6} force damage to the creature and knock the creature {@condition prone} if it is Large or smaller." + ] + } + ], + "attachedSpells": [ + "contingency", + "fireball", + "gust of wind", + "leomund's tiny hut", + "magic missile", + "thunderwave", + "wall of force" + ], + "hasFluffImages": true + }, + { + "name": "Galder's Bubble Pipe", + "source": "LLK", + "page": 55, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:", + { + "type": "list", + "items": [ + "You can cast {@spell fog cloud} as an action (1 charge).", + "You can cast {@spell misty step} as a bonus action (2 charges).", + "You can summon a {@creature steam mephit} as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe." + ] + } + ], + "attachedSpells": [ + "fog cloud", + "misty step" + ] + }, + { + "name": "Galley", + "source": "DMG", + "page": 119, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Galley|XPHB" + ], + "type": "SHP", + "rarity": "none", + "value": 3000000, + "crew": 80, + "vehAc": 15, + "vehHp": 500, + "vehDmgThresh": 20, + "vehSpeed": 4, + "capCargo": 150, + "seeAlsoVehicle": [ + "Galley" + ] + }, + { + "name": "Galley", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "SHP|XPHB", + "rarity": "none", + "value": 3000000, + "crew": 80, + "vehAc": 15, + "vehHp": 500, + "vehDmgThresh": 20, + "vehSpeed": 4, + "capCargo": 150, + "seeAlsoVehicle": [ + "Galley" + ] + }, + { + "name": "Garnet", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 10000, + "entries": [ + "A transparent red, brown-green, or violet gemstone." + ] + }, + { + "name": "Gate Warden Trinket", + "source": "SatO", + "page": 7, + "type": "G", + "rarity": "none", + "entries": [ + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Trinket" + ], + "rows": [ + [ + "1", + "A tiny vial pendant filled with a drop of honey that glows faintly" + ], + [ + "2", + "A small lead ingot that has a strange thumbprint pressed into it and whispers when held tightly" + ], + [ + "3", + "Two lodestone spheres that chime when they attract each other" + ], + [ + "4", + "A smoldering pebble of coal that, while always hot, doesn't burn skin, fur, scales, or clothing" + ], + [ + "5", + "A feather that sheds {@quickref Vision and Light||2||dim light} in a 5-foot radius" + ], + [ + "6", + "A ring made from a chain link that, once donned, won't come off without pulling painfully hard" + ] + ] + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Gauntlets of Flaming Fury", + "source": "BGDIA", + "page": 223, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra {@damage 1d6} fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn." + ] + }, + { + "name": "Gauntlets of Ogre Power", + "source": "DMG", + "page": 171, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "str": 19 + } + }, + "entries": [ + "Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Gauntlets of Rage", + "source": "CoA", + "page": 268, + "rarity": "rare", + "reqAttune": "by a bard, sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "bard" + }, + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "wondrous": true, + "entries": [ + "You gain the power of never-ending fury. After you make a melee weapon attack, you automatically enter a special fury for 1 minute. While furious, you can't cast spells, can't verbally communicate, and are immune to the {@condition charmed} and {@condition frightened} conditions. Each time you deal damage, you regain {@dice 2d8} hit points and may immediately remove a condition you currently suffer from or end this fury. Additionally, while in this fury, you may spend a spell slot before you make a melee attack. Doing so causes the attack to deal an extra 3 ({@damage 1d6}) necrotic damage per level of spell slot expended, if the attack hits. Once used you may not use this fury again until you finish a short or long rest." + ] + }, + { + "name": "Gavel of the Venn Rune", + "source": "SKT", + "page": 234, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.", + { + "name": "Arbiters Shield", + "type": "entries", + "entries": [ + "At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person." + ] + }, + { + "name": "Bond of Amity", + "type": "entries", + "entries": [ + "As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Gift of Truth", + "type": "entries", + "entries": [ + "You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:", + "Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly." + ] + } + ] + }, + { + "name": "Gem Card", + "source": "BMT", + "page": 14, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "This card holds one 6th-level spell (chosen by the DM). As an action, you can brandish this card and use it to cast the spell stored inside (spell attack bonus +9, save DC 17). Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Gem of Brightness", + "source": "DMG", + "page": 171, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "weight": 1, + "charges": 50, + "entries": [ + "This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:", + { + "type": "list", + "items": [ + "The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.", + "The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become {@condition blinded} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word." + ] + }, + "When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp." + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Gem of Seeing", + "source": "DMG", + "page": 172, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have {@sense truesight} out to 120 feet when you peer through the gem.", + "The gem regains {@dice 1d3} expended charges daily at dawn." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Ghost Lantern", + "source": "ToA", + "page": 206, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "entries": [ + "A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.", + "While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the {@spell mage hand} spell. The spirit returns to the lantern when the spell ends.", + "If you fall {@condition unconscious} within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.", + "The spirit is bound to the lantern and can't be harmed, turned, or raised from the dead.", + "Casting a {@spell dispel evil and good} spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical." + ], + "attachedSpells": [ + "mage hand" + ], + "hasFluffImages": true + }, + { + "name": "Ghost Step Tattoo", + "source": "TCE", + "page": 128, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Ghostly Form", + "entries": [ + "The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", + "You can't be {@condition grappled} or {@condition restrained}.", + "You can move through creatures and solid objects as if they were {@quickref difficult terrain||3}. If you end your turn in a solid object, you take {@damage 1d10} force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take {@damage 1d10} force damage for every 5 feet traveled." + ] + } + ] + } + ] + }, + { + "name": "Giant Trinket", + "source": "BGG", + "page": 16, + "type": "G", + "rarity": "none", + "entries": [ + "While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the normal-sized objects most analogous to the described giant trinkets.", + { + "caption": "Giant Trinkets", + "colLabels": [ + "d6", + "Giant Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A giant's toothpick (a {@item dagger|PHB})" + ], + [ + "2", + "A giant's handkerchief (a {@item blanket|PHB})" + ], + [ + "3", + "A giant's marble (a crystal orb)" + ], + [ + "4", + "A giant's match (a {@item torch|PHB})" + ], + [ + "5", + "A giant's letter opener (a {@item longsword|PHB})" + ], + [ + "6", + "A giant's thimble (an {@item iron pot|PHB})" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Ginger", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 100 + }, + { + "name": "Glamoured Studded Leather", + "source": "DMG", + "page": 172, + "srd": true, + "type": "LA", + "tier": "major", + "rarity": "rare", + "weight": 13, + "ac": 12, + "bonusAc": "+1", + "entries": [ + "While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Glass Bottle", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Glass Bottle|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 2, + "value": 200, + "entries": [ + "A bottle holds 1½ pints of liquid." + ] + }, + { + "name": "Glass Bottle", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 2, + "value": 200, + "entries": [ + "A Glass Bottle holds up to 1½ pints." + ], + "containerCapacity": { + "volume": [ + 0.03 + ] + } + }, + { + "name": "Glass-Studded Armor", + "source": "GHLoE", + "page": 111, + "baseItem": "studded leather armor|PHB", + "type": "LA", + "resist": [ + "radiant" + ], + "rarity": "rare", + "reqAttune": true, + "weight": 13, + "ac": 12, + "entries": [ + "While wearing this armor, you have resistance to radiant damage. Each time a creature makes a melee attack against you, it takes 3 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage." + ] + }, + { + "name": "Glassblower's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 82 + } + ], + "reprintedAs": [ + "Glassblower's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 5, + "value": 3000, + "additionalEntries": [ + "Someone who is proficient with glassblower's tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.", + { + "type": "entries", + "name": "Components", + "entries": [ + "The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass." + ] + }, + { + "type": "entries", + "name": "Arcana, History", + "entries": [ + "Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion's effects. (A potion might leave behind a residue, deform the glass, or stain it.)" + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "When you study an area, your knowledge can aid you if the clues include broken glass or glass objects." + ] + }, + { + "type": "entries", + "name": "Identify Weakness", + "entries": [ + "With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled." + ] + }, + { + "type": "table", + "caption": "Glassblower's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Identify source of glass", + "10" + ], + [ + "Determine what a glass object once held", + "20" + ] + ] + } + ] + }, + { + "name": "Glassblower's Tools", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 5, + "value": 3000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Intelligence" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Discern what a glass object held in the past 24 hours ({@dc 15})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Glass Bottle|XPHB}, {@item Magnifying Glass|XPHB}, {@item Spyglass|XPHB}, {@item Vial|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Gloves of Missile Snaring", + "source": "DMG", + "page": 172, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by {@dice 1d10} + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Gloves of Soul Catching", + "source": "CM", + "page": 169, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "con": 20 + } + }, + "entries": [ + "Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.", + "After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra {@damage 2d10} force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn." + ] + }, + { + "name": "Gloves of Swimming and Climbing", + "source": "DMG", + "page": 172, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength ({@skill Athletics}) checks made to climb or swim." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "Gloves of Thievery", + "source": "DMG", + "page": 172, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "These gloves are {@condition invisible} while worn. While wearing them, you gain a +5 bonus to Dexterity ({@skill Sleight of Hand}) checks and Dexterity checks made to pick locks." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "Glowrune Pigment", + "source": "BGG", + "page": 112, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This set of {@dice 1d4 + 2} small paint pots contains pigments mixed from crushed luminescent gemstones. This magical paint bestows temporary magical gifts on creatures with runes drawn on their skin with this paint.", + "One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature:", + { + "type": "entries", + "name": "Journey Rune", + "entries": [ + "{@quickref difficult terrain||3} doesn't cost the painted creature extra movement." + ] + }, + { + "type": "entries", + "name": "Life Rune", + "entries": [ + "The painted creature gains 10 temporary hit points and has advantage on death saving throws." + ] + }, + { + "type": "entries", + "name": "Light Rune", + "entries": [ + "The painted creature gains {@sense darkvision} to a range of 30 feet. If the painted creature already has {@sense darkvision} from another source, the range of its {@sense darkvision} increases by 30 feet." + ] + }, + { + "type": "entries", + "name": "Mountain Rune", + "entries": [ + "The painted creature is immune to being knocked prone and has advantage on Strength and Constitution saving throws." + ] + }, + { + "type": "entries", + "name": "Shield Rune", + "entries": [ + "The painted creature has advantage on Dexterity saving throws against effects that deal damage.", + "A creature can benefit from only one painted rune at a time, so a new rune painted on a creature has no effect unless the old one is removed first. The rune's benefits last for 8 hours or until the painted creature uses its action to wipe away the rune." + ] + } + ] + }, + { + "name": "Gluebomb", + "source": "TDCSR", + "page": 100, + "type": "EXP|DMG", + "rarity": "none", + "value": 5000, + "range": "30", + "entries": [ + "This unique explosive can be primed and thrown up to 30 feet as an action. It explodes on impact. Creatures within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or be {@condition restrained} for 1 minute. A {@condition restrained} creature can make a {@dc 12} Strength check as an action, escaping on a success." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Gnomengarde Grenade", + "source": "DC", + "rarity": "varies", + "wondrous": true, + "entries": [ + "This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making the grenade shine with a rainbow of color when held up in the light.", + "As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects:", + { + "type": "list", + "items": [ + "Each creature must make a DC 15 Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much fire damage on a successful one.", + "Each creature must make a DC 15 Constitution saving throw. On a failed save, it takes 28 ({@damage 8d6}) thunder damage and is {@condition stunned} until the end of its next turn. On a successful save, it takes half as much thunder damage and is not {@condition stunned}.", + "The wielder rolls on the chart* for the {@item wand of wonder|dmg} three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead affect the closest creature to the grenade when it goes off." + ] + }, + "The grenade explodes immediately if a creature places it in an extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location." + ] + }, + { + "name": "Goat", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "value": 100 + }, + { + "name": "Goggles of Night", + "source": "DMG", + "page": 172, + "srd": true, + "basicRules": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "While wearing these dark lenses, you have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, wearing the goggles increases its range by 60 feet." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Goggles of Object Reading", + "source": "EGW", + "page": 267, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence ({@skill Arcana}) checks made to reveal information about a creature or object you can see.", + "In addition, you can cast the {@spell identify} spell using the googles. Once you do so, you can't do so again until the next dawn." + ], + "attachedSpells": [ + "identify" + ] + }, + { + "name": "Gold", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 5000 + }, + { + "name": "Gold (gp)", + "source": "PHB", + "page": 143, + "type": "$C", + "rarity": "none", + "weight": 0.02, + "value": 100, + "entries": [ + "Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).", + "With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.", + "One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.", + "One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.", + "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", + "A standard coin weighs about a third of an ounce, so fifty coins weigh a pound." + ], + "hasFluffImages": true + }, + { + "name": "Gold 5-Zino Coin", + "source": "GGR", + "page": 9, + "type": "$C", + "rarity": "none", + "value": 500 + }, + { + "name": "Gold basin with rubies (Legion of Dusk)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Gold bird cage with electrum filigree", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Gold Canary Figurine of Wondrous Power", + "source": "FTD", + "page": 23, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This gold statuette is carved in the likeness of a canary and is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature in one of two forms (you choose). If there isn't enough space for the creature where it would appear, the figurine doesn't become a creature. The two forms are as follows:", + { + "type": "entries", + "name": "Giant Canary Form", + "entries": [ + "The figurine becomes a {@creature giant canary|FTD} for up to 8 hours and can be ridden as a mount. Once the figurine has become a {@creature giant canary|FTD}, it can't be used this way again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Gold Dragon Form", + "entries": [ + "While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an {@creature adult gold dragon} (see its stat block in the Monster Manual) for up to 1 hour. The dragon can't use any legendary actions or lair actions. Once the figurine has become an {@creature adult gold dragon}, it can't be used this way again until 1 year has passed.", + "In either form, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.", + "The creature exists for a duration specific to each form. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the description." + ] + } + ] + }, + { + "name": "Gold chalice (Legion of Dusk)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Gold chalice set with emeralds (Legion of Dusk)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Gold circlet set with four aquamarines", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Gold cup set with emeralds", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Gold dragon comb set with red garnets as eyes", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Gold Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "resist": [ + "fire" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.", + "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn." + ] + }, + { + "name": "Gold jewelry box with platinum filigree", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Gold jewelry box with platinum filigree (Brazen Coalition)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Gold locket with a painted portrait inside", + "source": "DMG", + "page": 134, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Gold locket with a painted portrait inside (Legion of Dusk)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Gold music box", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Gold music box (Brazen Coalition)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Gold pendant with black onyx (Legion of Dusk)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Gold ring set with bloodstones", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Gold ring with turquoise (Legion of Dusk)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Gold Zino", + "source": "GGR", + "page": 9, + "type": "$C", + "rarity": "none", + "value": 100 + }, + { + "name": "Gold-plated ceremonial helmet and pauldrons (Legion of Dusk)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Gold-plated sextant with topaz (Brazen Coalition)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Golgari Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring, adorned with the symbol of Golgari, allows you to cast {@spell entangle}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Golgari's recognition and favor.", + "A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13)." + ], + "attachedSpells": [ + "entangle" + ], + "hasFluffImages": true + }, + { + "name": "Golgari Keyrune", + "source": "GGR", + "page": 177, + "rarity": "very rare", + "reqAttune": "by a member of the Golgari guild", + "reqAttuneTags": [ + { + "background": "golgari agent|ggr" + } + ], + "wondrous": true, + "entries": [ + "Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a {@creature giant scorpion} for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey.", + "When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature giant scorpion}. If there isn't enough space for the creature, the keyrune doesn't transform.", + "The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.", + "At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Goose Egg Trinket", + "source": "BGG", + "page": 150, + "type": "G", + "rarity": "none", + "entries": [ + "Sometimes, an egg laid by a {@creature giant goose|BGG} inexplicably contains some kind of small trinket or minor magic item. Once it lays a golden egg, a giant goose can't do so again for a year and a day.", + "You can use the Goose Egg Trinket table to determine the contents of a golden egg. A giant goose's egg can be a great way to give characters an item that's important to the story of an adventure or your campaign.", + { + "type": "table", + "caption": "Goose Egg Trinket", + "colLabels": [ + "d12", + "Egg Contents" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The egg is empty, but the inside of the shell is inscribed with a poem or an intricate illustration." + ], + [ + "2", + "The gold shell encloses a candy egg." + ], + [ + "3", + "The egg holds a small toy goose that makes a loud honking noise when squeezed." + ], + [ + "4", + "The egg contains a {@item Potion of Hill Giant Strength||potion of giant strength (hill giant)} with no container." + ], + [ + "5", + "The egg holds a {@item pearl of power}." + ], + [ + "6", + "The egg contains a {@item brooch of shielding}." + ], + [ + "7", + "The egg contains a {@item Figurine of Wondrous Power, Silver Raven||figurine of wondrous power (silver raven)} that activates automatically as the egg is opened, releasing what appears to be a living bird." + ], + [ + "8\u201312", + "The egg is empty." + ] + ] + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Grappling Hook", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Grappling Hook|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 4, + "value": 200 + }, + { + "name": "Grappling Hook", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 4, + "value": 200, + "entries": [ + "As a {@action Utilize|XPHB} action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity ({@skill Acrobatics|XPHB}) check. If you tied a Rope to the hook, you can then climb it." + ] + }, + { + "name": "Grasping Whip", + "source": "BMT", + "page": 67, + "baseItem": "whip|PHB", + "type": "M", + "rarity": "rare", + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic whip. When you hit a creature or object that is Large or smaller with this whip, you can pull that creature or object 5 feet toward you instead of dealing damage." + ] + }, + { + "name": "Gravenhollow Compass Ring", + "source": "OotA", + "page": 141, + "type": "OTH", + "rarity": "unknown (magic)", + "entries": [ + "This gold ring is fitted with a star ruby worth 1,000 gp. A {@spell detect magic} spell reveals that the gem radiates a faint aura of divination magic. The gem's star-shaped core is a magical compass that guides the ring's wearer along the safest, shortest route to Gravenhollow." + ] + }, + { + "name": "Graz'tchar, the Decadent End", + "source": "TDCSR", + "page": 195, + "baseItem": "greatsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "sentient": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "This blade appears to be a beautiful cruciform sword of shining silver, inlaid with sparkling rubies. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which has the following properties.", + { + "type": "entries", + "name": "Corrosive Submission", + "entries": [ + "When you hit a creature that has an Intelligence score of 4 or higher with an attack using this sword, the target takes an extra {@damage 3d6} acid damage and must succeed on a {@dc 17} Charisma {@quickref saving throws|PHB|2|1|saving throw} or be {@condition charmed} by you for 1 hour. If you attack the creature again while it is {@condition charmed} in this way, the extra acid damage increases to {@dice 10d6} and the {@condition charmed} condition ends. If the target succeeds on its {@quickref saving throws|PHB|2|1|saving throw} or the charm ends for it, it can't be {@condition charmed} again in this way for 24 hours." + ] + }, + { + "type": "entries", + "name": "Hidden Nature", + "entries": [ + "The acid damage dealt by this greatsword appears to be radiant damage to all who perceive it. A {@spell true seeing} spell or similar magic reveals that the sword is actually a rusted, pitted blade dripping with acid." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "{@deity Graz'tchar|Exandria|TDCSR|Graz'tchar} is a sentient neutral evil weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The sword can speak, read, and understand {@language Common}, and can communicate with its wielder telepathically. Anyone who holds it hears the wise voice of a sorrowful king, beckoning the user to seize their destiny. A creature that succeeds on a {@dc 26} Wisdom ({@skill Insight}) check while listening to the blade's voice hears a sliver of malice that suggests the truth: the voice is a corrupting trick of the Demon Prince of Indulgence." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "{@deity Graz'tchar|Exandria|TDCSR|Graz'tchar} slowly attempts to sway its wielder to sow chaos in Exandria, telling lies and spreading malign truths about great leaders, and claiming that the {@book members of the Tal'Dorei Council|TDCSR|2|Tal'Dorei Council} are corrupt and must be overthrown. The voice of this blade is actually the Demon Prince of Indulgence, speaking from his Abyssal prison.", + "If the sword's attuned wielder disobeys the urges of the weapon for an extended period of time, {@deity Graz'tchar|Exandria|TDCSR|Graz'tchar} can attempt to control the wielder, who must succeed on a {@dc 17} Charisma {@quickref saving throws|PHB|2|1|saving throw} or become {@condition charmed} by the sword for 24 hours. While the wielder is {@condition charmed} in this way, the sword can compel them to take an action of the sword's choice once per hour, though the wielder believes this action is taken of their own free will. If the chosen action leads to the harm of someone the wielder considers a trusted friend or ally, the {@condition charmed} condition immediately ends. On a successful {@quickref saving throws|PHB|2|1|saving throw} or if the {@condition charmed} condition ends for the wielder, they are immune to this property of the sword for 24 hours." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Greater Silver Sword", + "source": "MTF", + "page": 89, + "baseItem": "greatsword|phb", + "type": "M", + "resist": [ + "psychic" + ], + "rarity": "legendary", + "reqAttune": "by a creature that has psionic ability", + "reqAttuneTags": [ + { + "psionics": true + } + ], + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being {@condition charmed}, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage." + ], + "hasFluffImages": true + }, + { + "name": "Green Chromatic Rose", + "source": "WBtW", + "page": 208, + "resist": [ + "poison" + ], + "detail1": "issues green gas", + "rarity": "rare", + "wondrous": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Chromatic Rose|WBtW}" + ] + }, + { + "name": "Green Copper Ewer", + "source": "CoS", + "page": 188, + "type": "OTH", + "rarity": "unknown (magic)", + "entries": [ + "Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer's handle can command the ewer to fill with 1 gallon of wine, and it can't produce more wine until the next dawn." + ] + }, + { + "name": "Green Dragon Mask", + "source": "RoTOS", + "page": 4, + "resist": [ + "poison" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "grantsLanguage": true, + "entries": [ + "This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties", + { + "type": "entries", + "name": "Damage Absorption", + "entries": [ + "You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type." + ] + }, + { + "type": "entries", + "name": "Draconic Majesty", + "entries": [ + "While you are wearing no armor, you can add your Charisma bonus to your Armor Class." + ] + }, + { + "type": "entries", + "name": "Dragon Breath", + "entries": [ + "If you have a breath weapon that requires rest to recharge, it gains a recharge of 6." + ] + }, + { + "type": "entries", + "name": "Dragon Sight", + "entries": [ + "You gain {@sense darkvision} out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain {@sense blindsight} out to 30 feet for 5 minutes." + ] + }, + { + "type": "entries", + "name": "Dragon Tongue", + "entries": [ + "You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons." + ] + }, + { + "type": "entries", + "name": "Legendary Resistance", + "entries": [ + "(1/Day) If you fail a saving throw, you can choose to succeed instead." + ] + }, + { + "type": "entries", + "name": "Water Breathing", + "entries": [ + "You can breathe underwater." + ] + } + ] + }, + { + "name": "Green Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "resist": [ + "poison" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage.", + "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn." + ] + }, + { + "name": "Grenade Launcher", + "source": "DMG", + "page": 268, + "type": "G", + "rarity": "none", + "weight": 7, + "age": "modern", + "hasRefs": true, + "entries": [ + "{#itemEntry Grenade|DMG}" + ] + }, + { + "name": "Grimoire Infinitus (Awakened)", + "source": "EGW", + "_copy": { + "name": "Grimoire Infinitus (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the Grimoire Infinitus reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "While you carry the spellbook, you have advantage on saving throws against spells and magical effects.", + "When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "hasFluffImages": true + }, + { + "name": "Grimoire Infinitus (Dormant)", + "source": "EGW", + "page": 271, + "rarity": "legendary", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "property": [ + "Vst|TDCSR" + ], + "entries": [ + "Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "Most of the book is blank, but the following spells are recorded in the first pages of the tome: {@spell alarm}, {@spell antimagic field}, {@spell Bigby's hand}, {@spell blight}, {@spell charm person}, {@spell confusion}, {@spell control weather}, {@spell create undead}, {@spell detect thoughts}, {@spell enlarge/reduce}, {@spell fear}, {@spell foresight}, {@spell gaseous form}, {@spell glyph of warding}, {@spell legend lore}, {@spell Leomund's tiny hut}, {@spell mass suggestion}, {@spell mislead}, {@spell misty step}, {@spell Mordenkainen's faithful hound}, {@spell prismatic spray}, {@spell ray of enfeeblement}, {@spell silent image}, {@spell teleport}, and {@spell thunderwave}.", + "You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Grimoire Infinitus (Exalted)", + "source": "EGW", + "_copy": { + "name": "Grimoire Infinitus (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the Grimoire Infinitus reaches an exalted state, it gains the following properties:", + { + "type": "list", + "items": [ + "You can now use your Arcane Recovery feature twice between long rests, rather than once.", + "When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "hasFluffImages": true + }, + { + "name": "Grovelthrash (Awakened)", + "source": "EGW", + "_copy": { + "name": "Grovelthrash (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the warhammer reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2.", + "You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock.", + "When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+2", + "modifySpeed": { + "equal": { + "burrow": "walk" + } + }, + "hasFluffImages": true + }, + { + "name": "Grovelthrash (Dormant)", + "source": "EGW", + "page": 275, + "baseItem": "warhammer|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "V", + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "A covetous {@creature ultroloth} named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others." + ] + }, + { + "type": "entries", + "name": "Dormant", + "entries": [ + "The warhammer grants the following benefits in its dormant state:", + { + "type": "list", + "items": [ + "You can speak, read, and write Abyssal and Infernal.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra {@damage 2d6} bludgeoning damage to the target. If you do, you take {@damage 1d6} psychic damage. The warhammer deals double damage to objects and structures.", + "While holding this weapon, you have advantage on Wisdom ({@skill Insight}) checks made to discern a lie spoken in a language you understand." + ] + } + ] + }, + { + "type": "inset", + "name": "Betrayer Artifact Properties", + "entries": [ + "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Grovelthrash (Exalted)", + "source": "EGW", + "_copy": { + "name": "Grovelthrash (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the warhammer reaches an exalted state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "When you have fewer hit points than half your hit point maximum, the warhammer deals an extra {@damage 2d6} bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake.", + "As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): {@spell earthquake}, {@spell meld into stone}, or {@spell stone shape}. Once a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+3", + "attachedSpells": [ + "earthquake", + "meld into stone", + "stone shape" + ], + "hasFluffImages": true + }, + { + "name": "Gruul Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring, adorned with the symbol of Gruul, allows you to cast {@spell compelled duel}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Gruul's recognition and favor.", + "A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13)." + ], + "attachedSpells": [ + "compelled duel" + ], + "hasFluffImages": true + }, + { + "name": "Gruul Keyrune", + "source": "GGR", + "page": 177, + "rarity": "rare", + "reqAttune": "by a member of the Gruul guild", + "reqAttuneTags": [ + { + "background": "gruul anarch|ggr" + } + ], + "wondrous": true, + "entries": [ + "This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a {@creature rhinoceros} (and with the same statistics). It remains in its ceratok form for 1 hour.", + "When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a ceratok. If there isn't enough space for the creature, the keyrune doesn't transform.", + "The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.", + "At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Guardian Emblem", + "source": "TCE", + "page": 128, + "rarity": "uncommon", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.", + "The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.", + "The emblem regains all expended charges daily at dawn." + ] + }, + { + "name": "Gulthias Staff", + "source": "CoS", + "page": 221, + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dusk", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "Made from the branch of a Gulthias tree (see the {@creature twig blight||blights} entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains {@dice 1d6 + 4} of its expended charges daily at dusk.", + "If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.", + { + "name": "Vampiric Strike", + "type": "entries", + "entries": [ + "The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with {@table Short-Term Madness|DMG|short term madness} (see \"{@variantrule Madness|DMG}\" in chapter 8 of the Dungeon Master's Guide)." + ] + }, + { + "name": "Blight Bane", + "type": "entries", + "entries": [ + "While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Gunpowder Horn", + "source": "DMG", + "page": 268, + "type": "EXP|DMG", + "rarity": "none", + "weight": 2, + "value": 3500, + "age": "renaissance", + "entries": [ + "Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs or in water-resistant powder horns.", + "Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it ({@damage 3d6} for a powder horn). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Gunpowder Keg", + "source": "DMG", + "page": 268, + "type": "EXP|DMG", + "rarity": "none", + "weight": 20, + "value": 25000, + "age": "renaissance", + "entries": [ + "Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs or in water-resistant powder horns.", + "Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it ({@damage 7d6} for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Gurt's Greataxe", + "source": "SKT", + "page": 234, + "baseItem": "greataxe|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "weight": 325, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "3d12", + "dmgType": "S", + "bonusWeapon": "+1", + "entries": [ + "In the Year of the Icy Axe (123 DR), the {@creature frost giant} Lord Gurt fell to Uthgar Gardolfsson\u2014leader of the folk who would become the Uthgardt barbarians\u2014in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a {@creature frost giant} adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals {@damage 3d12} slashing damage on a hit, plus an extra {@damage 2d12} slashing damage if the target is human.", + "The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can't be shut off in these conditions.", + "As an action, you can cast a version of the {@spell heat metal} spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "heat metal" + ] + }, + { + "name": "Hag Eye", + "source": "MM", + "page": 177, + "type": "OTH", + "rarity": "unknown (magic)", + "entries": [ + "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and {@sense darkvision} with a radius of 60 feet. If it is destroyed, each coven member takes {@damage 3d10} psychic damage and is {@condition blinded} for 24 hours.", + "A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over." + ] + }, + { + "name": "Hammer", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 3, + "value": 100 + }, + { + "name": "Hammer of Runic Focus", + "source": "BMT", + "page": 67, + "baseItem": "warhammer|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact. While you're inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains {@dice 1d3} expended charges daily at dawn." + ], + "hasFluffImages": true + }, + { + "name": "Hammer of Thunderbolts", + "source": "DMG", + "page": 173, + "srd": true, + "baseItem": "maul|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "weight": 10, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "B", + "ability": { + "str": 4 + }, + "bonusWeapon": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 1}", + "charges": 5, + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + { + "type": "entries", + "name": "Giant's Bane (Requires Attunement)", + "entries": [ + "You must be wearing a {@italic belt of giant strength} (any variety) and {@item gauntlets of ogre power} to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die." + ] + }, + "The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be {@condition stunned} until the end of your next turn. The hammer regains {@dice 1d4 + 1} expended charges daily at dawn." + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Hammerhead Ship", + "source": "AAG", + "page": 32, + "otherSources": [ + { + "source": "SjA" + } + ], + "type": "SPC|AAG", + "rarity": "none", + "value": 4000000, + "crew": 15, + "vehAc": 15, + "vehHp": 400, + "vehDmgThresh": 15, + "vehSpeed": 4, + "capCargo": 30, + "entries": [ + "Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren't built to land on the ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming." + ], + "seeAlsoVehicle": [ + "Hammerhead Ship|AAG" + ] + }, + { + "name": "Hammock of Worlds", + "source": "JttRC", + "page": 214, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "The Hammock of Worlds is a colorful hammock woven with traditional Ataguan designs. It can be used only by a member of the order known as the Green Doctors.", + "You can use an action to unfold and place the Hammock of Worlds on a solid surface, whereupon it creates a two-way portal to the Ghost Orchid Tepui in the Feywild or to the Drought Elder in the Far Realm (the user's choice). You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once Hammock of Worlds has opened a portal, it can't do so again for {@dice 1d8} hours." + ], + "hasFluffImages": true + }, + { + "name": "Hand of Vecna", + "source": "DMG", + "page": 224, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "str": 20 + } + }, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 4}", + "charges": 8, + "entries": [ + "Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.", + "{@creature Orcus|MTF}, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a {@creature lich}. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.", + "Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.", + "The {@item Eye of Vecna} and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.", + "To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.", + "To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.", + { + "name": "Random Properties", + "type": "entries", + "entries": [ + "The {@item Eye of Vecna} and the Hand of Vecna each have the following random properties:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial property}", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}" + ] + } + ] + }, + { + "name": "Properties of the Hand", + "type": "entries", + "entries": [ + "Your alignment changes to neutral evil, and you gain the following benefits:", + { + "type": "list", + "items": [ + "Your Strength score becomes 20, unless it is already 20 or higher.", + "Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra {@damage 2d8} cold damage on a hit.", + "The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: {@spell finger of death} (5 charges), {@spell sleep} (1 charge), {@spell slow} (2 charges), or {@spell teleport} (3 charges). The hand regains {@dice 1d4 + 4} expended charges daily at dawn. Each time you cast a spell from the hand, it casts the {@spell suggestion} spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you." + ] + } + ] + }, + { + "name": "Properties of the Eye and Hand", + "type": "entries", + "entries": [ + "If you are attuned to both the hand and eye, you gain the following additional benefits:", + { + "type": "list", + "items": [ + "You are immune to disease and poison.", + "Using the eye's X-ray vision never causes you to suffer {@condition exhaustion}.", + "You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@status surprised}.", + "If you start your turn with at least 1 hit point, you regain {@dice 1d10} hit points.", + "If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.", + "You can use an action to cast {@spell wish}. This property can't be used again until 30 days have passed." + ] + } + ] + }, + { + "name": "Destroying the Eye and Hand", + "type": "entries", + "entries": [ + "If the {@item Eye of Vecna} and the Hand of Vecna are both attached to the same creature, and that creature is slain by the {@item Sword of Kas}, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered." + ] + } + ], + "attachedSpells": [ + "wish", + "finger of death", + "sleep", + "slow", + "teleport" + ], + "hasFluffImages": true + }, + { + "name": "Harbor Moon", + "source": "WDH", + "page": 169, + "type": "$C", + "rarity": "none", + "value": 5000, + "entries": [ + "Platinum crescent inset with electrum, about three inches long with a hole large enough for a {@item nib|wdh} to fit in (1 harbor moon = 5,000 {@item nib|wdh|nibs})" + ] + }, + { + "name": "Harkon's Bite", + "source": "VRGR", + "page": 137, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "curse": true, + "bonusSavingThrow": "+1", + "entries": [ + "A dire wolf tooth dangles from this simple cord necklace. While you wear it, the necklace grants you a +1 bonus to ability checks and saving throws.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "Attuning to Harkon's Bite curses you until either Harkon Lukas removes the necklace from you or you are targeted by a {@spell remove curse} spell or similar magic. As long as you remain cursed, you cannot remove the necklace.", + "Upon donning or removing the necklace, whether you are attuned to it or not, you are afflicted with {@variantrule Player Characters as Lycanthropes|mm|werewolf lycanthropy} as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again." + ] + } + ] + }, + { + "name": "Harp of Gilded Plenty", + "source": "BGG", + "page": 112, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "sentient": true, + "entries": [ + "This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of speaking, singing, and playing by itself.", + "Whenever you attempt to attune to the harp, you must first make either a DC 15 Charisma ({@skill Performance}) check or a DC 20 Charisma ({@skill Persuasion}) check to convince the harp that you are worthy, attuning to the harp on a success. If you fail, you can't attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the harp resizes to suit you.", + { + "type": "entries", + "name": "Stalwart Song", + "entries": [ + "Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10." + ] + }, + { + "type": "entries", + "name": "Feast of Plenty", + "entries": [ + "If you spend 10 minutes playing the harp, you can cast the {@spell heroes' feast} spell from it. Once this property is used, it can't be used again until {@dice 1d10 + 10} days have passed." + ] + }, + { + "type": "entries", + "name": "Soothing Melody", + "entries": [ + "As an action, you can use the harp to cast the {@spell calm emotions} spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain {@status concentration} on the spell. This property can be used five times, and it regains all uses at dawn." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and {@sense darkvision} to a range of 120 feet.", + "The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it.", + "The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height." + ] + } + ], + "attachedSpells": [ + "heroes' feast", + "calm emotions" + ] + }, + { + "name": "Hat of Disguise", + "source": "DMG", + "page": 173, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this hat, you can use an action to cast the {@spell disguise self} spell from it at will. The spell ends if the hat is removed." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "attachedSpells": [ + "disguise self" + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "Hat of Many Spells", + "source": "UtHftLH", + "rarity": "very rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "focus": [ + "Wizard" + ], + "entries": [ + "This pointed hat has the following properties.", + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "While holding the hat, you can use it as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and \"pull\" the spell out of it." + ] + }, + { + "type": "entries", + "name": "Unknown Spell", + "entries": [ + "While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence ({@skill Arcana|XPHB}) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table.", + "Any spell you cast from the hat uses your spell save DC and spell attack bonus.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "1d100", + "Effect" + ], + "rows": [ + [ + "01-50", + "You cast a random spell determined by rolling {@dice 1d10}: on a {@b 1}, {@spell Enlarge/Reduce|XPHB} (enlarge effect); on a {@b 2}, {@spell Enlarge/Reduce|XPHB} (reduce effect); on a {@b 3}, {@spell Faerie Fire|XPHB}; on a {@b 4}, {@spell Fireball|XPHB}; on a {@b 5}, {@spell Gust of Wind|XPHB}; on a {@b 6}, {@spell Invisibility|XPHB} (cast on yourself); on a {@b 7}, {@spell Lightning Bolt|XPHB}; on an {@b 8}, {@spell Phantasmal Force|XPHB}; on a {@b 9}, {@spell Polymorph|XPHB}; on a {@b 10}, {@spell Stinking Cloud|XPHB}." + ], + [ + "51-55", + "You have the {@condition Stunned|XPHB} condition until the end of your next turn, believing something awesome just happened." + ], + [ + "56-60", + "A harmless swarm of butterflies fills a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} within 30 feet of yourself. The swarm disperses after 1 minute." + ], + [ + "61-65", + "You pull a nonmagical object out of the hat. Roll {@dice 1d4} to determine the object: on a {@b 1}, a vial of Acid; on a {@b 2}, a flask of Alchemist's Fire; on a {@b 3}, a Crowbar; on a {@b 4}, a lit Torch." + ], + [ + "66-70", + "You suffer a bout of \"magic sickness\" and have the {@condition Poisoned|XPHB} condition for 1 hour." + ], + [ + "71-75", + "You have the {@condition Petrified|XPHB} condition until the end of your next turn." + ], + [ + "76-80", + "You pull a nonmagical object out of the hat. Roll {@dice 1d4} to determine the object: on a {@b 1}, a {@item Dagger|XPHB}; on a {@b 2}, a {@item Rope|XPHB} with a {@item Grappling Hook|XPHB} tied to one end; on a {@b 3}, a bag of {@item Caltrops|XPHB}; on a {@b 4}, a gem worth 50 GP." + ], + [ + "81-85", + "A creature appears in an unoccupied space as close to you as possible. The creature isn't under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 {@variantrule Hit Points|XPHB}. Roll {@dice 1d4} to determine the creature: on a {@b 1}, a {@creature Camel|XPHB}; on a {@b 2}, a {@creature Constrictor Snake|XPHB}; on a {@b 3}, an {@creature Elephant|XPHB}; on a {@b 4}, a {@creature Mule|XPHB}." + ], + [ + "86-90", + "A {@variantrule Hostile [Attitude]|XPHB|Hostile} {@creature Swarm of Bats|XPHB} flies out of the hat, occupies your space, and attacks you." + ], + [ + "91-95", + "A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads." + ], + [ + "96-00", + "You pull a magic item out of the hat. Roll {@dice 1d6} to determine the item's rarity: on a {@b 1-3}, {@filter Common|items|rarity=Common}; on a {@b 4-5}, {@filter Uncommon|items|rarity=Uncommon}; on a {@b 6}, {@filter Rare|items|rarity=Rare}. The DM chooses the item, which disappears after 1 hour if it's not consumed or destroyed before then." + ] + ] + } + ] + } + ], + "attachedSpells": [ + "enlarge/reduce|xphb", + "faerie fire|xphb", + "fireball|xphb", + "gust of wind|xphb", + "invisibility|xphb", + "lightning bolt|xphb", + "phantasmal force|xphb", + "polymorph|xphb", + "stinking cloud|xphb" + ] + }, + { + "name": "Hat of Vermin", + "source": "XGE", + "page": 137, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a {@creature bat}, a {@creature frog}, or a {@creature rat}. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn." + ] + }, + { + "name": "Hat of Wizardry", + "source": "XGE", + "page": 137, + "tier": "minor", + "rarity": "common", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "focus": [ + "Wizard" + ], + "entries": [ + "This antiquated, cone\u2014shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:", + { + "type": "list", + "items": [ + "You can use the hat as a spellcasting focus for your wizard spells.", + "You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence ({@skill Arcana}) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest." + ] + } + ] + }, + { + "name": "Hazewalker Plate", + "source": "DoDk", + "page": 230, + "baseItem": "plate armor|PHB", + "type": "HA", + "resist": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "disease" + ], + "rarity": "very rare", + "weight": 65, + "ac": 18, + "strength": "15", + "stealth": true, + "entries": [ + "This plate armour includes a helmet and is hermetically sealed when worn. You gain the following benefits when its worn and the helmet visor is closed:", + { + "type": "list", + "items": [ + "You are immune to diseases and the poisoned condition, and gain advantage on saving throws against any effect that causes {@adventure contamination|DoDk|12}.", + "You have resistance to necrotic and poison damage.", + "You don't need to breathe." + ] + }, + "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body." + ] + }, + { + "name": "Hazirawn", + "source": "HotDQ", + "page": 94, + "otherSources": [ + { + "source": "ToD", + "page": 178 + } + ], + "baseItem": "greatsword|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "reqAttuneAlt": "optional", + "sentient": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+1", + "recharge": "midnight", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, + "entries": [ + "A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus to attack and damage rolls made with this weapon. If you are not attuned to Hazirawn, you deal an extra {@damage 1d6} necrotic damage when you hit with the weapon.", + { + "name": "Increased Potency", + "type": "entries", + "entries": [ + "While you are attuned to this weapon, its bonus on attack and damage rolls increases to +2, and a hit deals an extra {@damage 2d6} necrotic damage (instead of {@dice 1d6})." + ] + }, + { + "name": "Spells", + "type": "entries", + "entries": [ + "Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast {@spell detect magic} (1 charge), {@spell detect evil and good} (1 charge), or {@spell detect thoughts} (2 charges). Each night at midnight, Hazirawn regains {@dice 1d4} expended charges." + ] + }, + { + "name": "Wounding", + "type": "entries", + "entries": [ + "While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success." + ] + } + ], + "attachedSpells": [ + "detect magic", + "detect evil and good", + "detect thoughts" + ] + }, + { + "name": "Headband of Intellect", + "source": "DMG", + "page": 173, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "int": 19 + } + }, + "entries": [ + "Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Healer's Kit", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Healer's Kit|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 3, + "value": 500, + "entries": [ + "This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check." + ], + "hasFluffImages": true + }, + { + "name": "Healer's Kit", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 3, + "value": 500, + "entries": [ + "A Healer's Kit has ten uses. As a {@action Utilize|XPHB} action, you can expend one of its uses to stabilize an {@condition Unconscious|XPHB} creature that has 0 {@variantrule Hit Points|XPHB} without needing to make a Wisdom ({@skill Medicine|XPHB}) check." + ] + }, + { + "name": "Heart Weaver's Primer", + "source": "TCE", + "page": 128, + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Wizard" + ], + "entries": [ + "This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: {@spell antipathy/sympathy}, {@spell charm person}, {@spell dominate person}, {@spell enthrall}, {@spell hypnotic pattern}, {@spell modify memory}, and {@spell suggestion}. It functions as a spellbook for you.", + "While you are holding the book, you can use it as a spellcasting focus for your wizard spells.", + "The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.", + "When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell." + ] + } + ], + "attachedSpells": [ + "antipathy/sympathy", + "charm person", + "dominate person", + "enthrall", + "hypnotic pattern", + "modify memory", + "suggestion" + ] + }, + { + "name": "Heartstone", + "source": "MM", + "page": 179, + "type": "OTH", + "rarity": "very rare", + "entries": [ + "This lustrous black gem allows a {@creature night hag} to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days." + ] + }, + { + "name": "Hell Hound Cloak", + "source": "TftYP", + "page": 228, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "curse": true, + "weight": 1, + "entries": [ + "This dark cloak is made of cured {@creature hell hound} hide. As an action, you can command the cloak to transform you into a {@creature hell hound} for up to 1 hour. The transformation otherwise functions as the {@spell polymorph} spell, but you can use a bonus action to revert to your normal form.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This cloak is cursed with the essence of a {@creature hell hound}, and becoming attuned to it extends the curse to you. Until the curse is broken with {@spell remove curse} or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times." + ] + }, + "The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in {@creature hell hound} form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a {@creature hell hound}. Thereafter, only {@spell remove curse} or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a {@spell wish} spell can reverse the transformation." + ], + "attachedSpells": [ + "polymorph" + ] + }, + { + "name": "Helm of Brilliance", + "source": "DMG", + "page": 173, + "srd": true, + "resist": [ + "fire" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This dazzling helm is set with {@dice 1d10} diamonds, {@dice 2d10} rubies, {@dice 3d10} fire opals, and {@dice 4d10} opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.", + "You gain the following benefits while wearing it:", + { + "type": "list", + "items": [ + "You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: {@spell daylight} (opal), {@spell fireball} (fire opal), {@spell prismatic spray} (diamond), or {@spell wall of fire} (ruby). The gem is destroyed when the spell is cast and disappears from the helm.", + "As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes {@damage 1d6} radiant damage.", + "As long as the helm has at least one ruby, you have resistance to fire damage.", + "As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra {@damage 1d6} fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon." + ] + }, + "Roll a {@dice d20} if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed." + ], + "attachedSpells": [ + "daylight", + "fireball", + "prismatic spray", + "wall of fire" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Helm of Comprehending Languages", + "source": "DMG", + "page": 173, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "While wearing this helm, you can use an action to cast the {@spell comprehend languages} spell from it at will." + ], + "attachedSpells": [ + "comprehend languages" + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Helm of Devil Command", + "source": "BGDIA", + "page": 223, + "rarity": "very rare", + "reqAttune": "by a creature that can speak Infernal", + "reqAttuneTags": [ + { + "languageProficiency": "infernal" + } + ], + "wondrous": true, + "recharge": "special", + "charges": 3, + "entries": [ + "This bulky, eyeless helmet is made for a {@creature pit fiend} but magically resizes to fit the heads of other wearers.", + "While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.", + "The helm has 3 charges. As an action, you can expend 1 charge to cast {@spell dominate monster} (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.", + "If you are not a devil, using the helm's {@spell dominate monster} property in the Nine Hells has a {@chance 20} chance of attracting a {@creature narzugon|MTF}, which arrives on the back of a {@creature nightmare} mount in {@dice 1d4} hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master." + ], + "attachedSpells": [ + "dominate monster" + ], + "hasFluffImages": true + }, + { + "name": "Helm of Disjunction", + "source": "HAT-LMI", + "rarity": "legendary", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "entries": [ + "The wizard Mordenkainen crafted this sleek, golden helmet. If he created other helms of disjunction, they have yet to be found.", + "As an action while wearing this helm, you can use it to emit an antimagic pulse in a 300-foot-radius sphere centered on yourself. The pulse has the following effects:", + { + "type": "entries", + "name": "Magic Item Disjunction", + "entries": [ + "Potions and scrolls in the area are destroyed. All other magic items in the area have their magical properties suppressed for 1 minute. Artifacts are unaffected by this property, as are magic items on your person." + ] + }, + { + "type": "entries", + "name": "Spell Disjunction", + "entries": [ + "Any ongoing spell ends if the creature, object, or area affected by it is even partly in the pulse's area." + ] + }, + { + "type": "entries", + "name": "Wave of Force", + "entries": [ + "The antimagic pulse is strong enough to knock down creatures close to you. Each creature within 30 feet of you must succeed on a DC 15 Strength saving throw or have the {@condition prone} condition.", + "Once you use the helm's property, it can't be used again until {@dice 1d4} days have passed." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Helm of Patron Saints", + "source": "DoDk", + "page": 234, + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "entries": [ + "While wearing this helm, you can see invisible creatures and objects within 60 feet of you. In addition, you gain a +2 bonus to spell attack rolls, and increase your spell saving throw DC by 2.", + { + "type": "entries", + "name": "Relics of Saint Vitruvio", + "entries": [ + "These holy relics of the Sacred Flame were wielded by Saint Vitruvio and are kept in several religious sites throughout Drakkenheim. The Knights of the Silver Order and the Followers of the Falling Fire now seek these relics. Not only do both factions revere Saint Vitruvio, both wish to use these relics to help advance their goals in Drakkenheim.", + "A character attuned to three Relics of Saint Vitruvio may cast the {@spell heal} spell three times per day, after which they must finish a long rest before they may do so again. In addition, that character gains the ability to attune to two additional magic items so long as those magic items are both Relics of Saint Vitruvio." + ] + } + ], + "attachedSpells": [ + "heal" + ] + }, + { + "name": "Helm of Perfect Potential", + "source": "BGG", + "page": 112, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This copper-hued helm contains a shard of the Elemental Chaos embedded in its forehead, surrounded by a motif of a rising sun. Legend says Annam fashioned this helm for his daughter Diancastra to hold the fragment of chaos she used to prove her worth to her father.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Master of Guile", + "entries": [ + "While wearing the helm, you have advantage on Charisma ({@skill Deception}) and Wisdom ({@skill Insight}) checks." + ] + }, + { + "type": "entries", + "name": "Arrow of Elemental Havoc", + "entries": [ + "As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes {@damage 4d6} acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes half as much damage." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "The helm has 6 charges and regains {@dice 1d6} charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following spells (save DC 20): {@spell elemental weapon} (1 charge), {@spell call lightning} (2 charges), {@spell wall of fire} (3 charges), {@spell conjure elemental} (4 charges), {@spell tsunami} (5 charges)." + ] + } + ], + "attachedSpells": [ + "elemental weapon", + "call lightning", + "wall of fire", + "conjure elemental", + "tsunami" + ], + "hasFluffImages": true + }, + { + "name": "Helm of Telepathy", + "source": "DMG", + "page": 174, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this helm, you can use an action to cast the {@spell detect thoughts} spell (save DC 13) from it. As long as you maintain {@status concentration} on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply\u2014using a bonus action to do so\u2014while your focus on it continues.", + "While focusing on a creature with {@spell detect thoughts}, you can use an action to cast the {@spell suggestion} spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "attachedSpells": [ + "detect thoughts", + "suggestion" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Helm of Teleportation", + "source": "DMG", + "page": 174, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the {@spell teleport} spell from it. The helm regains {@dice 1d3} expended charges daily at dawn." + ], + "attachedSpells": [ + "teleport" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Helm of the Gods", + "source": "MOT", + "page": 196, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind {@quickref Cover||3||total cover}.", + "Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13.", + "The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains {@dice 1d3} charges daily at dawn.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10 text-center" + ], + "colLabels": [ + "God", + "Spell" + ], + "rows": [ + [ + "Athreos", + "{@spell protection from evil and good}" + ], + [ + "Ephara", + "{@spell sanctuary}" + ], + [ + "Erebos", + "{@spell inflict wounds}" + ], + [ + "Heliod", + "{@spell guiding bolt}" + ], + [ + "Iroas", + "{@spell heroism}" + ], + [ + "Karametra", + "{@spell goodberry}" + ], + [ + "Keranos", + "{@spell thunderous smite}" + ], + [ + "Klothys", + "{@spell entangle}" + ], + [ + "Kruphix", + "{@spell dissonant whispers}" + ], + [ + "Mogis", + "{@spell hellish rebuke}" + ], + [ + "Nylea", + "{@spell faerie fire}" + ], + [ + "Pharika", + "{@spell lesser restoration}" + ], + [ + "Phenax", + "{@spell charm person}" + ], + [ + "Purphoros", + "{@spell searing smite}" + ], + [ + "Thassa", + "{@spell identify}" + ] + ] + } + ] + }, + { + "name": "Helm of the Scavenger", + "source": "WDMM", + "page": 297, + "rarity": "legendary", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "This ornate chair is designed to propel and maneuver a ship through space.", + { + "type": "entries", + "name": "Passive Properties", + "entries": [ + "The following properties of the helm come into play even when no creature is attuned to it:", + { + "type": "list", + "items": [ + "When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel's beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit.", + "When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship's decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel's beam." + ] + } + ] + }, + { + "type": "entries", + "name": "Active Properties", + "entries": [ + "The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you sit in it:", + { + "type": "list", + "items": [ + "You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot.", + "You can use the helm to propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot × 10.", + "Provided you have at least one unexpended spell slot, you can steer the vessel, albeit in a somewhat clumsy fashion, in much the same way that oars or a rudder can maneuver a seafaring ship.", + "Whenever you like, you can see what's happening on and around the vessel as though you were standing in a location of your choice aboard it." + ] + } + ] + }, + { + "type": "entries", + "name": "Drawback", + "entries": [ + "While attuned to the helm, you cannot expend your own spell slots." + ] + } + ] + }, + { + "name": "Helm of Underwater Action", + "source": "GoS", + "page": 229, + "otherSources": [ + { + "source": "IMR", + "page": 94 + } + ], + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "static": { + "swim": 30 + } + }, + "entries": [ + "While wearing this brass helmet, you can breathe underwater, you gain {@sense darkvision} with a range of 60 feet, and you gain a swimming speed of 30 feet." + ] + }, + { + "name": "Hematite", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "An opaque gray-black gemstone." + ] + }, + { + "name": "Hempen Rope (50 feet)", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Rope|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 10, + "value": 100, + "entries": [ + "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check." + ] + }, + { + "name": "Herbalism Kit", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 82 + } + ], + "reprintedAs": [ + "Herbalism Kit|XPHB" + ], + "type": "T", + "rarity": "none", + "weight": 3, + "value": 500, + "entries": [ + "This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing." + ], + "additionalEntries": [ + "Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.", + { + "type": "entries", + "name": "Components", + "entries": [ + "An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars." + ] + }, + { + "type": "entries", + "name": "Arcana", + "entries": [ + "Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss." + ] + }, + { + "type": "entries", + "name": "Medicine", + "entries": [ + "Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants." + ] + }, + { + "type": "entries", + "name": "Nature and Survival", + "entries": [ + "When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook." + ] + }, + { + "type": "entries", + "name": "Identify Plants", + "entries": [ + "You can identify most plants with a quick inspection of their appearance and smell." + ] + }, + { + "type": "table", + "caption": "Herbalism Kit", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Find plants", + "15" + ], + [ + "Identify poison", + "20" + ] + ] + } + ] + }, + { + "name": "Herbalism Kit", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "T|XPHB", + "rarity": "none", + "weight": 3, + "value": 500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Intelligence" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Identify a plant ({@dc 10})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Antitoxin|XPHB}, {@item Candle|XPHB}, {@item Healer's Kit|XPHB}, {@item Potion of Healing|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Heretic", + "source": "QftIS", + "page": 191, + "baseItem": "longsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a non-good creature", + "reqAttuneTags": [ + { + "alignment": [ + "G" + ] + } + ], + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 1}", + "charges": 6, + "entries": [ + "The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good.", + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. Heretic has 6 charges for the following properties; the sword regains {@dice 1d4 + 1} charges daily at dawn:", + { + "type": "entries", + "name": "Destroy Devotion", + "entries": [ + "Once per turn when you hit a creature with this weapon, you can expend 1 of its charges to attempt to render the target powerless. The target must succeed on a DC 17 Constitution saving throw or have the {@condition paralyzed} condition until the start of your next turn. Celestials have disadvantage on the save." + ] + }, + { + "type": "entries", + "name": "Faith Hunter", + "entries": [ + "While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: {@spell Detect Evil and Good} (1 charge), {@spell Fly} (2 charges), or {@spell True Seeing} (3 charges)." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of 17, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon can speak, read, and understand Common and Giant, and it can communicate with its wielder telepathically. Its voice is soft and deep but rises in a wild furor when it's aware Celestials or worshipers of good-aligned deities are present. While you are attuned to it, Heretic also understands every language you know." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Heretic craves the destruction of good-aligned gods and their supporters. The blade is condescending and snobby, especially in the company of priests and other pious folk, at whom it often directs sneering comments. When Heretic identifies its quarry, it erupts in a frenzied need for violence." + ] + } + ], + "attachedSpells": [ + "detect evil and good", + "fly", + "true seeing" + ] + }, + { + "name": "Hew", + "source": "LMoP", + "page": 33, + "reprintedAs": [ + "Hew|PaBTSO" + ], + "baseItem": "battleaxe|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 4, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe's creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest." + ] + }, + { + "name": "Hew", + "source": "PaBTSO", + "page": 54, + "baseItem": "battleaxe|PHB", + "type": "M", + "rarity": "uncommon", + "weight": 4, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this magic weapon.", + "Hew is a +1 battleaxe that deals maximum damage when the wielder attacks a Plant creature or an object made of wood. The axe's creator used it for protection in the forest while he cut firewood." + ] + }, + { + "name": "Heward's Handy Haversack", + "source": "DMG", + "page": 174, + "srd": "Handy Haversack", + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "weight": 5, + "entries": [ + "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.", + "Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.", + "The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.", + "Placing the haversack inside an extradimensional space created by a {@item bag of holding}, {@item portable hole}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + ], + "containerCapacity": { + "weight": [ + 20, + 20, + 80 + ], + "weightless": true + }, + "lootTables": [ + "Magic Item Table C" + ], + "hasFluffImages": true + }, + { + "name": "Heward's Handy Spice Pouch", + "source": "XGE", + "page": 137, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "entries": [ + "This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains {@dice 1d6 + 4} expended charges daily at dawn." + ] + }, + { + "name": "Heward's Hireling Armor", + "source": "LLK", + "page": 55, + "baseItem": "leather armor|phb", + "type": "LA", + "rarity": "very rare", + "reqAttune": true, + "weight": 10, + "ac": 11, + "bonusAc": "+1", + "entries": [ + "A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.", + "This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.", + "Placing the armor inside an extradimensional space created by a {@item bag of holding}, a {@item Heward's handy haversack}, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + ], + "containerCapacity": { + "weight": [ + 20, + 20, + 20, + 20, + 20, + 20 + ], + "weightless": true + } + }, + { + "name": "Hide of the Feral Guardian (Awakened)", + "source": "EGW", + "_copy": { + "name": "Hide of the Feral Guardian (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the armor reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "The AC bonus of the armor increases to +2.", + "While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).", + "When you cast the {@spell polymorph} spell using this armor, you can transform into a {@creature cave bear}." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+2", + "bonusAc": "+2" + }, + { + "name": "Hide of the Feral Guardian (Dormant)", + "source": "EGW", + "page": 271, + "baseItem": "studded leather armor|PHB", + "type": "LA", + "rarity": "legendary", + "reqAttune": true, + "weight": 13, + "property": [ + "Vst|TDCSR" + ], + "ac": 12, + "bonusWeapon": "+1", + "bonusAc": "+1", + "entries": [ + "It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While wearing the armor in its dormant state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The armor grants you a +1 bonus to AC.", + "While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.", + "As an action, you can use the armor to cast {@spell polymorph} on yourself, transforming into a {@creature giant owl} while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn." + ] + } + ] + } + ], + "attachedSpells": [ + "polymorph" + ] + }, + { + "name": "Hide of the Feral Guardian (Exalted)", + "source": "EGW", + "_copy": { + "name": "Hide of the Feral Guardian (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the armor reaches an exalted state, it gains the following properties:", + { + "type": "list", + "items": [ + "The AC bonus of the armor increases to +3.", + "While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).", + "When you cast the {@spell polymorph} spell using this armor, you can transform into a {@creature guardian wolf|EGW}." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+3", + "bonusAc": "+3" + }, + { + "name": "Hither-Thither Staff", + "source": "HAT-LMI", + "type": "M", + "rarity": "legendary", + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, + "staff": true, + "entries": [ + "This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains {@dice 1d4} expended charges daily at dawn.", + "As an action, you can expend 1 charge from the staff to create two linked teleportation portals, each one appearing on a flat surface of your choice that you can see within 1,500 feet of yourself. Alternatively, you can expend 1 charge as an action to relocate one or both portals, subject to the same limitation. The surface on which a portal appears must be big enough to accommodate it. Each portal is a two-dimensional, glowing oval ring, and together they create an open doorway up to 6 feet high and 4 feet wide. Any creature or object entering one portal exits from the other as if the two portals were a single opening that connects their locations.", + "A portal can appear on a moving surface, but the effect ends when the two portals move more than 1 mile apart. As a bonus action while holding the staff, you can close both portals (ending the effect) or suppress one portal, causing it to disappear until you relocate it (see above), during which time the remaining portal can't be used. The portals otherwise last for 24 hours." + ], + "hasFluffImages": true + }, + { + "name": "Holy Symbol of Ravenkind", + "source": "CoS", + "page": 222, + "rarity": "legendary", + "reqAttune": "by a cleric or paladin of good alignment", + "reqAttuneTags": [ + { + "class": "cleric", + "alignment": [ + "G" + ] + }, + { + "class": "paladin", + "alignment": [ + "G" + ] + } + ], + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "entries": [ + "The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven\u2014or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.", + "The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.", + "The holy symbol has 10 charges for the following properties. It regains {@dice 1d6 + 4} charges daily at dawn.", + { + "name": "Hold Vampires", + "type": "entries", + "entries": [ + "As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and {@creature vampire spawn} within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is {@condition paralyzed} for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself." + ] + }, + { + "name": "Turn Undead", + "type": "entries", + "entries": [ + "If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect." + ] + }, + { + "name": "Sunlight", + "type": "entries", + "entries": [ + "As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required)." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Holy Water", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 2500, + "entries": [ + "When you take the {@action Attack|XPHB} action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or take {@damage 2d8} Radiant damage if it is a Fiend or an Undead." + ] + }, + { + "name": "Holy Water (flask)", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Holy Water|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 2500, + "entries": [ + "As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes {@damage 2d6} radiant damage.", + "A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot." + ] + }, + { + "name": "Honor's Last Stand (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Honor's Last Stand (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When Honor's Last Stand reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The shield's bonus to AC increases to +2.", + "If you successfully {@action shove} a creature while holding this shield, that creature takes {@damage 2d6} force damage.", + "When a creature within 5 feet of you misses you with an attack, you can attempt to {@action shove} that creature as a reaction." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusAc": "+2", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Honor's Last Stand (Dormant)", + "source": "TDCSR", + "page": 206, + "baseItem": "shield|PHB", + "type": "S", + "conditionImmune": [ + "prone" + ], + "rarity": "legendary", + "reqAttune": "by a creature of non-evil alignment", + "reqAttuneTags": [ + { + "alignment": [ + "N", + "G", + "C", + "L", + "A" + ] + } + ], + "weight": 6, + "property": [ + "Vst|TDCSR" + ], + "ac": 2, + "bonusAc": "+1", + "entries": [ + "This massive silvered shield bears the crest of {@deity The Platinum Dragon|Exandria|TDCSR} and never tarnishes. Its metal is always warm to the touch.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While Honor's Last Stand is in a dormant state, you gain a +1 bonus to AC while holding the shield. This bonus is in addition to the shield's normal bonus to AC. You also can't be knocked {@condition prone} while bearing this shield." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Honor's Last Stand (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Honor's Last Stand (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When Honor's Last Stand reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The shield's bonus to AC increases to +3.", + "When you successfully {@action shove} a creature while holding this shield, you can move it up to 15 feet away from you.", + "As a bonus action, you can protect an ally within 5 feet of you, granting that ally a +3 bonus to AC until the start of your next turn or until they are no longer within 5 feet of you." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusAc": "+3", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hooded Lantern", + "source": "PHB", + "page": 152, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Hooded Lantern|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 2, + "value": 500, + "entries": [ + "A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius." + ] + }, + { + "name": "Hooded Lantern", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 2, + "value": 500, + "entries": [ + "A Hooded Lantern burns Oil as fuel to cast {@variantrule Bright Light|XPHB} in a 30-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. As a {@variantrule Bonus Action|XPHB}, you can lower the hood, reducing the light to {@variantrule Dim Light|XPHB} in a 5-foot radius, or raise it again." + ] + }, + { + "name": "Hook of Fisher's Delight", + "source": "IDRotF", + "page": 314, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a {@dice d6}. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher's Delight table. Once the hook conjures a fish, it can't do so again until the next dawn.", + { + "type": "table", + "caption": "Hook of Fisher's Delight", + "colStyles": [ + "col-2 text-center", + "col-1", + "col-9" + ], + "colLabels": [ + "d20", + "Fish Color", + "Result" + ], + "rows": [ + [ + "1-10", + "Green with copper bands", + "This tasty fish provides a day's worth of nourishment to one creature that eats it. The fish loses this property and rots if it's not eaten within 24 hours of being caught." + ], + [ + "11-14", + "Yellow with black stripes", + "Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked {@condition prone}. The fish then disappears." + ], + [ + "15-18", + "Blue with white bands", + "When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after {@dice 2d4} hours or when reduced to 0 hit points. The fish uses the {@creature quipper} stat block, except that it can breathe air and has a flying speed of 30 feet." + ], + [ + "19-20", + "Gold with silver stripes", + "This tasty fish provides a day's worth of nourishment to one creature that eats it and grants {@dice 2d10} temporary hit points to that creature. The fish loses these properties and rots if it's not eaten within 24 hours of being caught." + ] + ] + } + ], + "miscTags": [ + "CF/W" + ] + }, + { + "name": "Horizon Puzzle Cube", + "source": "BGG", + "page": 86, + "rarity": "unknown (magic)", + "wondrous": true, + "entries": [ + "A Horizon puzzle cube is an 8-inch magical cube made of gold, iron, crystal, and copper, and it is worth 5,000 gp to a sage or collector. A functioning puzzle cube can be solved with 30 minutes of work and a successful DC 25 Intelligence ({@skill Investigation}) check. When the cube is solved, a 30-foot-diameter portal appears before the creature who solved the cube, leading to the northeastern platform of Horizon's Edge. The portal is two-way and remains open for 10 minutes or until a creature uses an action to change the puzzle's configuration. Puzzle cubes don't function while on Horizon's Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the cube is fitted into it." + ] + }, + { + "name": "Horn of Beckoning Death", + "source": "HAT-LMI", + "rarity": "legendary", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "entries": [ + "Resembling a small dragon's horn, this arcane device glows with a hellish internal light when held. As an action while holding this horn, you can invoke a necromantic effect called the Beckoning Death.", + "The Beckoning Death arrives at the start of your next turn and manifests as a crimson cloud of smoke that fills a 30-foot-radius sphere centered on the horn. The sphere doesn't move with the horn. At the start of each of your turns, the sphere's radius increases by 30 feet. The cloud disappears after 10 minutes or when your {@status concentration} on the effect ends. Any creature (including you) that has 9 or fewer hit points when it ends its turn in the cloud is slain by the Beckoning Death. A Humanoid killed in this way instantly transforms into a {@creature zombie} (see the Monster Manual). The zombie obeys the commands of the horn's creator, the lich Szass Tam.", + "Once you use the horn's property, it can't be used again for 1 year." + ], + "hasFluffImages": true + }, + { + "name": "Horn of Blasting", + "source": "DMG", + "page": 174, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 2, + "entries": [ + "You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes {@damage 5d6} thunder damage and is {@condition deafened} for 1 minute. On a successful save, a creature takes half as much damage and isn't {@condition deafened}. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take {@damage 10d6} thunder damage instead of {@dice 5d6}.", + "Each use of the horn's magic has a {@chance 20} chance of causing the horn to explode. The explosion deals {@damage 10d6} fire damage to the blower and destroys the horn." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Horn of Silent Alarm", + "source": "XGE", + "page": 137, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, + "entries": [ + "This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not {@condition deafened}. No other creature hears sound coming from the horn. The horn regains {@dice 1d4} expended charges daily at dawn." + ] + }, + { + "name": "Horn of the Endless Maze", + "source": "WDMM", + "page": 163, + "_copy": { + "name": "Horn of Valhalla, Brass", + "source": "DMG" + }, + "entries": [ + "You can use an action to blow this horn. In response, warrior spirits from the Abyss appear within 60 feet of you. These spirits look like minotaurs, and use the {@creature berserker} statistics. They return to Abyss after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.", + "The horn summons {@dice 3d4 + 3} {@creature berserker||berserkers}. To use the horn, you must be proficient with all simple weapons.", + "If you blow the horn without meeting its requirement, the summoned {@creature berserker||berserkers} attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands." + ] + }, + { + "name": "Horn of Valhalla, Brass", + "source": "DMG", + "page": 175, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 2, + "entries": [ + "You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the {@creature berserker} statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.", + "A brass horn summons {@dice 3d4 + 3} {@creature berserker||berserkers}. To use the brass horn, you must be proficient with all simple weapons.", + "If you blow the horn without meeting its requirement, the summoned {@creature berserker||berserkers} attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Horn of Valhalla, Bronze", + "source": "DMG", + "page": 175, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 2, + "entries": [ + "You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the {@creature berserker} statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.", + "A bronze horn summons {@dice 4d4 + 4} {@creature berserker||berserkers}. To use the bronze horn, you must be proficient with medium armor.", + "If you blow the horn without meeting its requirement, the summoned {@creature berserker||berserkers} attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Horn of Valhalla, Iron", + "source": "DMG", + "page": 175, + "srd": true, + "tier": "major", + "rarity": "legendary", + "wondrous": true, + "weight": 2, + "entries": [ + "You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the {@creature berserker} statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.", + "The iron horn summons {@dice 5d4 + 5} {@creature berserker||berserkers}. To use the iron horn, you must be proficient with all martial weapons.", + "If you blow the horn without meeting its requirement, the summoned {@creature berserker||berserkers} attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands." + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Horn of Valhalla, Silver", + "source": "DMG", + "page": 175, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 2, + "entries": [ + "You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the {@creature berserker} statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.", + "The silver horn summons {@dice 2d4 + 2} {@creature berserker||berserkers}.", + "The {@creature berserker||berserkers} are friendly to you and your companions and follow your commands." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Horned Ring", + "source": "WDMM", + "page": 108, + "type": "RG|DMG", + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "Allows an attuned wearer to ignore Undermountain's magical restrictions (see \"Alterations to Magic\")." + ] + }, + { + "name": "Horror Trinket", + "source": "VRGR", + "page": 36, + "type": "G", + "rarity": "none", + "entries": [ + "Before you finish making a character, roll once on the Horror Trinkets table for a unique object your character has with them at the start of their adventuring career. These trinkets hint toward various horrific tales and might lead to dreadful revelations or be nothing more than grim keepsakes. At the DM's discretion any of these trinkets might also be a Mist talisman (detailed in {@book chapter 3|VRGR|3|Mist Talismans}), a focal item that can lead the bearer through the Mists to a particular Domain of Dread.", + { + "type": "table", + "caption": "Horror Trinkets", + "colLabels": [ + "d100", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01", + "A picture you drew as a child of your imaginary friend" + ], + [ + "02", + "A lock that opens when blood is dripped in its keyhole" + ], + [ + "03", + "Clothes stolen from a scarecrow" + ], + [ + "04", + "A spinning top carved with four faces: happy, sad, wrathful, and dead" + ], + [ + "05", + "The necklace of a sibling who died on the day you were born" + ], + [ + "06", + "A wig from someone executed by beheading" + ], + [ + "07", + "The unopened letter to you from your dying father" + ], + [ + "08", + "A pocket watch that runs backward for an hour every midnight" + ], + [ + "09", + "A winter coat stolen from a dying soldier" + ], + [ + "10", + "A bottle of invisible ink that can only be read at sunset" + ], + [ + "11", + "A wineskin that refills when interred with a dead person for a night" + ], + [ + "12", + "A set of silverware used by a king for his last meal" + ], + [ + "13", + "A spyglass that always shows the world suffering a terrible storm" + ], + [ + "14", + "A cameo with the profile's face scratched away" + ], + [ + "15", + "A lantern with a black candle that never runs out and that burns with green flame" + ], + [ + "16", + "A teacup from a child's tea set, stained with blood" + ], + [ + "17", + "A little black book that records your dreams, and yours alone, when you sleep" + ], + [ + "18", + "A necklace formed of the interlinked holy symbols of a dozen deities" + ], + [ + "19", + "A noose that feels heavier than it should" + ], + [ + "20", + "A birdcage into which small birds fly but once inside never eat or leave" + ], + [ + "21", + "A lepidopterist's box filled with dead moths with skull-like patterns on their wings" + ], + [ + "22", + "A jar of pickled ghouls' tongues" + ], + [ + "23", + "The wooden hand of a notorious pirate" + ], + [ + "24", + "A urn with the ashes of a dead relative" + ], + [ + "25", + "A hand mirror backed with a bronze depiction of a medusa" + ], + [ + "26", + "Pallid leather gloves crafted with ivory fingernails" + ], + [ + "27", + "Dice made from the knuckles of a notorious charlatan" + ], + [ + "28", + "A ring of keys for forgotten locks" + ], + [ + "29", + "Nails from the coffin of a murderer" + ], + [ + "30", + "A key to the family crypt" + ], + [ + "31", + "A bouquet of funerary flowers that always looks and smells fresh" + ], + [ + "32", + "A switch used to discipline you as a child" + ], + [ + "33", + "A music box that plays by itself whenever someone holding it dances" + ], + [ + "34", + "A walking cane with an iron ferrule that strikes sparks on stone" + ], + [ + "35", + "A flag from a ship lost at sea" + ], + [ + "36", + "A porcelain doll's head that always seems to be looking at you" + ], + [ + "37", + "A wolf's head wrought in silver that is also a whistle" + ], + [ + "38", + "A small mirror that shows a much older version of the viewer" + ], + [ + "39", + "A small, worn book of children's nursery rhymes" + ], + [ + "40", + "A mummified raven claw" + ], + [ + "41", + "A broken pendant of a silver dragon that's always cold to the touch" + ], + [ + "42", + "A small locked box that quietly hums a lovely melody at night, but you always forget it in the morning" + ], + [ + "43", + "An inkwell that makes one a little nauseous when staring at it" + ], + [ + "44", + "An old doll made from a dark, dense wood and missing a hand and a foot" + ], + [ + "45", + "A black executioner's hood" + ], + [ + "46", + "A pouch made of flesh, with a sinew drawstring" + ], + [ + "47", + "A tiny spool of black thread that never runs out" + ], + [ + "48", + "A tiny clockwork figurine of a dancer that's missing a gear and doesn't work" + ], + [ + "49", + "A black wooden pipe that creates puffs of smoke that look like skulls" + ], + [ + "50", + "A vial of perfume, the scent of which only certain creatures can detect" + ], + [ + "51", + "A stone that emits a single endless sigh" + ], + [ + "52", + "A rag doll with two red dots on its neck" + ], + [ + "53", + "A spring-loaded toy with a missing crank" + ], + [ + "54", + "A mason jar containing a harmless but agitated, animate ooze" + ], + [ + "55", + "A black wooden die with 1's on all the faces" + ], + [ + "56", + "A child's portrait with \"born\" written on the back, along with next year's date" + ], + [ + "57", + "A dagger-sized shark tooth" + ], + [ + "58", + "A finger that's taken root in a small pot" + ], + [ + "59", + "A toolbox containing the remains of a dangerous but broken clockwork arachnid" + ], + [ + "60", + "A pitcher-sized, opalescent snail shell that occasionally, inexplicably shudders or tips over" + ], + [ + "61", + "The logbook of an ice-breaking ship called The Haifisch" + ], + [ + "62", + "A small portrait of you as a child, alongside your identically dressed twin" + ], + [ + "63", + "A silver pocket watch with thirteen hours marked on the face" + ], + [ + "64", + "A woodcut of a wolf devouring its own hind leg" + ], + [ + "65", + "A planchette etched with raven skulls" + ], + [ + "66", + "A moist coral figurine of a lamprey with arms, legs, and a bipedal stance" + ], + [ + "67", + "A bronze fingertrap sculpted with roaring tigers" + ], + [ + "68", + "A pearl necklace that turns red under the full moon" + ], + [ + "69", + "A fossil of a fish with humanoid features" + ], + [ + "70", + "A plague doctor's mask" + ], + [ + "71", + "A paper talisman with smudged ink" + ], + [ + "72", + "A locket containing the smeared image of an eyeless figure" + ], + [ + "73", + "A canopic jar with a lid sculpted like a goat" + ], + [ + "74", + "A jack-o'-lantern made from a small, pale gourd" + ], + [ + "75", + "A single high-heeled, iron shoe" + ], + [ + "76", + "A candle made from a severed hand" + ], + [ + "77", + "A clockwork device that beats like a heart" + ], + [ + "78", + "A blank masquerade mask" + ], + [ + "79", + "A glass eye with a live worm inside" + ], + [ + "80", + "A sheet with two eyeholes cut in it" + ], + [ + "81", + "The deed to someplace called Tergeron Manor" + ], + [ + "82", + "An ornate, wax-sealed crimson envelope that resists all attempts to open it" + ], + [ + "83", + "A mourning veil trimmed in black lace" + ], + [ + "84", + "A straitjacket covered in charcoal runes" + ], + [ + "85", + "A tattered, burlap mask with a crooked smile painted on it" + ], + [ + "86", + "A green ribbon designed to be worn as a choker" + ], + [ + "87", + "Dentures with mismatched, sharpened teeth" + ], + [ + "88", + "A warm, fist-sized egg case" + ], + [ + "89", + "A copper ring with \"mine\" engraved on the inside" + ], + [ + "90", + "A glass ampoule containing a neon green fluid" + ], + [ + "91", + "An eye patch embroidered with a holy symbol" + ], + [ + "92", + "A severed big toe with a nail that continues to grow" + ], + [ + "93", + "A journal that has been heavily redacted" + ], + [ + "94", + "A glove with a mouth-like design stitched on the palm" + ], + [ + "95", + "An ornate but empty reliquary made of silver and fractured glass" + ], + [ + "96", + "A ceramic figure of a cat with too many eyes" + ], + [ + "97", + "A crumpled paper ticket bearing the words \"admit none\"" + ], + [ + "98", + "An electrum coin with your face on one side" + ], + [ + "99", + "A shrunken gremishka head that twitches when anyone casts magic nearby" + ], + [ + "100", + "A sunburst amulet with a red stone at the center" + ] + ] + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Horseshoes of a Zephyr", + "source": "DMG", + "page": 175, + "srd": true, + "tier": "minor", + "rarity": "very rare", + "wondrous": true, + "entries": [ + "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores {@quickref difficult terrain||3}. In addition, the creature can move at normal speed for up to 12 hours a day without suffering {@condition exhaustion} from a forced march." + ], + "lootTables": [ + "Magic Item Table D" + ] + }, + { + "name": "Horseshoes of Speed", + "source": "DMG", + "page": 175, + "srd": true, + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "entries": [ + "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet." + ], + "lootTables": [ + "Magic Item Table C" + ] + }, + { + "name": "Hourglass", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 1, + "value": 2500 + }, + { + "name": "House of Cards", + "source": "BMT", + "page": 61, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This deck of cards is decorated with geometric shapes that have a protective motif. While you're holding the deck, you can use an action to shuffle it and cause the cards to deal themselves out and transform into a shelter made of cards. The shelter can be shaped however you desire, but it must fit in a 40-foot cube centered on a point within 30 feet of you. The shelter has one door and up to four windows, and only you can open or close them. It has a floor and a roof, and it maintains a comfortable temperature inside.", + "The shelter has AC 15, 50 hit points, and immunity to poison and psychic damage. The shelter lasts for 24 hours, until you dismiss it as an action, or until it is reduced to 0 hit points. When the shelter's duration ends, it transforms back into a deck of cards and appears in your hand. Once the deck has transformed into a shelter, it can't be used again until the next dawn." + ] + }, + { + "name": "Hunk of Cheese", + "source": "PHB", + "page": 158, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Cheese (wedge)|XPHB" + ], + "type": "FD", + "rarity": "none", + "value": 10, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Hunter's Coat", + "source": "EGW", + "page": 267, + "baseItem": "leather armor|PHB", + "type": "LA", + "rarity": "very rare", + "reqAttune": true, + "weight": 10, + "ac": 11, + "bonusAc": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "You have a +1 bonus to AC while wearing this armor.", + "The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra {@damage 1d10} necrotic damage to the target. The coat regains {@dice 1d3} expended charges daily at dawn.", + "The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials." + ] + }, + { + "name": "Hunting Trap", + "source": "PHB", + "page": 152, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Hunting Trap|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 25, + "value": 500, + "entries": [ + "When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take {@damage 1d4} piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature." + ] + }, + { + "name": "Hunting Trap", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 25, + "value": 500, + "entries": [ + "As a {@action Utilize|XPHB} action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take {@damage 1d4} Piercing damage and have its {@variantrule Speed|XPHB} reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength ({@skill Athletics|XPHB}) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature." + ] + }, + { + "name": "Icewind Dale Trinket", + "source": "IDRotF", + "page": 263, + "type": "G", + "rarity": "none", + "entries": [ + { + "type": "table", + "caption": "Icewind Dale Trinkets", + "colLabels": [ + "d100", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01\u201304", + "A small wooden figurine of a yawning walrus, painted in red and black" + ], + [ + "05\u201308", + "A pair of scrimshaw cufflinks with an image of a fisherman on a boat engraved on them" + ], + [ + "09\u201312", + "A small iron key with a frayed blue and gold cord tied to it" + ], + [ + "13\u201316", + "A small illustrated book of Northlander myths that has pages missing" + ], + [ + "17\u201320", + "A damaged scrimshaw cameo depicting a merfolk" + ], + [ + "21\u201324", + "A stone from a burial cairn with a tiny Dwarvish rune carved into it" + ], + [ + "25\u201328", + "A ripped cloth sail with a symbol you don't recognize" + ], + [ + "29\u201332", + "An Ulu knife with a scrimshaw handle" + ], + [ + "33\u201336", + "A jar containing an unidentifiable, sweet, sticky substance" + ], + [ + "37\u201340", + "A delicate glass ball painted with snowflakes, capped by a metal loop with a tiny hook attached to it" + ], + [ + "41\u201344", + "An expedition log with missing pages and a pressed flower used as a bookmark" + ], + [ + "45\u201348", + "An owl figurine carved from whalebone" + ], + [ + "49\u201352", + "A sewing box that smells of old wood and has three spools of blue thread inside" + ], + [ + "53\u201356", + "A scrimshaw-handled ink pen with black runic designs along its length" + ], + [ + "57\u201360", + "A brooch made from a small insect encased in amber" + ], + [ + "61\u201364", + "A scrimshaw pepper shaker etched with the letter W" + ], + [ + "65\u201368", + "An old, wooden-handled ice pick stained with blood that won't wash off" + ], + [ + "69\u201372", + "A fabric doll bearing an angry expression" + ], + [ + "73\u201376", + "A set of wind chimes made from seashells" + ], + [ + "77\u201380", + "A beautiful silver tin that, when opened, emits the smell of rotting fish" + ], + [ + "81\u201384", + "A bloodstained dreamcatcher made from fishing line, gold wire, and snowy owlbear feathers" + ], + [ + "85\u201388", + "A figurine of a polar bear made of ice that never melts" + ], + [ + "89\u201392", + "A snow globe that doesn't need to be shaken" + ], + [ + "93\u201396", + "A piece of sea glass shaped like a unicorn's horn" + ], + [ + "97\u201300", + "A dark blue scarf that gets lighter in shade the higher the altitude of the wearer" + ] + ] + } + ], + "miscTags": [ + "TT" + ], + "hasFluffImages": true + }, + { + "name": "Icon of Ravenloft", + "source": "CoS", + "page": 222, + "rarity": "legendary", + "reqAttune": "by a creature of good alignment", + "reqAttuneTags": [ + { + "alignment": [ + "G" + ] + } + ], + "wondrous": true, + "weight": 10, + "entries": [ + "The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.", + "The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.", + "While within 30 feet of the icon, a creature is under the effect of a {@spell protection from evil and good} spell against fiends and undead. Only a creature attuned to the icon can use its other properties.", + { + "name": "Augury", + "type": "entries", + "entries": [ + "You can use an action to cast an {@spell augury} spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn." + ] + }, + { + "name": "Bane of the Undead", + "type": "entries", + "entries": [ + "You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2." + ] + }, + { + "name": "Cure Wounds", + "type": "entries", + "entries": [ + "While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains {@dice 3d8 + 3} hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn." + ] + } + ], + "attachedSpells": [ + "protection from evil and good", + "augury" + ], + "hasFluffImages": true + }, + { + "name": "Iggwilv's Cauldron", + "source": "WBtW", + "page": 209, + "rarity": "artifact", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "weight": 80, + "charges": 3, + "entries": [ + "{@creature Iggwilv the Witch Queen|WBtW|Iggwilv} crafted this wondrous cauldron with the help of her adoptive mother, the archfey Baba Yaga. The cauldron has two forms. Only Iggwilv or Baba Yaga can change the cauldron from one form to another (by using an action to touch it), which either can do without being attuned to the item. In its first form, the cauldron is made of solid gold and embossed on the outside with images of bare-branched trees, falling leaves, and broomsticks. In its second form, the cauldron is made of iron and embossed on the outside with images of bats, toads, cats, lizards, and snakes\u2014eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The cauldron weighs 80 pounds when empty, and it can hold up to 100 gallons of liquid.", + { + "type": "entries", + "name": "Attunement", + "entries": [ + "Any Humanoid creature that attunes to the cauldron must succeed on a DC 15 Constitution saving throw or be aged to the point of decrepitude. In this state, the creature's speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks, attack rolls, and saving throws. The creature will reach the end of its natural life span in {@dice 3d8} days. Only a {@spell wish} spell or divine intervention can reverse this aging effect on the creature.", + "Three hags can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags." + ] + }, + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "Regardless of the form it takes, the cauldron has the following random properties:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property (determined by rolling on the {@table Artifact Properties; Minor Beneficial Properties|dmg|Minor Beneficial} Properties table in the Dungeon Master's Guide)", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property (determined by rolling on the {@table Artifact Properties; Minor Detrimental Properties|dmg|Minor Detrimental} Properties table in the Dungeon Master's Guide)" + ] + } + ] + }, + { + "type": "entries", + "name": "Gold Cauldron", + "entries": [ + "The gold cauldron has the following properties:", + { + "type": "list", + "items": [ + "If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew that provides one nourishing meal for up to four people per gallon of water used. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.", + "If wine is poured into the cauldron and stirred for 10 minutes, it transforms into a magical elixir that fortifies up to four people per gallon of wine used. Any creature that imbibes the elixir gains 10 temporary hit points. Any of the elixir that isn't consumed within 1 hour vanishes. Once used, this property of the cauldron can't be used again until the next dawn.", + "When the cauldron is filled with 90 gallons of water mixed with 10 gallons of wine, it can be used as the focus for a {@spell scrying} spell. When this spell is cast using the cauldron as its focus, the target of the spell fails its saving throw automatically, and the spell works even if its caster and the target are on different planes of existence. When the spell ends, all the liquid in the cauldron vanishes.", + "Dipping the bristles of an ordinary broom into the water-filled cauldron transforms the broom into a broom of flying for 3 days. Once used, this property of the cauldron can't be used again until the next dawn." + ] + } + ] + }, + { + "type": "entries", + "name": "Iron Cauldron", + "entries": [ + "The iron cauldron has the following properties:", + { + "type": "list", + "items": [ + "You can use an action to scream into the empty cauldron, which magically summons a {@creature swarm of bats} that flies out of the cauldron and acts immediately after you in the initiative order. The swarm obeys your commands and disappears after 1 minute if it hasn't been destroyed by then. Once used, this property of the cauldron can't be used again until the next dawn.", + "If at least 1 gallon of blood is poured into the cauldron and stirred for 1 minute, it turns into a cloud of harmless black smoke that erupts from the cauldron and dissipates quickly. At the same time, all Humanoid creatures within a certain radius of the cauldron fall {@condition unconscious} for 1 hour, except those that are attuned to the cauldron or immune to being {@condition charmed}. The radius of the effect is 100 feet per gallon of blood used. An {@condition unconscious} creature awakens if it takes damage or if someone uses an action to shake or slap it. Once used, this property of the cauldron can't be used again until the next dawn.", + "Tying a dead frog or toad to the end of an ordinary branch and dipping it in the water-filled cauldron transforms the branch into a {@item wand of polymorph} with 3 charges. This wand can't recharge and crumbles to ashes when its final charge is expended. Once used, this property of the cauldron can't be used again for 8 days.", + "If you spend 1 minute touching the cauldron with a unicorn's horn while reciting the poem called \"The Witch Queen's Cauldron\" (see the accompanying sidebar), all creatures within 1,000 feet of the cauldron except those that are attuned to it become frozen in time. A time-frozen creature is {@condition incapacitated}, can't move or speak, doesn't age, and is unaware of its surroundings or the passage of time. Moreover, it can't be moved, harmed in any way, or affected by any other magic. All other conditions and effects on the creature are suppressed until it is no longer frozen in time. Destroying the cauldron, sending it to another plane of existence, or touching it with a unicorn's horn for 1 minute while reciting \"The Witch Queen's Cauldron\" ends the time-freezing effect on all creatures. The effect also ends on any creature that comes into contact with an antimagic field or is touched by a unicorn's horn." + ] + } + ] + }, + { + "type": "entries", + "name": "Destroying the Cauldron", + "entries": [ + "The cauldron is a Medium object with AC 19, 80 hit points, and immunity to damage from any source other than a flame tongue or frost brand weapon. Reducing the cauldron to 0 hit points with such a weapon shatters the cauldron into eight pieces of roughly equal size, whereupon all ongoing effects created by the cauldron end as it loses its magic.", + "The destruction of Iggwilv's Cauldron causes all hags in the multiverse to lose the Shared Spellcasting trait gained by being in a coven (see the \"Hag Covens\" sidebar in the Monster Manual)." + ] + }, + { + "type": "entries", + "name": "Reconstructing the Cauldron", + "entries": [ + "If all eight pieces of the shattered cauldron are within 5 feet of one another, a {@spell wish} spell can reassemble them, restoring the cauldron and all its properties. The cauldron's reconstruction also restores the Shared Spellcasting trait of hag covens throughout the multiverse." + ] + }, + { + "type": "inset", + "name": "The Witch Queen's Cauldron", + "entries": [ + "As explained in the description of Iggwilv's Cauldron, the poem titled \"The Witch Queen's Cauldron\" is an incantation that hints at the time-freezing property of the artifact:", + { + "type": "quote", + "entries": [ + "Eight cats perch atop eight dead attending", + "Eight lizards flee from eight rats scavenging", + "Eight toads climbing meet eight dead and falling", + "Eight snakes sneak under eight bats screaming", + "Eight eyes open, always dreaming", + "All on the cauldron that is ever seeming" + ] + } + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Iggwilv's Horn", + "source": "DitLCoT", + "page": 14, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "You can use an action to blow this horn to cast one of the following spells from it: {@spell Arms of Hadar}, {@spell Fog Cloud}, {@spell Gust of Wind}, or {@spell Web}. If the spell requires a saving throw, the spell save DC is 13.", + "Once the horn has been used to cast a spell, it can't be used to cast that spell again until the next dawn." + ], + "attachedSpells": [ + "arms of Hadar", + "fog cloud", + "gust of wind", + "web" + ], + "hasFluffImages": true + }, + { + "name": "Ignacious, the Sword of Burning Truth", + "source": "DoDk", + "page": 234, + "baseItem": "longsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "This sacred weapon was forged to burn away deception and darkness. Blazing embers gently fall from the silver blade, first ignited by the brazier in the Temple of Lumen.", + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties:", + "You can use a bonus action to speak the sword's name, causing radiant flames to erupt from the blade. These flames shed {@quickref Vision and Light||2||bright light} in a 40-foot radius and {@quickref Vision and Light||2||dim light} for an additional 40 feet. While the sword is ablaze, it deals an extra {@damage 4d6} radiant damage to any target it hits. The flames last until you use a bonus action to douse the blade, or until you drop or sheathe the sword.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Ignacious is a sentient lawful good weapon with an Intelligence of 11, a Wisdom of 19, and a Charisma of 23. It has hearing and {@sense darkvision} out to a range of 120 feet. The weapon can speak, read, and understand Common, Celestial, and Draconic, and can communicate with its wielder telepathically. It always knows its wielder's thoughts. Its voice is commanding, righteous, and booming. When drawn, Ignacious casts the {@spell zone of truth} spell (save DC 20), and maintains {@status concentration} on it so that you don't have to. The {@spell zone of truth} moves with the blade and remains centred on it." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Ignacious is zealously devoted to the Sacred Flame, and has memorized every word of its holy texts. The blade wishes to be wielded by a faithful devotee of any sort; Ignacious does not care about the religious divide between the Falling Fire and the Sacred Flame so long as its wielder keeps the core tenets shared by both sects.", + "The sword's purpose is to expose all deception and reveal the truth. It does not tolerate any falsehood, duplicitousness, or lies. The sword always knows when it hears a lie, and responds with wrathful fury. If a wielder speaks a lie, it immediately triggers a conflict." + ] + }, + { + "type": "entries", + "name": "Relics of Saint Vitruvio", + "entries": [ + "These holy relics of the Sacred Flame were wielded by Saint Vitruvio and are kept in several religious sites throughout Drakkenheim. The Knights of the Silver Order and the Followers of the Falling Fire now seek these relics. Not only do both factions revere Saint Vitruvio, both wish to use these relics to help advance their goals in Drakkenheim.", + "A character attuned to three Relics of Saint Vitruvio may cast the {@spell heal} spell three times per day, after which they must finish a long rest before they may do so again. In addition, that character gains the ability to attune to two additional magic items so long as those magic items are both Relics of Saint Vitruvio." + ] + } + ], + "attachedSpells": [ + "heal" + ] + }, + { + "name": "Illuminator's Tattoo", + "source": "TCE", + "page": 129, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Magical Scribing", + "entries": [ + "While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.", + "As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes {@condition invisible} to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn." + ] + } + ] + }, + { + "name": "Illusionist's Bracers", + "source": "GGR", + "page": 178, + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions.", + "While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time." + ], + "hasFluffImages": true + }, + { + "name": "Immovable Rod", + "source": "DMG", + "page": 175, + "srd": true, + "type": "RD|DMG", + "tier": "minor", + "rarity": "uncommon", + "weight": 2, + "entries": [ + "This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success." + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Inescapable Lash", + "source": "TDCSR", + "page": 195, + "baseItem": "whip|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "ER|TDCSR" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+1", + "reach": 20, + "hasRefs": true, + "entries": [ + "This braided cord is dull bronze in color, ends in a splayed set of three barbs, and gleams like metal under any light. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has a reach of 20 feet. When you hit a creature or object using this whip, you can attempt to {@action grapple} the target as a bonus action.", + "While you have a creature {@condition grappled} using this whip, you can use your action to either pull the creature up to 20 feet toward you, or cause the creature to be {@condition restrained} until you let go of the whip. A creature {@condition restrained} in this way can escape by making a successful Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check as an action. The DC of this check equals 8 + your proficiency bonus + your Strength modifier." + ] + }, + { + "name": "Infernal Amulet", + "source": "CoA", + "page": 268, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "curse": true, + "entries": [ + "While wearing this amulet, you can use it as a spellcasting focus for your spells, and it grants a +2 bonus to your spell save DC and spell attack bonus.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "You're unwilling to part with this amulet while attuned to it and you wear it always. While wearing the amulet you have disadvantage on Strength saving throws and Strength checks. Only the {@spell Remove Curse} spell allows you to remove the item and end attunement." + ] + }, + { + "type": "entries", + "name": "Corrupting", + "entries": [ + "This item corrupts. See the \"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\" section." + ] + } + ] + }, + { + "name": "Infernal Plate Armor", + "source": "CoA", + "page": 268, + "baseItem": "plate armor|PHB", + "type": "HA", + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "weight": 65, + "ac": 18, + "strength": "15", + "bonusAc": "+2", + "stealth": true, + "entries": [ + "While wearing this armor, you gain a +2 bonus to AC.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "Once you wear this armor, and are attuned to it, you can't remove it. Only the {@spell Remove Curse} spell allows you to end the attunement and finally doff it. While wearing the armor, you're vulnerable to the following damage types: force, lightning, psychic, radiant, and thunder." + ] + }, + { + "type": "entries", + "name": "Corrupting", + "entries": [ + "This item corrupts. See the \"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\" section." + ] + } + ] + }, + { + "name": "Infernal Puzzle Box", + "source": "BGDIA", + "page": 224, + "rarity": "uncommon", + "wondrous": true, + "weight": 3, + "entries": [ + "An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.", + "When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents.", + "A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence ({@skill Investigation}) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 ({@damage 12d6}) psychic damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Infernal Tack", + "source": "MTF", + "page": 167, + "otherSources": [ + { + "source": "BGDIA", + "page": 224 + }, + { + "source": "MPMM", + "page": 190 + } + ], + "rarity": "legendary", + "reqAttune": "by a creature of evil alignment.", + "reqAttuneTags": [ + { + "alignment": [ + "E" + ] + } + ], + "wondrous": true, + "entries": [ + "A rider binds a {@creature nightmare} to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.", + "You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.", + "The tack doesn't conjure a nightmare; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil." + ] + }, + { + "name": "Infiltrator's Key (Awakened)", + "source": "EGW", + "_copy": { + "name": "Infiltrator's Key (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the Infiltrator's Key reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack.", + "While holding the key, you can use an action to cast one of the following spells from it: {@spell alter self}, {@spell invisibility}, {@spell knock}, or {@spell pass without trace}. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+2", + "attachedSpells": [ + "alter self", + "invisibility", + "knock", + "pass without trace" + ], + "hasFluffImages": true + }, + { + "name": "Infiltrator's Key (Dormant)", + "source": "EGW", + "page": 272, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "grantsProficiency": true, + "bonusWeapon": "+1", + "entries": [ + "This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "The Infiltrator's Key grants the following benefits in its dormant state:", + { + "type": "list", + "items": [ + "The key can be used as {@item thieves' tools|phb} for the purpose of opening locks. When using the key, you are considered proficient in {@item thieves' tools|PHB} and you have advantage on ability checks made to open locks.", + "While holding the key, your steps are muffled, giving you advantage on Dexterity ({@skill Stealth}) checks made to move silently." + ] + } + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Infiltrator's Key (Exalted)", + "source": "EGW", + "_copy": { + "name": "Infiltrator's Key (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the Infiltrator's Key reaches an exalted state, it gains the following properties:", + { + "type": "list", + "items": [ + "As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn.", + "While holding the key, you can use an action to cast one of the following spells from it: {@spell dimension door}, {@spell gaseous form}, or {@spell mislead}. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+3", + "attachedSpells": [ + "alter self", + "invisibility", + "knock", + "pass without trace", + "dimension door", + "gaseous form", + "mislead" + ], + "hasFluffImages": true + }, + { + "name": "Ingot of the Skold Rune", + "source": "SKT", + "page": 234, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "entries": [ + "This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person.", + { + "name": "Runic Shield", + "type": "entries", + "entries": [ + "You have a +1 bonus to AC." + ] + }, + { + "name": "Shield Bond", + "type": "entries", + "entries": [ + "As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Shield Ward", + "type": "entries", + "entries": [ + "You can transfer the ingot's magic to a nonmagical item\u2014a shield or a two-handed melee weapon-by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Shield", + "entry": "The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits." + }, + { + "type": "item", + "name": "Weapon", + "entry": "The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you're holding it." + } + ] + } + ] + } + ] + }, + { + "name": "Ink", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 1000, + "entries": [ + "Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages." + ] + }, + { + "name": "Ink (1-ounce bottle)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Ink|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 1000, + "entries": [ + "Ink (1-ounce bottle)" + ] + }, + { + "name": "Ink Pen", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Ink Pen|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 2 + }, + { + "name": "Ink Pen", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 2, + "entries": [ + "Using {@item Ink|XPHB}, an Ink Pen is used to write or draw." + ] + }, + { + "name": "Inscrutable Staff", + "source": "DoDk", + "page": 233, + "type": "M", + "rarity": "legendary", + "reqAttune": "by a sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "bonusSpellAttack": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 2d10}", + "charges": 20, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls and your spell save DC.", + "The staff has 20 charges, and regains {@dice 2d10} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff triggers a random arcane anomaly (see Dungeons of Drakkenheim). On a 20, the staff regains {@dice 1d10} charges.", + "While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: {@spell haste} (3 charges), {@spell slow} (3 charges), {@spell arcane eye} (4 charges), {@spell dimension door} (4 charges), {@spell Bigby's hand} (5 charges), {@spell wall of force} (5 charges), {@spell disintegrate} (6 charges), {@spell reverse gravity} (7 charges), or {@spell maze} (8 charges).", + "You can also use an action to cast one of the following spells from the staff without using any charges: {@spell detect magic}, {@spell Tenser's Floating Disk}, {@spell mage armor}, {@spell mending}, {@spell message}, or {@spell misty step}.", + { + "type": "entries", + "name": "Crown Authority", + "entries": [ + "A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.", + "As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours." + ] + } + ], + "attachedSpells": [ + "haste", + "slow", + "arcane eye", + "dimension door", + "bigby's hand", + "wall of force", + "disintegrate", + "reverse gravity", + "maze", + "detect magic", + "tenser's floating disk", + "mage armor", + "mending", + "message", + "misty step" + ], + "hasFluffImages": true + }, + { + "name": "Insect Repellent (block of incense)", + "source": "ToA", + "page": 32, + "type": "G", + "rarity": "none", + "value": 10, + "charges": 1, + "entries": [ + "Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothe controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual.", + "When lit, it burns for 8 hours and repels normal insects within a 20-foot-radius centered on it." + ] + }, + { + "name": "Insect Repellent (greasy salve)", + "source": "ToA", + "page": 32, + "type": "G", + "rarity": "none", + "value": 100, + "charges": 20, + "entries": [ + "Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothe controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual.", + "A gourd or vial of salve contains 20 applications of odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn't wash off in rain." + ] + }, + { + "name": "Insignia of Claws", + "source": "HotDQ", + "page": 94, + "otherSources": [ + { + "source": "ToD", + "page": 178 + } + ], + "rarity": "uncommon", + "wondrous": true, + "bonusWeapon": "+1", + "entries": [ + "The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.", + "While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical." + ] + }, + { + "name": "Instrument of Illusions", + "source": "XGE", + "page": 137, + "type": "INS", + "tier": "minor", + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing." + ] + }, + { + "name": "Instrument of Scribing", + "source": "XGE", + "page": 138, + "type": "INS", + "tier": "minor", + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting {@spell dispel magic} on the message erases it. Otherwise, the message fades away after 24 hours.", + "The instrument regains all expended charges daily at dawn." + ] + }, + { + "name": "Instrument of the Bards, Anstruth Harp", + "source": "DMG", + "page": 176, + "type": "INS", + "tier": "major", + "rarity": "very rare", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 2, + "entries": [ + "An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.", + "You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.", + "You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.", + "All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.", + "In addition, the Anstruth harp can be used to cast {@spell control weather}, {@spell cure wounds} (5th level), and {@spell wall of thorns}." + ], + "attachedSpells": [ + "control weather", + "fly", + "invisibility", + "levitate", + "protection from evil and good", + "cure wounds", + "wall of thorns" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Instrument of the Bards, Canaith Mandolin", + "source": "DMG", + "page": 176, + "type": "INS", + "tier": "major", + "rarity": "rare", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 2, + "entries": [ + "An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.", + "You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.", + "You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.", + "All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.", + "In addition, the Canaith mandolin can be used to cast {@spell cure wounds} (3rd level), {@spell dispel magic}, and {@spell protection from energy} (lightning only)." + ], + "attachedSpells": [ + "cure wounds", + "fly", + "invisibility", + "levitate", + "protection from evil and good", + "dispel magic", + "protection from energy" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Instrument of the Bards, Cli Lyre", + "source": "DMG", + "page": 176, + "type": "INS", + "tier": "major", + "rarity": "rare", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 2, + "entries": [ + "An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.", + "You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.", + "You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.", + "All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.", + "In addition, the Cli lyre can be used to cast {@spell stone shape}, {@spell wall of fire}, and {@spell wind wall}." + ], + "attachedSpells": [ + "stone shape", + "fly", + "invisibility", + "levitate", + "protection from evil and good", + "wall of fire", + "wind wall" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Instrument of the Bards, Doss Lute", + "source": "DMG", + "page": 176, + "type": "INS", + "tier": "major", + "rarity": "uncommon", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 2, + "entries": [ + "An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.", + "You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.", + "You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.", + "All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.", + "In addition, the Doss lute can be used to cast {@spell animal friendship}, {@spell protection from energy} (fire only), and {@spell protection from poison}." + ], + "attachedSpells": [ + "animal friendship", + "fly", + "invisibility", + "levitate", + "protection from evil and good", + "protection from energy", + "protection from poison" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Instrument of the Bards, Fochlucan Bandore", + "source": "DMG", + "page": 176, + "type": "INS", + "tier": "major", + "rarity": "uncommon", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 2, + "entries": [ + "An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.", + "You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.", + "You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.", + "All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.", + "In addition, the Fochlucan bandore can be used to cast {@spell entangle}, {@spell faerie fire}, {@spell shillelagh}, and {@spell speak with animals}." + ], + "attachedSpells": [ + "entangle", + "fly", + "invisibility", + "levitate", + "protection from evil and good", + "faerie fire", + "shillelagh", + "speak with animals" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Instrument of the Bards, Mac-Fuirmidh Cittern", + "source": "DMG", + "page": 176, + "type": "INS", + "tier": "major", + "rarity": "uncommon", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 2, + "entries": [ + "An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.", + "You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.", + "You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.", + "All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.", + "In addition, the Mac-Fuirmidh cittern can be used to cast {@spell barkskin}, {@spell cure wounds}, and {@spell fog cloud}." + ], + "attachedSpells": [ + "barkskin", + "fly", + "invisibility", + "levitate", + "protection from evil and good", + "cure wounds", + "fog cloud" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Instrument of the Bards, Ollamh Harp", + "source": "DMG", + "page": 176, + "type": "INS", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 2, + "entries": [ + "An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.", + "You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.", + "You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.", + "All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.", + "In addition, the Ollamh harp can be used to cast {@spell confusion}, {@spell control weather}, and {@spell fire storm}." + ], + "attachedSpells": [ + "confusion", + "fly", + "invisibility", + "levitate", + "protection from evil and good", + "control weather", + "fire storm" + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Ioun Stone of Vitality", + "source": "IMR", + "page": 94, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusSavingThrow": "+1", + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You gain a +1 bonus to death saving throws while this luminous green-and-blue marbled sphere orbits your head." + ] + }, + { + "name": "Ioun Stone, Absorption", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.", + "Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Ioun Stone, Agility", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "dex": 2 + }, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Ioun Stone, Awareness", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You can't be {@status surprised} while this dark blue rhomboid orbits your head." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Ioun Stone, Fortitude", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "con": 2 + }, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Ioun Stone, Greater Absorption", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it." + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Ioun Stone, Historical Knowledge", + "source": "LLK", + "page": 55, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "grantsProficiency": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You gain proficiency in the {@skill History} skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head." + ] + }, + { + "name": "Ioun Stone, Insight", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "wis": 2 + }, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Ioun Stone, Intellect", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "int": 2 + }, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Ioun Stone, Language Knowledge", + "source": "LLK", + "page": 55, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone." + ] + }, + { + "name": "Ioun Stone, Leadership", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "cha": 2 + }, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Ioun Stone, Mastery", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "bonusProficiencyBonus": "+1", + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "Your proficiency bonus increases by 1 while this pale green prism orbits your head." + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Ioun Stone, Natural Knowledge", + "source": "LLK", + "page": 55, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "grantsProficiency": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You gain proficiency in the {@skill Nature} skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head." + ] + }, + { + "name": "Ioun Stone, Protection", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You gain a +1 bonus to AC while this dusty rose prism orbits your head." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Ioun Stone, Regeneration", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point." + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Ioun Stone, Religious Knowledge", + "source": "LLK", + "page": 55, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "grantsProficiency": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You gain proficiency in the {@skill Religion} skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head." + ] + }, + { + "name": "Ioun Stone, Reserve", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains {@dice 1d4 - 1} levels of stored spells chosen by the DM.", + "Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.", + "While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Ioun Stone, Self-Preservation", + "source": "LLK", + "page": 55, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "bonusSavingThrow": "+1", + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head." + ] + }, + { + "name": "Ioun Stone, Strength", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "ability": { + "str": 2 + }, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Ioun Stone, Supreme Intellect", + "source": "LLK", + "page": 55, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head." + ] + }, + { + "name": "Ioun Stone, Sustenance", + "source": "DMG", + "page": 176, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", + "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", + "You don't need to eat or drink while this clear spindle orbits your head." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Iron", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 10 + }, + { + "name": "Iron Ball", + "source": "IDRotF", + "page": 238, + "type": "R", + "rarity": "unknown", + "weaponCategory": "simple", + "property": [ + "F", + "T" + ], + "range": "120", + "dmg1": "1d4", + "dmgType": "B", + "entries": [ + "This ball is used to play a game of {@adventure Chain Lightning|IDRotF|17|Chain Lightning}." + ] + }, + { + "name": "Iron Bands of Bilarro", + "source": "DMG", + "page": 177, + "srd": "Iron Bands of Binding", + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 1, + "entries": [ + "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.", + "Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is {@condition restrained} until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.", + "A creature, including the one {@condition restrained}, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the {@condition restrained} creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.", + "Once the bands are used, they can't be used again until the next dawn." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Iron Flask", + "source": "DMG", + "page": 178, + "srd": true, + "tier": "major", + "rarity": "legendary", + "wondrous": true, + "weight": 1, + "entries": [ + "This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.", + "You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.", + "An {@spell identify} spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly.", + { + "type": "table", + "colLabels": [ + "{@dice d100}", + "Contents" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01-50", + "Empty" + ], + [ + "51", + "{@creature Arcanaloth}" + ], + [ + "52", + "{@creature Cambion}" + ], + [ + "53-54", + "{@creature Dao}" + ], + [ + "55-57", + "Demon (type 1): {@creature barlgura}, {@creature shadow demon}, or {@creature vrock}" + ], + [ + "58-60", + "Demon (type 2): {@creature chasme} or {@creature hezrou}" + ], + [ + "61-62", + "Demon (type 3): {@creature glabrezu} or {@creature yochlol}" + ], + [ + "63-64", + "Demon (type 4): {@creature nalfeshnee}" + ], + [ + "65", + "Demon (type 5): {@creature marilith}" + ], + [ + "66", + "Demon (type 6): {@creature balor} or {@creature goristro}" + ], + [ + "67", + "{@creature Deva}" + ], + [ + "68-69", + "Devil (greater): {@creature horned devil}, {@creature erinyes}, {@creature ice devil}, or {@creature pit fiend}" + ], + [ + "70-72", + "Devil (lesser): {@creature imp}, {@creature spined devil}, {@creature bearded devil}, {@creature barbed devil}, {@creature chain devil}, or {@creature bone devil}" + ], + [ + "73-74", + "{@creature Djinni}" + ], + [ + "75-76", + "{@creature Efreeti}" + ], + [ + "77-78", + "Elemental (any)" + ], + [ + "79", + "{@creature Githyanki knight}" + ], + [ + "80", + "{@creature Githzerai zerth}" + ], + [ + "81-82", + "{@creature Invisible stalker}" + ], + [ + "83-84", + "{@creature Marid}" + ], + [ + "85-86", + "{@creature Mezzoloth}" + ], + [ + "87-88", + "{@creature Night hag}" + ], + [ + "89-90", + "{@creature Nycaloth}" + ], + [ + "91", + "{@creature Planetar}" + ], + [ + "92-93", + "{@creature Salamander}" + ], + [ + "94-95", + "Slaad (any)" + ], + [ + "96", + "{@creature Solar}" + ], + [ + "97-98", + "{@creature succubus||Succubus/Incubus}" + ], + [ + "99", + "{@creature Ultroloth}" + ], + [ + "00", + "{@creature Xorn}" + ] + ] + } + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Iron Pot", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Iron Pot|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 10, + "value": 200, + "entries": [ + "An iron pot holds 1 gallon of liquid." + ] + }, + { + "name": "Iron Pot", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 10, + "value": 200, + "entries": [ + "An Iron Pot holds up to 1 gallon." + ], + "containerCapacity": { + "volume": [ + 0.1 + ] + } + }, + { + "name": "Iron Spike", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Iron Spike|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 0.5, + "value": 10 + }, + { + "name": "Iron Spike", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 0.5, + "value": 10, + "entries": [ + "Iron Spikes come in bundles of ten. As a {@action Utilize|XPHB} action, you can use a blunt object, such as a {@item Light Hammer|XPHB}, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a {@item Rope|XPHB} or {@item Chain|XPHB} to the Spike." + ] + }, + { + "name": "Iron Spikes", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 5, + "value": 100, + "entries": [ + "Iron Spikes come in bundles of ten. As a {@action Utilize|XPHB} action, you can use a blunt object, such as a {@item Light Hammer|XPHB}, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a {@item Rope|XPHB} or {@item Chain|XPHB} to the Spike." + ], + "packContents": [ + { + "item": "iron spike|xphb", + "quantity": 10 + } + ] + }, + { + "name": "Iron Spikes (10)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Iron Spikes|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 5, + "value": 100, + "packContents": [ + { + "item": "iron spike|phb", + "quantity": 10 + } + ] + }, + { + "name": "Ironfang", + "source": "PotA", + "page": 224, + "baseItem": "war pick|phb", + "type": "M", + "resist": [ + "acid" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "P", + "grantsLanguage": true, + "bonusWeapon": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "A {@item war pick|phb} forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion\u2014nothing seems to mark it. Ironfang contains a spark of {@creature Ogrémoch|pota}, the Prince of Evil Earth.", + "You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra {@damage 1d8} thunder damage.", + { + "type": "entries", + "name": "Earth Mastery", + "entries": [ + "You gain the following benefits while you hold Ironfang:", + { + "type": "list", + "items": [ + "You can speak Terran fluently.", + "You have resistance to acid damage.", + "You have {@sense tremorsense|MM} out to a range of 60 feet.", + "You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.", + "You can cast {@spell dominate monster} (save DC 17) on an {@creature earth elemental}. Once you have done so, Ironfang can't be used this way again until the next dawn." + ] + } + ] + }, + { + "type": "entries", + "name": "Shatter", + "entries": [ + "Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of {@spell shatter} (DC 17). Ironfang regains {@dice 1d3} expended charges daily at dawn." + ] + }, + { + "type": "entries", + "name": "The Rumbling", + "entries": [ + "While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a {@item devastation orb of earth|PotA}. Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Flaw", + "entries": [ + "Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: \"I like to break things and cause ruin.\"" + ] + } + ], + "attachedSpells": [ + "dominate monster", + "shatter" + ], + "hasFluffImages": true + }, + { + "name": "Ivana's Whisper", + "source": "VRGR", + "page": 83, + "type": "G", + "rarity": "unknown", + "poison": true, + "entries": [ + "This poison bears a distinct scent and chemical message from Ivana Boritsi. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or experience the effects of a {@spell dream} spell created by Ivana the next time they sleep. This poison is nonmagical, and Ivana doesn't directly communicate with those affected during the dream. Rather, she creates the illusion of speaking with her intended target by alchemically crafting her message, predicting her target's reactions, and chemically encoding in her responses. She wears this poison as a perfume or hides it within gift bouquets, allowing it to convey her message later." + ], + "poisonTypes": [ + "inhaled" + ], + "attachedSpells": [ + "dream" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Izzet Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring, adorned with the symbol of Izzet, allows you to cast {@spell chaos bolt|XGE}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Izzet's recognition and favor.", + "A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13)." + ], + "attachedSpells": [ + "chaos bolt|XGE" + ], + "hasFluffImages": true + }, + { + "name": "Izzet Keyrune", + "source": "GGR", + "page": 177, + "rarity": "rare", + "reqAttune": "by a member of the Izzet guild", + "reqAttuneTags": [ + { + "background": "izzet engineer|ggr" + } + ], + "wondrous": true, + "entries": [ + "Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the {@creature galvanice weird|GGR} that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow.", + "When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature galvanice weird|GGR}. If there isn't enough space for the creature, the keyrune doesn't transform.", + "The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.", + "At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Jacinth", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 500000, + "entries": [ + "A transparent fiery orange gemstone." + ] + }, + { + "name": "Jade", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 10000, + "entries": [ + "A translucent light green, deep green, or white gemstone." + ] + }, + { + "name": "Jade bowl (River Heralds)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Jade breastplate (River Heralds)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Jade game board with solid gold playing pieces", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Jade headpiece (River Heralds)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Jade Serpent Staff", + "source": "WDMM", + "page": 92, + "type": "OTH", + "rarity": "unknown (magic)", + "entries": [ + "This staff is broken into five pieces, each worth 100 gp for the jade alone. The entire staff can be restored with {@spell mending} cantrips; each casting of the spell repairs one break in the staff. If the staff is made whole, it transforms from an object into an animated jade serpent that has the statistics of a {@creature giant poisonous snake}, with these changes:", + { + "type": "list", + "items": [ + "The serpent is a construct that understands and obeys whoever was holding the staff when it transformed.", + "It has immunity to poison damage and the {@condition poisoned} condition. It doesn't require air, food, drink, or sleep.", + "When it drops to 0 hit points, roll a {@dice d6}. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff and breaks into {@dice 1d4 + 1} pieces that must be magically mended before the staff can be used again." + ] + } + ] + }, + { + "name": "Jade sword with amber (River Heralds)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Jade totem with diamond eyes (River Heralds)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Jakarion's Staff of Frost", + "source": "CoS", + "page": 187, + "_copy": { + "name": "Staff of Frost", + "source": "DMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": "Imprinted on this staff is a fragment of a dead wizard's personality. The first character who touches the staff gains the following flaw: \"I crave power above all else, and will do anything to obtain more of it.\" This flaw trumps any conflicting personality trait." + } + } + } + }, + { + "name": "Jasper", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "An opaque blue, black, or brown gemstone." + ] + }, + { + "name": "Javelin of Backbiting", + "source": "TftYP", + "page": 229, + "baseItem": "javelin|phb", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "weight": 2, + "weaponCategory": "simple", + "property": [ + "T" + ], + "range": "60/150", + "dmg1": "1d6", + "dmgType": "P", + "bonusWeapon": "+2", + "entries": [ + "You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with {@spell remove curse} or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one." + ] + }, + "Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the javelin." + ] + }, + { + "name": "Javelin of Lightning", + "source": "DMG", + "page": 178, + "srd": true, + "baseItem": "javelin|phb", + "type": "M", + "tier": "major", + "rarity": "uncommon", + "weight": 2, + "weaponCategory": "simple", + "property": [ + "T" + ], + "range": "30/120", + "dmg1": "1d6", + "dmgType": "P", + "entries": [ + "This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking {@damage 4d6} lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus {@damage 4d6} lightning damage.", + "The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon." + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Jester Card", + "source": "BMT", + "page": 14, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card and use it to cast the {@spell Otto's Irresistible Dance} spell (save {@dc 17}), and you have advantage on Constitution saving throws to maintain {@status concentration} on it. Once this property is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "Otto's irresistible dance" + ], + "hasFluffImages": true + }, + { + "name": "Jester's Mask", + "source": "BMT", + "page": 36, + "rarity": "legendary", + "reqAttune": "by a bard, sorcerer, or warlock", + "reqAttuneTags": [ + { + "class": "bard" + }, + { + "class": "sorcerer" + }, + { + "class": "warlock" + } + ], + "wondrous": true, + "bonusSpellAttack": "+3", + "bonusSpellSaveDc": "+3", + "entries": [ + "This colorful, harlequin domino mask is edged with pearls. While wearing this mask, you gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Charismatic Focus", + "entries": [ + "You can use the mask as a spellcasting focus. You gain a +3 bonus to any spell attack rolls and spell saving throw DCs that use Charisma as the spellcasting ability." + ] + }, + { + "type": "item", + "name": "Marvelous Escape", + "entries": [ + "When a creature hits you with an attack roll, you can use your reaction to disappear in a puff of smoke and colorful sparkles. You take no damage and instead teleport, along with anything you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. Once this reaction is used, it can't be used again until the next dawn." + ] + }, + { + "type": "item", + "name": "Topsy-Turvy", + "entries": [ + "When you roll a 1 on a {@dice d20}, you can treat the roll as if you rolled a 20 instead. Once this property is used, it can't be used again until the next dawn." + ] + } + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Jet", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 10000, + "entries": [ + "An opaque deep black gemstone." + ] + }, + { + "name": "Jewel of Three Prayers (Awakened)", + "source": "CRCotN", + "_copy": { + "name": "Jewel of Three Prayers (Dormant)", + "source": "CRCotN", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened State", + "entries": [ + "In this state, the jewel has received the blessing of Avandra the Change Bringer. Three delicate spires unfurl from the jewel's center, like the buds of flowers opening in the spring. Three lapis lazuli stones rest like dewdrops on these spires.", + { + "type": "list", + "items": [ + "The following benefits of the jewel improve:", + "The bonus that the jewel confers to your AC increases to +2.", + "Its number of charges increases to 5." + ] + }, + "The jewel gains the following additional properties, which you can use while wearing or holding it:", + { + "type": "list", + "items": [ + "You can expend 1 of the jewel's charges (no action required) to end one of the following conditions on yourself: {@condition grappled}, {@condition paralyzed}, or {@condition restrained}.", + "When another creature you can see within 60 feet of you fails a saving throw, you can expend 1 of the jewel's charges as a reaction to enable that creature to reroll the saving throw, potentially turning a failure into a success. The creature must use the new roll." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusAc": "+2", + "charges": 5, + "hasFluffImages": true + }, + { + "name": "Jewel of Three Prayers (Dormant)", + "source": "CRCotN", + "page": 213, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "bonusAc": "+1", + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "The Jewel of Three Prayers is a Vestige of Divergence (see the \"Vestiges of Divergence\" sidebar). In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart. When the jewel is found, only Sehanine's power thrums within its dormant heart. The power of the other two deities waits to be reawakened by a hero\u2014or heroes\u2014who can follow in Alyxian's footsteps.", + { + "type": "entries", + "name": "Dormant State", + "entries": [ + "In this state, the Jewel of Three Prayers is a glittering golden disk attached to a fine golden chain. The chain magically resizes to function as a necklace for the creature that wears it.", + "In its Dormant State, the jewel has the following properties:", + { + "type": "list", + "items": [ + "You gain a +1 bonus to AC while wearing the jewel.", + "While wearing or holding the jewel, you can use an action to cause it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you extinguish it (no action required).", + "The jewel has 3 charges and regains all its expended charges daily at dawn. While holding the jewel, you can expend 1 charge from it to cast the {@spell invisibility} spell." + ] + } + ] + } + ], + "attachedSpells": [ + "invisibility" + ], + "hasFluffImages": true + }, + { + "name": "Jewel of Three Prayers (Exalted)", + "source": "CRCotN", + "_copy": { + "name": "Jewel of Three Prayers (Awakened)", + "source": "CRCotN", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted State", + "entries": [ + "In this state, the jewel has received the blessing of Corellon the Arch Heart. A gleaming emerald surrounded by a halo of gold appears on the jewel.", + "The following benefits of the jewel improve:", + { + "type": "list", + "items": [ + "The bonus that the jewel confers to your AC increases to +3.", + "Its number of charges increases to 7." + ] + }, + "The jewel gains the following additional properties, which you can use while wearing or holding it:", + { + "type": "list", + "items": [ + "You gain the ability to breathe water, and you gain a swimming speed equal to your walking speed.", + "Each of your allies within 30 feet of you gains the ability to breathe water and gains a swimming speed equal to its walking speed.", + "As a bonus action, you can expend 1 of the jewel's charges to target yourself or one willing creature you can see within 15 feet of yourself. The target teleports to an unoccupied space of your choice within 15 feet of yourself, along with any equipment the target is wearing or carrying. The target appears in a flash of golden radiance, and each creature of your choice within 5 feet of the target's new location must make a DC 18 Constitution saving throw. On a failed save, the creature takes {@damage 4d10} radiant damage and is {@condition blinded} until the start of your next turn. On a successful save, the creature takes half as much damage and isn't {@condition blinded}." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusAc": "+3", + "modifySpeed": { + "equal": { + "swim": "walk" + } + }, + "charges": 7, + "hasFluffImages": true + }, + { + "name": "Jeweled anklet", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Jeweled anklet (Brazen Coalition)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Jeweled gold crown", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Jeweled platinum ring", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Jeweler's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 82 + } + ], + "reprintedAs": [ + "Jeweler's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 2, + "value": 2500, + "additionalEntries": [ + "Training with jeweler's tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers." + ] + }, + { + "type": "entries", + "name": "Arcana", + "entries": [ + "Proficiency with jeweler's tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make {@skill Arcana} checks related to gems or gem-encrusted items." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "When you inspect jeweled objects, your proficiency with jeweler's tools aids you in picking out clues they might hold." + ] + }, + { + "type": "entries", + "name": "Identify Gems", + "entries": [ + "You can identify gems and determine their value at a glance." + ] + }, + { + "type": "table", + "caption": "Jeweler's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Modify a gem's appearance", + "15" + ], + [ + "Determine a gem's history", + "20" + ] + ] + } + ] + }, + { + "name": "Jeweler's Tools", + "source": "XPHB", + "page": 220, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 2, + "value": 2500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Intelligence" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Discern a gem's value ({@dc 15})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Arcane Focus|XPHB}, {@item Holy Symbol|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Jug", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Jug|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 4, + "value": 2, + "entries": [ + "A jug holds 1 gallon of liquid." + ] + }, + { + "name": "Jug", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 4, + "value": 2, + "entries": [ + "A Jug holds up to 1 gallon." + ], + "containerCapacity": { + "volume": [ + 0.1 + ] + } + }, + { + "name": "Junky +1 Dagger", + "source": "TftYP", + "page": 77, + "baseItem": "dagger|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this dagger, which looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If you get a natural 1 on an attack roll while wielding this weapon, it breaks and becomes nonmagical." + ] + }, + { + "name": "Kagonesti Forest Shroud", + "source": "DSotDQ", + "page": 190, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity ({@skill Stealth}) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Keelboat", + "source": "DMG", + "page": 119, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Keelboat|XPHB" + ], + "type": "SHP", + "rarity": "none", + "value": 300000, + "crew": 1, + "vehAc": 15, + "vehHp": 100, + "vehDmgThresh": 10, + "vehSpeed": 1, + "capPassenger": 6, + "capCargo": 0.5, + "entries": [ + "Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores." + ], + "seeAlsoVehicle": [ + "Keelboat" + ] + }, + { + "name": "Keelboat", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "SHP|XPHB", + "rarity": "none", + "value": 300000, + "crew": 1, + "vehAc": 15, + "vehHp": 100, + "vehDmgThresh": 10, + "vehSpeed": 1, + "capPassenger": 6, + "capCargo": 0.5, + "seeAlsoVehicle": [ + "Keelboat" + ] + }, + { + "name": "Keg of Alchemist's Fire", + "source": "LoX", + "page": 35, + "type": "G", + "rarity": "none", + "entries": [ + "A keg of alchemist's fire lobbed at a creature or an object deals 21 ({@damage 6d6}) fire damage on a hit. Further, the target is set ablaze and takes the damage again every round (in the case of a creature, at the start of each of its turns) until the fire is put out. A creature within reach of the blaze can take an action to smother the flames using a blanket or carpet, reducing the fire damage by {@dice 2d6}. Three such actions are needed to fully put out the fire." + ] + }, + { + "name": "Keoghtom's Ointment", + "source": "DMG", + "page": 179, + "srd": "Restorative Ointment", + "basicRules": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This glass jar, 3 inches in diameter, contains {@dice 1d4 + 1} doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ pound.", + "As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains {@dice 2d8 + 2} hit points, ceases to be {@condition poisoned}, and is cured of any disease." + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Key Card", + "source": "BMT", + "page": 14, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "5", + "charges": 5, + "entries": [ + "As an action, you can brandish this card and use it to cast the {@spell Knock} spell, with no sound made by the spell. This property can be used five times, and it regains all expended uses at dawn." + ], + "attachedSpells": [ + "knock" + ], + "hasFluffImages": true + }, + { + "name": "Keycharm", + "source": "ERLW", + "page": 277, + "rarity": "common", + "reqAttune": "by a creature with the Mark of Warding", + "reqAttuneTags": [ + { + "race": "dwarf (mark of warding)|erlw" + } + ], + "wondrous": true, + "entries": [ + "This small stylized key plays a vital role in the work of House Kundarak. If you cast the {@spell alarm}, {@spell arcane lock}, or {@spell glyph of warding} spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the {@spell alarm} spell, bypasses the lock of the {@spell arcane lock} spell, or avoids triggering the glyph placed by the {@spell glyph of warding} spell. In addition, the holder (who needn't be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time." + ] + }, + { + "name": "Keystone of Creation", + "source": "AitFR-AVT", + "page": 12, + "otherSources": [ + { + "source": "AitFR-DN", + "page": 14 + }, + { + "source": "AitFR-DN", + "page": 13 + } + ], + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "A keystone of creation is a piece of the {@item Stone of Creation|AitFR-AVT}, usually between 6 to 10 inches on a side, and can be rough-hewn or cleanly cut and polished by a mason attuned to the {@item Stone of Creation|AitFR-AVT}.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "A keystone of creation has the following random properties:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", + "1 {@table Beneficial Manifestations|AitFR-AVT|beneficial} manifestation", + "1 {@table Detrimental Manifestations|AitFR-AVT|detrimental} manifestation" + ] + } + ] + }, + { + "type": "entries", + "name": "Extradimensional Places", + "entries": [ + "You can use the keystone to conjure an extradimensional space such as {@spell Mordenkainen's magnificent mansion}. The easiest way is to simply cast the spell using the artifact's power, which requires no spell slots or material components. Each time you cast a spell with the artifact, the subsequent casting replaces the prior one. For more detailed control of a conjured demiplane or extradimensional space, see \"Construction Details.\"" + ] + }, + { + "type": "entries", + "name": "Raising Structures", + "entries": [ + "You can use the keystone to conjure a physical structure on the Material Plane. The easiest way is to simply cast the {@spell mighty fortress|XGE} spell using the artifact's power, which requires no spell slots or material components. Each time you cast a spell with the artifact, the subsequent casting replaces the prior one. For more detailed control of a conjured demiplane or extradimensional space, see \"Construction Details.\" Locations conjured by keystones cannot become permanent through repeated spell castings." + ] + }, + { + "type": "entries", + "name": "Connected Spaces", + "entries": [ + "You can use multiple keystones to create larger spaces, whether adjacent to each other or even interlinked. You can even combine structures on the Material Plane and extradimensional spaces this way. If you are attuned to one keystone when you attune to a second keystone, the keystones combine to become a single artifact (utilizing a single attunement slot), combining their features and their fates forevermore. You cannot attune to, and thus combine, more than three keystones at once." + ] + }, + { + "type": "entries", + "name": "Destroying a Keystone", + "entries": [ + "A keystone is an artifact in its own right and impervious to most damage, but a {@spell disintegrate} spell is sufficient to destroy an unattuned keystone.", + "After it has been attuned at least once, a given keystone requires attunement to maintain its magical power. Otherwise, its creations on the Material Plane gradually rot and decay over {@dice 1d12 + 1} days, and a demiplane relying on the keystone collapses over {@dice 1d20 + 10} minutes. Additional destructive forces like fire may hasten the destruction. A demiplane created or upheld by a keystone ejects all creatures within it to their home planes when it collapses.", + "When a keystone's creation is fully destroyed, the keystone becomes an inert, powerless rock. If the {@item Stone of Creation|AitFR-AVT} is destroyed, all its keystones break attunement, lose all magical properties, and their creations decay or collapse to nothing.", + "If it reaches the Elemental Chaos or is struck by a forked, metal rod attuned to the Elemental Chaos (as per the {@spell plane shift} spell), a keystone is destroyed." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Construction Details", + "entries": [ + "You can customize a keystone's creation with cosmetic details you can imagine. You can also rearrange the floorplans and structural details of your creations as follows.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Demiplane Design", + "entries": [ + "With a single keystone, you can conjure an extradimensional space in the shape of a dome or pyramid, up to 1 mile on each side, with whatever terrain you wish. The edges of this space are solid and impassable but may be {@condition invisible}, so that your space can appear to go on forever if you wish. With additional keystones, you can add an additional square mile to your creation, adding or combining terrain types.", + "Each square mile can include a single structure up to the size of {@spell Mordenkainen's magnificent mansion}, with all the attendant servants and feasts, or any number of smaller structures that together equal a magnificent mansion in total area.", + "You cannot create flora or fauna that deal damage or otherwise harm creatures. If you create cliffs, waters, or other natural features, however, creatures in the space might fall, drown, or otherwise be harmed." + ] + }, + { + "type": "entries", + "name": "Physical Structure Design", + "entries": [ + "With a single keystone, you can create a structure akin to a mighty fortress with the added flexibility to customize that fortress not only for cosmetic details but for substantive effects. With a single keystone, you can rearrange the walls, open spaces, floors, doors, and other features of the mighty fortress provided you do not exceed 150 10-foot-wide cubes of interior space. Your fortress can reach across a creek, river, or other waters. It can take reckless or even dangerous shapes to include deep pits, flooded chambers, and so on. Your design, once conjured, is not guaranteed to be capable of supporting its own weight or surviving the stresses of attacks, weather, or time.", + "You may post any number of your structure's servants as guards, if you wish. They have statistics identical to an unseen servant with the addition of a passive {@skill Perception} score equal to your own, though you cannot perceive through their senses. The servants can ring bells or otherwise manipulate the environment to raise an alarm." + ] + }, + { + "type": "entries", + "name": "Manifestations", + "entries": [ + "Each place or structure conjured by a keystone of creation has special, unforeseen manifestations that affect its makeup and appearance. Some manifestations are beneficial, some are detrimental. These manifestations change each time a keystone is used to conjure a structure or place. The DM may roll or choose from the following tables, or devise unique manifestations based on the specific creations being conjured." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Khrusor, Spear of Heliod", + "source": "MOT", + "page": 200, + "baseItem": "spear|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weight": 3, + "weaponCategory": "simple", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "entries": [ + "Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness.", + { + "type": "entries", + "name": "Spear of the Sun", + "entries": [ + "This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra {@damage 2d8} radiant damage." + ] + }, + { + "type": "entries", + "name": "Blessing of the Sun", + "entries": [ + "If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Piety 3+", + "entry": "You gain 15 temporary hit points each dawn." + }, + { + "type": "item", + "name": "Piety 10+", + "entry": "The spear has 1 randomly determined {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property." + }, + { + "type": "item", + "name": "Piety 25+", + "entry": "The spear has 1 additional randomly determined {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property." + }, + { + "type": "item", + "name": "Piety 50+", + "entry": "The spear has 1 randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property." + } + ] + }, + "If you aren't a worshiper of Heliod, the spear has 2 randomly determined {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} properties.", + "See \"Artifacts\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties." + ] + }, + { + "type": "entries", + "name": "Luminous", + "entries": [ + "The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight." + ] + }, + { + "type": "entries", + "name": "Sun's Retaliation", + "entries": [ + "When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is {@condition blinded} until the start of its next turn. This property of the spear can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: {@spell guiding bolt} (1 charge), {@spell daylight} (3 charges, targeting the tip of the spear only), {@spell sunbeam} (6 charges). The spear regains {@dice 1d6 + 4} expended charges daily at dawn." + ] + }, + { + "type": "entries", + "name": "Destroying the Spear", + "entries": [ + "If taken to Erebos's palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos's service." + ] + } + ], + "attachedSpells": [ + "guiding bolt", + "sunbeam", + "daylight" + ], + "hasFluffImages": true + }, + { + "name": "Khyber Trinket", + "source": "ERLW", + "page": 135, + "type": "G", + "rarity": "none", + "entries": [ + { + "caption": "Trinkets from Khyber", + "colLabels": [ + "d10", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A pressed flower with vivid green petals; when you smell it, you hear eerie music" + ], + [ + "2", + "A tiny ball of putty; if you set it down, it begins to slowly crawl around" + ], + [ + "3", + "A perpetually warm disk of dark iron" + ], + [ + "4", + "A small journal with leathery pages; any words you write in it slowly disappear" + ], + [ + "5", + "A four-sided die carved with strange markings" + ], + [ + "6", + "A cameo with the silhouette of an unknown species" + ], + [ + "7", + "A preserved finger with purple flesh and four joints" + ], + [ + "8", + "A perfectly preserved eye; if you set it down, it rotates to follow your movement" + ], + [ + "9", + "A small box; when opened, you alone hear screaming" + ], + [ + "10", + "A preserved insect; you've never seen another like it" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Kiss of the Changebringer (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Kiss of the Changebringer (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the Kiss of the Changebringer reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The bonus to {@quickref saving throws|PHB|2|1} increases to +2.", + "You are immune to the {@condition restrained} condition.", + "You can use an action to cast the {@spell blink} spell on yourself. This property of the amulet can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "conditionImmune": [ + "grappled", + "restrained" + ], + "bonusSavingThrow": "+2", + "recharge": "restLong", + "attachedSpells": [ + "blink" + ], + "hasFluffImages": true + }, + { + "name": "Kiss of the Changebringer (Dormant)", + "source": "TDCSR", + "page": 206, + "conditionImmune": [ + "grappled" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "bonusSavingThrow": "+1", + "entries": [ + "A beautiful, glittering emerald is set within this silver chain, humming with power and possibility. It is said that this amulet was stolen from the neck of {@deity The Changebringer|Exandria|TDCSR} herself by the {@deity The Lord of the Hells|Exandria|TDCSR}, and locked within the vaults of Bazzoxan in {@book Wildemount|TDCSR|3|Wildemount}. It was later claimed there by a group of Aurora Watch soldiers during an expedition into that grim fortress's abandoned temples.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While the Kiss of the Changebringer is in a dormant state, you have a +1 bonus to {@quickref saving throws|PHB|2|1} and are immune to the {@condition grappled} condition while wearing it." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Kiss of the Changebringer (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Kiss of the Changebringer (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the Kiss of the Changebringer reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The bonus to {@quickref saving throws|PHB|2|1} increases to +3.", + "You are immune to the {@condition paralyzed} and {@condition petrified} conditions.", + "When you make an attack roll, ability check, or {@quickref saving throws|PHB|2|1|saving throw}, you can roll an additional {@dice d20}. You can choose to do so after you make the attack roll, ability check, or {@quickref saving throws|PHB|2|1|saving throw}, but before the outcome is determined. You choose which of the {@dice 2d20|d20s} to use for your roll. This property of the amulet can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "conditionImmune": [ + "grappled", + "restrained", + "paralyzed", + "petrified" + ], + "bonusSavingThrow": "+3", + "recharge": "restShort", + "hasFluffImages": true + }, + { + "name": "Knave's Eye Patch", + "source": "WDH", + "page": 191, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this eye patch, you gain these benefits:", + { + "type": "list", + "items": [ + "You have advantage on Wisdom ({@skill Perception}) checks that rely on sight.", + "If you have the Sunlight Sensitivity trait, you are unaffected by the trait.", + "You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it." + ] + } + ] + }, + { + "name": "Knife of Stolen Resistance", + "source": "CoA", + "page": 268, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "rare", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "entries": [ + "Using an action, you carve a single infernal rune into the flesh of an {@condition unconscious} Beast, Celestial, Dragon, Fey, or Giant with this knife. Over the next 10 minutes the creature dies an agonizing death that can't be prevented short of the {@spell Wish} spell. If the creature has any resistances or immunities, you gain those resistances and immunities until the creature dies or a {@spell Wish} spell is used to save the creature. The knife's power can't be used again until you finish a long rest." + ] + }, + { + "name": "Knifewing Cape", + "source": "GHLoE", + "page": 111, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "entries": [ + "While wearing this cloak made from the skin of 20 {@creature Knifewing|GHLoE|knifewings}, you gain a +1 bonus to AC. In addition, when you fall while wearing this cloak, you descend 60 feet per round and take no damage from falling." + ] + }, + { + "name": "Knight Card", + "source": "BMT", + "page": 14, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can throw this card to an unoccupied space on the ground within 60 feet of yourself while speaking a command word, whereupon the card magically transforms into a {@creature deck defender|BMT} (see {@book chapter 9|BMT|8|Deck Defender} for its stat block) for up to 1 minute or until you use an action to speak the command word again, whereupon it transforms back into a card. The deck defender obeys your spoken commands. If you issue no commands, it takes the {@action Dodge} action and moves to avoid danger. The deck defender reverts to a card early if it drops to 0 hit points. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Korolnor Scepter", + "source": "SKT", + "page": 234, + "baseItem": "club|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "weight": 2, + "weaponCategory": "simple", + "property": [ + "L" + ], + "dmg1": "1d4", + "dmgType": "B", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "entries": [ + "The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a {@creature storm giant} queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary.", + "The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.", + "You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.", + "You can use the properties of the {@item Wyrmskull Throne|SKT}, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains {@dice 1d6 + 4} expanded charges at dawn. Its properties are as follows:", + { + "type": "list", + "items": [ + "If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface.", + "As an action: you can expend 2 charges to cast the {@spell sending} spell from the scepter.", + "As an action: you can expend 3 charges to cast the {@spell teleport} spell from the scepter. If the destination is within 60 feet of the {@item Wyrmskull Throne|SKT}, there is no chance of a teleport error or mishap occurring." + ] + } + ], + "attachedSpells": [ + "sending", + "teleport" + ] + }, + { + "name": "Kyrzin's Ooze", + "source": "ERLW", + "page": 278, + "resist": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.", + { + "type": "entries", + "name": "Resistant", + "entries": [ + "While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the {@condition poisoned} condition." + ] + }, + { + "type": "entries", + "name": "Amorphous", + "entries": [ + "As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Acid Breath", + "entries": [ + "As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 ({@damage 8d8}) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Symbiotic Nature", + "entries": [ + "The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.", + "If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a {@creature black pudding} allied with the daelkyr." + ] + } + ] + }, + { + "name": "Ladder", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 25, + "value": 10, + "entries": [ + "A Ladder is 10 feet tall. You must climb to move up or down it." + ] + }, + { + "name": "Ladder (10-foot)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Ladder|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 25, + "value": 10, + "entries": [ + "Ladder (10-foot)" + ] + }, + { + "name": "Lamp", + "source": "PHB", + "page": 152, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Lamp|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 50, + "entries": [ + "A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil." + ] + }, + { + "name": "Lamp", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 50, + "entries": [ + "A Lamp burns {@item Oil|XPHB} as fuel to cast {@variantrule Bright Light|XPHB} in a 15-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet." + ], + "hasFluffImages": true + }, + { + "name": "Lamprey Ship", + "source": "AAG", + "page": 34, + "type": "SPC|AAG", + "rarity": "none", + "value": 2000000, + "crew": 15, + "vehAc": 15, + "vehHp": 250, + "vehDmgThresh": 15, + "vehSpeed": 4, + "capCargo": 6, + "entries": [ + "Lamprey ships are antiquated, being among the oldest spelljamming ships still in use. Psurlons (see Boo's Astral Menagerie) are particularly fond of them.", + "Using the metal grappling jaws built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck.", + "A lamprey can float on water, though it can't land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay." + ], + "seeAlsoVehicle": [ + "Lamprey Ship|AAG" + ] + }, + { + "name": "Lantern of Revealing", + "source": "DMG", + "page": 179, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "weight": 2, + "entries": [ + "While lit, this {@item hooded lantern|phb} burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. {@condition Invisible} creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Lantern of Tracking", + "source": "IDRotF", + "page": 314, + "rarity": "common", + "wondrous": true, + "entries": [ + "This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.", + "Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.", + { + "type": "table", + "caption": "Lantern of Tracking", + "colLabels": [ + "1d10", + "Creature Type" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Aberrations" + ], + [ + "2", + "Celestials" + ], + [ + "3", + "Constructs" + ], + [ + "4", + "Dragons" + ], + [ + "5", + "Elementals" + ], + [ + "6", + "Fey" + ], + [ + "7", + "Fiends" + ], + [ + "8", + "Giants" + ], + [ + "9", + "Monstrosities" + ], + [ + "10", + "Undead" + ] + ] + } + ] + }, + { + "name": "Lapis Lazuli", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "An opaque light and dark blue with yellow flecks gemstone." + ] + }, + { + "name": "Large gold bracelet", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Large gold bracelet (Legion of Dusk)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Large jade totem (River Heralds)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Large well-made tapestry", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Large well-made tapestry (Legion of Dusk)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Lash of Immolation", + "source": "BGG", + "page": 113, + "baseItem": "whip|PHB", + "type": "M", + "rarity": "rare", + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+1", + "entries": [ + "The handle of this dark leather whip bears the fire rune, and embers dance around the whip's tail.", + "You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra {@damage 1d6} fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "When you make an attack with the whip and hit, you can use your reaction to invoke the whip's rune. Doing so increases the extra fire damage dealt by the whip to {@dice 2d6}.", + "Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ] + }, + { + "name": "Lash of Shadows (Awakened)", + "source": "EGW", + "_copy": { + "name": "Lash of Shadows (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the whip reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2.", + "The saving throw DC for the weapon's poisons increases to 15.", + "The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature is {@condition paralyzed}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+2", + "hasFluffImages": true + }, + { + "name": "Lash of Shadows (Dormant)", + "source": "EGW", + "page": 276, + "baseItem": "whip|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R", + "Vst|TDCSR" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+1", + "entries": [ + "This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "A mad {@creature marilith} named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm." + ] + }, + { + "type": "entries", + "name": "Dormant", + "entries": [ + "The whip grants the following benefits in its dormant state:", + { + "type": "list", + "items": [ + "You can speak, read, and write Abyssal and Draconic.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Dead Eyes", + "entry": "A creature that fails the saving throw against this poison is {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, the creature is {@condition blinded}." + }, + { + "type": "item", + "name": "Serpent Venom", + "entry": "A creature that fails the saving throw against this poison takes {@damage 3d6} poison damage, or half as much damage on a successful save." + } + ] + } + ] + } + ] + }, + { + "type": "inset", + "name": "Betrayer Artifact Properties", + "entries": [ + "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Lash of Shadows (Exalted)", + "source": "EGW", + "_copy": { + "name": "Lash of Shadows (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the whip reaches an exalted state, it gains the following additional properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "The saving throw DC for the weapon's poisons increases to 17.", + "The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} for 24 hours." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+3", + "hasFluffImages": true + }, + { + "name": "Leather Golem Armor", + "source": "LLK", + "page": 55, + "baseItem": "leather armor|phb", + "type": "LA", + "resist": [ + "lightning" + ], + "rarity": "rare", + "reqAttune": true, + "curse": true, + "weight": 10, + "ac": 11, + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "entries": [ + "Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:", + { + "type": "list", + "items": [ + { + "type": "entries", + "name": "Immutable Form", + "entries": [ + "You are immune to any spell or effect that would alter your form." + ] + }, + { + "type": "entries", + "name": "Lightning Absorption", + "entries": [ + "You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points." + ] + } + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a {@spell remove curse} spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:", + { + "type": "list", + "items": [ + { + "type": "entries", + "name": "Aversion of Fire", + "entries": [ + "If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "Berserk", + "entries": [ + "Whenever a critical hit is made against you, roll a {@dice d6}. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are {@condition incapacitated} or until another creature is able to calm you with appropriate magic (such as a {@spell calm emotions} spell) or a successful DC 15 Charisma ({@skill Persuasion}) check." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Leatherworker's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 82 + } + ], + "reprintedAs": [ + "Leatherworker's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 5, + "value": 500, + "additionalEntries": [ + "Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps." + ] + }, + { + "type": "entries", + "name": "Arcana", + "entries": [ + "Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook." + ] + }, + { + "type": "entries", + "name": "Identify Hides", + "entries": [ + "When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods." + ] + }, + { + "type": "table", + "caption": "Leatherworker's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Modify a leather item's appearance", + "10" + ], + [ + "Determine a leather item's history", + "20" + ] + ] + } + ] + }, + { + "name": "Leatherworker's Tools", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 5, + "value": 500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Dexterity" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Add a design to a leather item ({@dc 10})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Sling|XPHB}, {@item Whip|XPHB}, {@item Hide Armor|XPHB}, {@item Leather Armor|XPHB}, {@item Studded Leather Armor|XPHB}, {@item Backpack|XPHB}, {@item Crossbow Bolt Case|PHB}, {@item Map or Scroll Case|XPHB}, {@item Parchment|XPHB}, {@item Pouch|XPHB}, {@item Quiver|XPHB}, {@item Waterskin|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Lesser Hammock of Worlds", + "source": "JttRC", + "page": 214, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "The Hammock of Worlds is a colorful hammock woven with traditional Ataguan designs.", + "You can use an action to unfold and place the lesser version of the Hammock of Worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads or the user can cause it to always reliably connect to the Ghost Orchid Tepui. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once the lesser version of the Hammock of Worlds has opened a portal, it can't do so again for {@dice 1d8} hours." + ], + "hasFluffImages": true + }, + { + "name": "Libram of Souls and Flesh", + "source": "TCE", + "page": 129, + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Wizard" + ], + "entries": [ + "With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: {@spell animate dead}, {@spell circle of death}, {@spell false life}, {@spell finger of death}, {@spell speak with dead}, {@spell summon undead|TCE}, and {@spell vampiric touch}. It functions as a spellbook for you.", + "While you are holding the book, you can use it as a spellcasting focus for your wizard spells.", + "The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school.", + "As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw." + ] + } + ], + "attachedSpells": [ + "animate dead", + "circle of death", + "false life", + "finger of death", + "speak with dead", + "summon undead|tce", + "vampiric touch" + ] + }, + { + "name": "Lifewell Tattoo", + "source": "TCE", + "page": 129, + "resist": [ + "necrotic" + ], + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo features symbols of life and rebirth.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Necrotic Resistance", + "entries": [ + "You have resistance to necrotic damage." + ] + }, + { + "type": "entries", + "name": "Life Ward", + "entries": [ + "When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn." + ] + } + ] + }, + { + "name": "Lightbringer", + "source": "LMoP", + "page": 48, + "reprintedAs": [ + "Lightbringer|PaBTSO" + ], + "baseItem": "mace|phb", + "type": "M", + "rarity": "uncommon", + "weight": 4, + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "bonusWeapon": "+1", + "entries": [ + "This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a {@item torch|phb} when its wielder commands. While glowing, the mace deals an extra {@damage 1d6} radiant damage to undead creatures." + ] + }, + { + "name": "Lightbringer", + "source": "PaBTSO", + "page": 72, + "baseItem": "mace|PHB", + "type": "M", + "rarity": "uncommon", + "weight": 4, + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this magic weapon.", + "This weapon, known as Lightbringer, was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and is made of solid brass. The mace glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra {@damage 1d6} radiant damage to Undead creatures." + ] + }, + { + "name": "Lightning Absorbing Tattoo", + "source": "TCE", + "page": 119, + "resist": [ + "lightning" + ], + "detail1": "yellow", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Absorbing Tattoo|TCE}" + ] + }, + { + "name": "Lindwyrm Venom", + "source": "GHLoE", + "page": 111, + "type": "P", + "rarity": "very rare", + "entries": [ + "This terrible venom is extracted and distilled from the deadly {@creature lindwyrm|GHLoE}. It can be delivered via ingestion or a wound. A creature exposed to the venom must succeed on a DC 18 Constitution saving throw or take 36 ({@damage 8d8}) poison damage and be poisoned for 1 minute. While poisoned, the creature has disadvantage on Strength and Dexterity skill checks and saving throws." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Linen (1 sq. yd.)", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "value": 500 + }, + { + "name": "Living Gloves", + "source": "ERLW", + "page": 278, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "grantsProficiency": true, + "entries": [ + "These symbiotic gloves\u2014made of thin chitin and sinew\u2014pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.", + "While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):", + { + "type": "list", + "items": [ + "{@skill Sleight of Hand}", + "{@item Thieves' tools|PHB}", + "One kind of {@item artisan's tools|PHB} of your choice", + "One kind of {@item musical instrument|PHB} of your choice" + ] + }, + "When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.", + { + "type": "entries", + "name": "Symbiotic Nature", + "entries": [ + "The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed." + ] + } + ] + }, + { + "name": "Living Loot Satchel", + "source": "AI", + "page": 25, + "rarity": "varies", + "wondrous": true, + "entries": [ + "As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a {@item bag of holding} and is available in a variety of colors and styles.", + { + "type": "table", + "caption": "Class-Based Living Loot Satchel", + "colStyles": [ + "col-2", + "col-10" + ], + "colLabels": [ + "Class", + "Satchel" + ], + "rows": [ + [ + "Barbarian", + "Broad belt with a dozen hanging pockets" + ], + [ + "Bard", + "Lute case" + ], + [ + "Cleric", + "Hollowed-out holy tome" + ], + [ + "Druid", + "Made from natural, organic, locally sourced woven fibers" + ], + [ + "Fighter", + "A thick, battle-scarred iron lockbox" + ], + [ + "Paladin", + "A metal case with fine engraving and scrollwork" + ], + [ + "Ranger", + "A fur-lined bindle" + ], + [ + "Rogue", + "A nondescript coin pouch" + ], + [ + "Sorcerer", + "A battered leather satchel, prone to spitting out multicolored sparks at the seams" + ], + [ + "Warlock", + "A patchwork monster-leather satchel with a \"purely decorative\" fanged mouth." + ], + [ + "Wizard", + "A pocket dimension hidden up your sleeve or inside your hat" + ] + ] + }, + "The living loot satchel is a kind of magical being that safeguards the franchise's funds and valuables. Its innards are connected to a secure coffer within Head Office's vault in Waterdeep, to which the satchel periodically transfers the franchise's wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check.", + { + "type": "entries", + "name": "Secret Satchel", + "entries": [ + "As a rank 3 hoardsperson, your living loot satchel gets an upgrade to function as the replica chest used for the {@spell Leomund's secret chest} spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items\u2014even items that wouldn't normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don't want to know about with extraplanar creatures you really don't want to know about, there is no chance for the spell to end." + ] + }, + { + "type": "entries", + "name": "That Thing You Need", + "entries": [ + "At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15 Dexterity ({@skill Sleight of Hand}) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player's Handbook. The item must be of a size that can fit into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn." + ] + }, + { + "type": "entries", + "name": "Portable Hole Satchel", + "entries": [ + "At rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a {@item portable hole}\u20146 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn't normally fit into your satchel." + ] + }, + { + "type": "entries", + "name": "That Expensive Thing You Need", + "entries": [ + "Also at rank 4, when you use your That Thing You Need feature, you can requisition any item of up to 250 gp in value, as long as it would fit into the confines of your satchel's portable hole." + ] + } + ], + "attachedSpells": [ + "Leomund's secret chest" + ], + "hasFluffImages": true + }, + { + "name": "Living Ship", + "source": "AAG", + "page": 36, + "type": "SPC|AAG", + "rarity": "none", + "value": 2500000, + "crew": 5, + "vehAc": 15, + "vehHp": 250, + "vehDmgThresh": 15, + "vehSpeed": 4.5, + "capCargo": 10, + "entries": [ + "Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don't want to have to worry about their ship's air envelope becoming fouled during a long voyage.", + "This ship's main distinctive feature is the fully grown {@creature treant} on the aft deck. The treant has a speed of 0 because its roots are woven into the deck; it and the ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another.", + "When the treant finishes a long rest, it repairs the ship's hull, enabling the ship to regain {@dice 4d12} hit points, and refreshes the ship's air envelope (turning deadly air into foul air, or foul air into fresh air).", + "A living ship can float on water and sail across it, but it can't land safely on the ground (its keel would cause it to roll on its side). Its standard weaponry is an aft-mounted ballista." + ], + "seeAlsoVehicle": [ + "Living Ship|AAG" + ] + }, + { + "name": "Loadstone", + "source": "TftYP", + "page": 228, + "rarity": "rare", + "wondrous": true, + "curse": true, + "weight": 1, + "entries": [ + "This stone is a large gem worth 150 gp.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The stone is cursed, but its magical nature is hidden; {@spell detect magic} doesn't detect it. An {@spell identify} spell reveals the stone's true nature. If you use the {@action Dash} or {@action Disengage} action while the stone is on your person, its curse activates. Until the curse is broken with {@spell remove curse} or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone." + ] + } + ] + }, + { + "name": "Loaf of Bread", + "source": "PHB", + "page": 158, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Bread (loaf)|XPHB" + ], + "type": "FD", + "rarity": "none", + "value": 2, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Lock", + "source": "PHB", + "page": 152, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Lock|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 1000, + "entries": [ + "A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices." + ] + }, + { + "name": "Lock", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 1000, + "entries": [ + "A Lock comes with a key. Without the key, a creature can use {@item Thieves' Tools|XPHB} to pick this Lock with a successful DC 15 Dexterity ({@skill Sleight of Hand|XPHB}) check." + ] + }, + { + "name": "Lock of Trickery", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player's Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage." + ] + }, + { + "name": "Longbow of the Healing Hearth", + "source": "BGG", + "page": 113, + "baseItem": "longbow|PHB", + "type": "R", + "rarity": "legendary", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "2H" + ], + "range": "150/600", + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 1}", + "charges": 8, + "entries": [ + "This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.", + "You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target.", + "The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains {@dice 1d4 + 1} charges daily at dawn.", + { + "type": "entries", + "name": "Curative Arrow", + "entries": [ + "When you take the {@action Attack} action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1).", + "If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): {@spell create food and water} (1 charge), {@spell warding bond} (2 charges), {@spell guardian of faith} (3 charges)." + ] + } + ], + "ammoType": "arrow|phb", + "attachedSpells": [ + "create food and water", + "warding bond", + "guardian of faith" + ] + }, + { + "name": "Longship", + "source": "DMG", + "page": 119, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Longship|XPHB" + ], + "type": "SHP", + "rarity": "none", + "value": 1000000, + "crew": 40, + "vehAc": 15, + "vehHp": 300, + "vehDmgThresh": 15, + "vehSpeed": 3, + "capPassenger": 150, + "capCargo": 10, + "seeAlsoVehicle": [ + "Longship" + ] + }, + { + "name": "Longship", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "SHP|XPHB", + "rarity": "none", + "value": 1000000, + "crew": 40, + "vehAc": 15, + "vehHp": 300, + "vehDmgThresh": 15, + "vehSpeed": 3, + "capPassenger": 150, + "capCargo": 10, + "seeAlsoVehicle": [ + "Longship" + ] + }, + { + "name": "Lord Commander's Badge", + "source": "DoDk", + "page": 233, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "As an action while wearing this seal, you can invoke its power to issue a bellowing command clearly audible to all creatures within 300 feet of you. When you do, you may choose up to 12 allies you can see who can hear the command. Those allies each gain 20 temporary hit points. While these temporary hit points remain, those allies gain advantage on attack rolls and saving throws. Once you use this power, it can't be used again until the next dawn.", + { + "type": "entries", + "name": "Crown Authority", + "entries": [ + "A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.", + "As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours." + ] + } + ] + }, + { + "name": "Lord's Ensemble", + "source": "WDH", + "page": 191, + "rarity": "very rare", + "reqAttune": "by a creature with a humanoid build", + "reqAttuneTags": [ + { + "creatureType": "humanoid" + } + ], + "wondrous": true, + "entries": [ + "The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces\u2014a helm, an amulet, and a robe\u2014that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item.", + { + "type": "entries", + "name": "Lord's Helm", + "entries": [ + "This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it." + ] + }, + { + "type": "entries", + "name": "Lord's Amulet", + "entries": [ + "This amulet bears the crest of Waterdeep. It functions as an {@item amulet of proof against detection and location}." + ] + }, + { + "type": "entries", + "name": "Lord's Robe", + "entries": [ + "This elegant robe functions as a {@item ring of free action}, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Lorehold Primer", + "source": "SCC", + "page": 39, + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "The Lorehold Primer is a magic textbook created at Strixhaven's Lorehold College. The primer has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you make an Intelligence ({@skill History}) or Intelligence ({@skill Religion}) check while holding the primer, you can expend 1 charge to give yourself {@dice 1d4} bonus to the check, immediately after you roll the {@dice d20}.", + "In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma." + ] + }, + { + "name": "Lorehold Trinket", + "source": "SCC", + "page": 31, + "type": "G", + "rarity": "none", + "entries": [ + "When you make your character, you may roll once on the Lorehold Trinkets table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.", + { + "caption": "Lorehold Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A map made of concentric circles that can be rotated around the page" + ], + [ + "2", + "A puzzle box bedecked with amber" + ], + [ + "3", + "A dented brass compass with a red needle" + ], + [ + "4", + "The head of a broken statue that houses the consciousness of a snarky sage" + ], + [ + "5", + "A sheet of parchment embossed with tactile lettering, glowing red" + ], + [ + "6", + "A broken dagger with a wavy blade and a serpentine hilt" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Lost Crown of Besilmer", + "source": "PotA", + "page": 223, + "resist": [ + "psychic" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:", + { + "type": "list", + "items": [ + "You have resistance to psychic damage.", + "You have advantage on saving throws against effects that would charm you.", + "You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a {@dice d6} and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn." + ] + } + ] + }, + { + "name": "Luba's Tarokka of Souls", + "source": "TCE", + "page": 129, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.", + "Created by a figure of Vistani legend, Luba's Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck's creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her {@deck tarokka deck|CoS}. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul\u2014as it inevitably will.", + "Like all {@deck Tarokka Deck|CoS|tarokka decks}, the {@i Tarokka of Souls} is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties", + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties" + ] + } + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: {@spell comprehend languages}, {@spell detect evil and good}, {@spell detect magic}, {@spell detect poison and disease}, {@spell locate object}, or {@spell scrying}. Once you use the deck to cast a spell, you can't cast that spell again from it until the next dawn." + ] + }, + { + "type": "entries", + "name": "Enduring Vision", + "entries": [ + "While holding the deck, you automatically succeed on Constitution saving throws made to maintain your {@status concentration} on divination spells." + ] + }, + { + "type": "entries", + "name": "Twist of Fate", + "entries": [ + "As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Weal", + "entry": "The creature has advantage on attack rolls, ability checks, and saving throws for the next hour." + }, + { + "type": "item", + "name": "Woe", + "entry": "The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour." + } + ] + }, + "The deck can be used in this way twice, and you regain all expended uses at the next dawn." + ] + }, + { + "type": "entries", + "name": "Prisoners of Fate", + "entries": [ + "Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll {@dice d100} and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the {@book Monster Manual|MM}. If you roll a soul that has already escaped, roll again.", + { + "type": "table", + "caption": "Souls of the Tarokka", + "colLabels": [ + "d100", + "Card", + "Soul" + ], + "colStyles": [ + "col-2 text-center", + "col-5 text-center", + "col-5 text-center" + ], + "rows": [ + [ + "1", + "Artifact", + "{@creature Flameskull}" + ], + [ + "2", + "Beast", + "{@creature Wraith}" + ], + [ + "3", + "Broken", + "{@creature Banshee}" + ], + [ + "4", + "Darklord", + "{@creature Vampire}" + ], + [ + "5", + "Donjon", + "{@creature Mummy}" + ], + [ + "6", + "Executioner", + "{@creature Death knight}" + ], + [ + "7", + "Ghost", + "{@creature Ghost}" + ], + [ + "8", + "Horseman", + "{@creature Mummy lord}" + ], + [ + "9", + "Innocent", + "{@creature Ghost}" + ], + [ + "10", + "Marionette", + "{@creature Mummy}" + ], + [ + "11", + "Mists", + "{@creature Wraith}" + ], + [ + "12", + "Raven", + "{@creature Vampire spawn}" + ], + [ + "13", + "Seer", + "{@creature Vampire}" + ], + [ + "14", + "Tempter", + "{@creature Vampire spawn}" + ], + [ + "15-100", + "\u2014", + "\u2014" + ] + ] + }, + "The released soul appears at a random location within {@dice 10d10} miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck's Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe." + ] + }, + { + "type": "entries", + "name": "Shuffling Fate", + "entries": [ + "If you go 7 days without using the Twist of Fate property, your attunement to Luba's Tarokka of Souls ends, and you can't attune to it again until after another creature uses Twist of Fate on you." + ] + }, + { + "type": "entries", + "name": "Destroying the Deck", + "entries": [ + "Luba's Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a {@creature lich}, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal {@deck tarokka deck|CoS}, with no special properties, but it includes a new card of the DM's design.", + { + "type": "entries", + "name": "Mother Luba and the Vistani", + "entries": [ + "The creator of the Tarokka of Souls, Mother Luba was one of the most influential leaders of the Vistani. For untold generations, the Vistani have wandered the Shadowfell, which includes terrifying demiplanes like the vampire-haunted realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell's horrors. Most Vistani bands accept well-intentioned wayfarers from diverse walks and of disparate origins, embracing any who seek to find a home amid the endless roads and vistas hidden amid the mists.", + "A halfling Vistani, Mother Luba led one of the largest groups of Vistani in the Shadowfell. She hailed from the same world that Count Strahd von Zarovich and Madam Eva came from, and she created a community of kindness and resilience-ever rare to find in the Plane of Shadow. She led her people in welcoming strangers, feeding the hungry, and defying the cruel. She and Madam Eva were once friends, until Madam Eva began bargaining with the creatures of the night. \"We may wander amid the shadows,\" Mother Luba said. \"But we must ever serve as a light to our fellow travelers.\"", + "Some years ago, Mother Luba disappeared into the mists, leaving behind only the Tarokka of Souls. It is said that if you draw the Mists card from it, you can hear the whispers of her kind voice." + ] + } + ] + } + ], + "attachedSpells": [ + "comprehend languages", + "detect evil and good", + "detect magic", + "detect poison and disease", + "locate object", + "scrying" + ], + "hasFluffImages": true + }, + { + "name": "Lucent Destroyer", + "source": "BGG", + "page": 113, + "baseItem": "musket|dmg", + "type": "R", + "rarity": "very rare", + "reqAttune": true, + "weight": 10, + "weaponCategory": "martial", + "age": "renaissance", + "property": [ + "AF|DMG", + "LD", + "2H" + ], + "range": "40/120", + "dmg1": "1d12", + "dmgType": "P", + "bonusWeapon": "+1", + "firearm": true, + "entries": [ + "This magic weapon is a triple-barreled bronze musket. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is radiant instead of piercing, and it doesn't have the loading property. The base of the weapon is emblazoned with the light rune.", + "Additionally, while attuned to the weapon, you can cast {@spell dancing lights} from the musket at will.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As an action, you can invoke the weapon's rune to cast the {@spell sunbeam} spell (save DC 17) with it. Once the rune has been invoked, it can't be invoked again until the next dawn.", + "It's up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn't have such proficiency. During their downtime, characters can use the training rules in the Player's Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use." + ] + } + ], + "ammoType": "renaissance bullet", + "attachedSpells": [ + "dancing lights", + "sunbeam" + ] + }, + { + "name": "Luminous War Pick", + "source": "PaBTSO", + "page": 217, + "baseItem": "war pick|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.", + "While wielding the war pick, you can use a bonus action to cast the {@spell daylight} spell, choosing a point on the war pick. Once you use this bonus action, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "daylight" + ], + "hasFluffImages": true + }, + { + "name": "Lute crafted of exotic wood with mother-of-pearl inlay and zircon gems (Brazen Coalition)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Luxon Beacon", + "source": "EGW", + "page": 268, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched.", + { + "type": "entries", + "name": "Fragment of Possibility", + "entries": [ + "A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source.", + "When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional {@dice d20} and choose which of the {@dice d20}s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a {@dice d20} and choose which of the {@dice d20}s to use, the one it rolled or the one the attacker rolled.", + "If the original {@dice d20} roll has advantage or disadvantage, the creature rolls its {@dice d20} after advantage or disadvantage has been applied to the original roll." + ] + }, + { + "type": "entries", + "name": "Soul Snare", + "entries": [ + "If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Lycanthropy Antidote", + "source": "GHLoE", + "page": 111, + "type": "P", + "rarity": "rare", + "entries": [ + "This silvery potion, made with {@creature fzeg|GHLoE} blood, is dotted with flecks of red. Drinking this liquid removes the curse of werewolf lycanthropy." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Lyre of Building", + "source": "TCE", + "page": 131, + "type": "INS", + "rarity": "rare", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "weight": 2, + "entries": [ + "While holding this {@item lyre|PHB}, you can cast {@spell mending} as an action. You can also play the {@item lyre|PHB} as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.", + "In addition, you can play the {@item lyre|PHB} as an action to cast {@spell fabricate}, {@spell move earth}, {@spell passwall}, or {@spell summon construct|TCE}, and that spell can't be cast from it again until the next dawn." + ], + "attachedSpells": [ + "fabricate", + "mending", + "move earth", + "passwall", + "summon construct|tce" + ] + }, + { + "name": "Mace of Disruption", + "source": "DMG", + "page": 179, + "srd": true, + "baseItem": "mace|phb", + "type": "M", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "entries": [ + "When you hit a fiend or an undead with this magic weapon, that creature takes an extra {@damage 2d6} radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes {@condition frightened} of you until the end of your next turn.", + "While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Mace of Smiting", + "source": "DMG", + "page": 179, + "srd": true, + "baseItem": "mace|phb", + "type": "M", + "tier": "major", + "rarity": "rare", + "weight": 4, + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.", + "When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.", + "{@note Note: According to the SRD, it is an extra {@dice 2d6} and {@damage 4d6} bludgeoning damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}}." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Mace of Terror", + "source": "DMG", + "page": 180, + "srd": true, + "baseItem": "mace|phb", + "type": "M", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become {@condition frightened} of you for 1 minute. While it is {@condition frightened} in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the {@action Dodge} action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", + "The mace regains {@dice 1d3} expended charges daily at dawn." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Mace of the Black Crown (Awakened)", + "source": "EGW", + "_copy": { + "name": "Mace of the Black Crown (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the mace reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to {@dice 2d6}.", + "The weapon's Summon Devil feature can also be used to summon a {@creature bearded devil}.", + "You have resistance to poison damage while holding this weapon." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+2", + "hasFluffImages": true + }, + { + "name": "Mace of the Black Crown (Dormant)", + "source": "EGW", + "page": 276, + "baseItem": "mace|PHB", + "type": "M", + "resist": [ + "fire", + "poison" + ], + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "Vst|TDCSR" + ], + "dmg1": "1d6", + "dmgType": "B", + "bonusWeapon": "+1", + "entries": [ + "This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "A greedy {@creature erinyes} named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder's dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict." + ] + }, + { + "type": "entries", + "name": "Dormant", + "entries": [ + "The mace grants the following benefits in its dormant state:", + { + "type": "list", + "items": [ + "You can speak, read, and write Infernal.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra {@damage 1d6} fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace.", + "While holding the mace, you can use an action to summon an {@creature imp}. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can't be used again until the next dawn." + ] + } + ] + }, + { + "type": "inset", + "name": "Betrayer Artifact Properties", + "entries": [ + "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Mace of the Black Crown (Exalted)", + "source": "EGW", + "_copy": { + "name": "Mace of the Black Crown (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the mace reaches an exalted state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to {@dice 3d6}. Fire damage dealt by the mace ignores resistance to fire damage.", + "The weapon's Summon Devil feature can also be used to summon a {@creature barbed devil}.", + "You have resistance to fire damage while you hold this weapon." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+3", + "hasFluffImages": true + }, + { + "name": "Macuahuitl", + "source": "TftYP", + "page": 70, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this longsword, which is made of laminated wood, and inset with jagged teeth of obsidian. It deals an extra {@damage 2d6} damage to any creature of the plant type." + ] + }, + { + "name": "Maddgoth's Helm", + "source": "WDMM", + "page": 103, + "type": "OTH", + "rarity": "very rare", + "reqAttune": "by a humanoid", + "reqAttuneTags": [ + { + "creatureType": "humanoid" + } + ], + "entries": [ + "While you wear this helm and are inside Maddgoth's castle, on its roof, or in its courtyard, you have immunity to all damage. If the helm is taken from the castle, it turns to dust and is destroyed." + ] + }, + { + "name": "Magician's Judge", + "source": "TDCSR", + "page": 196, + "baseItem": "greatsword|PHB", + "type": "M", + "rarity": "rare", + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "recharge": "dawn", + "entries": [ + "An executioner's blade from the {@book Age of Arcanum|TDCSR|1|Age of Arcanum}, this magic {@item greatsword|PHB} is one of many similar weapons once used to execute magic-wielding criminals. Though most commonly found in the lands now known as {@book Wildemount|TDCSR|3|Wildemount} and {@book Issylra|TDCSR|3|Issylra}, a few such blades have found their way to Tal'Dorei.", + "If you hit a creature with an attack using this weapon, you can cast the {@spell dispel magic} spell from the sword against the target as part of the attack. Alternatively, you can use an action to cast {@spell dispel magic} from the sword against a target of your choice. If you need to make a check with your spellcasting ability modifier as part of casting the spell, you make this check with a +3 modifier or your own spellcasting ability modifier, whichever is higher.", + "Once you cast {@spell dispel magic} using this weapon, you can't do so again until the next dawn." + ], + "attachedSpells": [ + "dispel magic" + ] + }, + { + "name": "Magnifying Glass", + "source": "PHB", + "page": 152, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Magnifying Glass|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 10000, + "entries": [ + "This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed." + ] + }, + { + "name": "Magnifying Glass", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 10000, + "entries": [ + "A Magnifying Glass grants {@variantrule Advantage|XPHB} on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite." + ] + }, + { + "name": "Malachite", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "An opaque striated light and dark green gemstone." + ] + }, + { + "name": "Malice", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 25000, + "poison": true, + "entries": [ + "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for 1 hour. The {@condition poisoned} creature is {@condition blinded}." + ], + "poisonTypes": [ + "inhaled" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Manacles", + "source": "PHB", + "page": 152, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Manacles|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 6, + "value": 200, + "entries": [ + "These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|PHB} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points." + ] + }, + { + "name": "Manacles", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 6, + "value": 200, + "entries": [ + "As a {@action Utilize|XPHB} action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition if you succeed on a DC 13 Dexterity ({@skill Sleight of Hand|XPHB}) check. While bound, a creature has {@variantrule Disadvantage|XPHB} on attack rolls, and the creature is {@condition Restrained|XPHB} if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity ({@skill Sleight of Hand|XPHB}) check as an action. Bursting them requires a successful DC 25 Strength ({@skill Athletics|XPHB}) check as an action.", + "Each set of Manacles comes with a key. Without the key, a creature can use {@item Thieves' Tools|XPHB} to pick the Manacles' lock with a successful DC 15 Dexterity ({@skill Sleight of Hand|XPHB}) check." + ] + }, + { + "name": "Mantle of Spell Resistance", + "source": "DMG", + "page": 180, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "You have advantage on saving throws against spells while you wear this cloak." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Manual of Bodily Health", + "source": "DMG", + "page": 180, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "ability": { + "con": 2 + }, + "entries": [ + "This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Manual of Clay Golems", + "source": "DMG", + "page": 180, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "entries": [ + "This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes {@damage 6d6} psychic damage.", + "To create a {@creature clay golem}, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands." + ], + "hasFluffImages": true + }, + { + "name": "Manual of Flesh Golems", + "source": "DMG", + "page": 180, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "entries": [ + "This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes {@damage 6d6} psychic damage.", + "To create a {@creature flesh golem}, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands." + ], + "hasFluffImages": true + }, + { + "name": "Manual of Gainful Exercise", + "source": "DMG", + "page": 180, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "ability": { + "str": 2 + }, + "entries": [ + "This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Manual of Iron Golems", + "source": "DMG", + "page": 180, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "entries": [ + "This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes {@damage 6d6} psychic damage.", + "To create an {@creature iron golem}, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands." + ], + "hasFluffImages": true + }, + { + "name": "Manual of Quickness of Action", + "source": "DMG", + "page": 181, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "ability": { + "dex": 2 + }, + "entries": [ + "This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Manual of Stone Golems", + "source": "DMG", + "page": 180, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "entries": [ + "This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes {@damage 6d6} psychic damage.", + "To create a {@creature stone golem}, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands." + ], + "hasFluffImages": true + }, + { + "name": "Map", + "source": "XPHB", + "page": 227, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 100, + "entries": [ + "If you consult an accurate Map, you gain a +5 bonus to Wisdom ({@skill Survival|XPHB}) checks you make to find your way in the place represented on it." + ] + }, + { + "name": "Map or Scroll Case", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Map or Scroll Case|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 100, + "entries": [ + "This cylindrical leather case can hold up to ten rolled-up {@item paper (one sheet)|phb|sheets of paper} or five rolled-up {@item parchment (one sheet)|phb|sheets of parchment}." + ], + "containerCapacity": { + "item": [ + { + "parchment (one sheet)|phb": 5, + "paper (one sheet)|phb": 10 + } + ] + } + }, + { + "name": "Map or Scroll Case", + "source": "XPHB", + "page": 224, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 100, + "entries": [ + "A {@item Map or Scroll Case|XPHB} holds up to 10 sheets of paper or 5 sheets of parchment." + ], + "containerCapacity": { + "item": [ + { + "parchment|xphb": 5, + "paper|xphb": 10 + } + ] + } + }, + { + "name": "Marble font with gold inlay (Legion of Dusk)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Mask of the Beast", + "source": "ToA", + "page": 207, + "rarity": "uncommon", + "wondrous": true, + "weight": 1, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This wooden mask is shaped in the likeness of a beast's visage and has 3 charges. While wearing the mask you can expend 1 charge and use the mask to cast the {@spell animal friendship} spell as an action. The mask regains all expended charges at dawn." + ], + "attachedSpells": [ + "animal friendship" + ], + "hasFluffImages": true + }, + { + "name": "Mask of the Dragon Queen", + "source": "RoT", + "page": 94, + "otherSources": [ + { + "source": "ToD", + "page": 179 + } + ], + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to {@creature Tiamat|RoT} where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.", + "While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property." + ], + "hasFluffImages": true + }, + { + "name": "Mason's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 83 + } + ], + "reprintedAs": [ + "Mason's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 8, + "value": 1000, + "additionalEntries": [ + "Mason's tools allow you to craft stone structures, including walls and buildings crafted from brick.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Mason's tools consist of a trowel, a hammer, a chisel, brushes, and a square." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "Your expertise aids you in identifying a stone building's date of construction and purpose, along with insight into who might have built it." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "You gain additional insight when inspecting areas within stone structures." + ] + }, + { + "type": "entries", + "name": "Perception", + "entries": [ + "You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages." + ] + }, + { + "type": "entries", + "name": "Demolition", + "entries": [ + "Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks." + ] + }, + { + "type": "table", + "caption": "Mason's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Chisel a small hole in a stone wall", + "10" + ], + [ + "Find a weak point in a stone wall", + "15" + ] + ] + } + ] + }, + { + "name": "Mason's Tools", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 8, + "value": 1000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Strength" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Chisel a symbol or hole in stone ({@dc 10})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Block and Tackle|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Masque Charm", + "source": "SCC", + "page": 127, + "rarity": "common", + "wondrous": true, + "entries": [ + "A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the {@spell disguise self} spell (DC 13 to discern the disguise). Once the spell is cast, it can't be cast from the charm again until the next sunset. When casting the spell, you can have the spell last for its normal 1 hour duration or for 6 hours. If you choose the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you." + ], + "attachedSpells": [ + "disguise self" + ] + }, + { + "name": "Masquerade Tattoo", + "source": "TCE", + "page": 131, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo appears on your body as whatever you desire.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Fluid Ink", + "entries": [ + "As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin." + ] + }, + { + "type": "entries", + "name": "Disguise Self", + "entries": [ + "As an action, you can use the tattoo to cast the {@spell disguise self} spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn." + ] + } + ], + "attachedSpells": [ + "disguise self" + ] + }, + { + "name": "Master's Amulet", + "source": "MM", + "page": 271, + "type": "OTH", + "rarity": "unknown (magic)", + "entries": [ + "Every {@creature shield guardian} has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is {@condition incapacitated} until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.", + "A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.", + "A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power." + ] + }, + { + "name": "Masterpiece painting in mahogany frame with gold inlay (Legion of Dusk)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Mastiff", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Mastiff|XPHB" + ], + "type": "MNT", + "rarity": "none", + "value": 2500, + "carryingCapacity": 195, + "speed": 40 + }, + { + "name": "Mastiff", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "MNT|XPHB", + "rarity": "none", + "value": 2500, + "carryingCapacity": 195, + "speed": 40 + }, + { + "name": "Mastix, Whip of Erebos", + "source": "MOT", + "page": 201, + "baseItem": "whip|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod.", + { + "type": "entries", + "name": "Whip of the Dead", + "entries": [ + "Erebos's whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra {@damage 2d8} necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt.", + "Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can't be used again until the next dusk." + ] + }, + { + "type": "entries", + "name": "Blessing of the Dead", + "entries": [ + "If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Piety 1+", + "entry": "The whip has 1 randomly determined {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property\u2014a burden Erebos imposes to test his faithful." + }, + { + "type": "item", + "name": "Piety 25+", + "entry": "The whip has 1 randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property." + }, + { + "type": "item", + "name": "Piety 50+", + "entry": "The whip has 1 additional randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property." + } + ] + }, + "If you aren't a worshiper of Erebos, the whip has 2 randomly determined {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} properties.", + "See \"Artifacts\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties." + ] + }, + { + "type": "entries", + "name": "Erebos's Claim", + "entries": [ + "While carrying the whip, you can use an action to cast either {@spell circle of death} or {@spell dominate monster} (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can't be cast from it again until the next dusk." + ] + }, + { + "type": "entries", + "name": "Destroying the Whip", + "entries": [ + "To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Matalotok", + "source": "BGDIA", + "page": 224, + "baseItem": "warhammer|phb", + "type": "M", + "immune": [ + "cold" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "V" + ], + "range": "20/60", + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "entries": [ + "Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord {@creature Kostchtchie|BGDIA}, Matalotok is frigid to the touch and wreathed in mist.", + "You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 ({@damage 3d6}) cold damage." + ], + "hasFluffImages": true + }, + { + "name": "Matchless Pipe", + "source": "WDH", + "page": 47, + "type": "OTH", + "rarity": "unknown", + "entries": [ + "A switch made of flint is built into the bowl of this fine wooden smoking pipe. With a few flicks of the switch, the pipe lights itself." + ] + }, + { + "name": "Medal of Muscle", + "source": "CRCotN", + "page": 214, + "rarity": "common", + "wondrous": true, + "entries": [ + "You can squeeze this medal tightly in the palm of your hand as an action. Doing so gives you advantage on Strength checks and Strength saving throws for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical." + ] + }, + { + "name": "Medal of the Conch", + "source": "CRCotN", + "page": 214, + "rarity": "common", + "wondrous": true, + "modifySpeed": { + "equal": { + "swim": "walk" + } + }, + "entries": [ + "When you use an action to rub this medal, you gain a swimming speed equal to your walking speed for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical." + ] + }, + { + "name": "Medal of the Horizonback", + "source": "CRCotN", + "page": 214, + "rarity": "common", + "wondrous": true, + "entries": [ + "When you would be hit by an attack, you can use your reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the medal and able to see the creature that made the triggering attack to use this property. Once this property has been used, it can't be used again, and the medal becomes nonmagical." + ] + }, + { + "name": "Medal of the Maze", + "source": "CRCotN", + "page": 214, + "rarity": "common", + "wondrous": true, + "entries": [ + "When you use an action to trace the maze inscribed on this medal, you gain advantage on Wisdom checks and know the quickest route to the end of any nonmagical path or maze for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical." + ], + "hasFluffImages": true + }, + { + "name": "Medal of the Meat Pie", + "source": "CRCotN", + "page": 214, + "rarity": "common", + "wondrous": true, + "entries": [ + "You gain {@dice 2d4 + 2} temporary hit points when you use an action to press this medal to your mouth. Once this property has been used, it can't be used again, and the medal becomes nonmagical.", + "While magical, this medal is slightly warm to the touch (as if it's fresh from the oven) and smells faintly of baked pie crust." + ] + }, + { + "name": "Medal of the Wetlands", + "source": "CRCotN", + "page": 214, + "rarity": "common", + "wondrous": true, + "entries": [ + "When you use an action to trace the edge of this medal, {@quickref difficult terrain||3} doesn't cost you extra movement for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical." + ] + }, + { + "name": "Medal of Wit", + "source": "CRCotN", + "page": 214, + "rarity": "common", + "wondrous": true, + "entries": [ + "You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical." + ] + }, + { + "name": "Medallion of Thoughts", + "source": "DMG", + "page": 181, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the {@spell detect thoughts} spell (save DC 13) from it. The medallion regains {@dice 1d3} expended charges daily at dawn." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "attachedSpells": [ + "detect thoughts" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Menga leaves (1 ounce)", + "source": "ToA", + "page": 205, + "type": "G", + "rarity": "unknown", + "weight": 0.0625, + "value": 200, + "entries": [ + "The dried leaves of a menga bush can be ground, dissolved in a liquid, heated, and ingested. A creature that ingests 1 ounce of menga leaves in this fashion regains 1 hit point. A creature that ingests more than 5 ounces of menga leaves in a 24-hour period gains no additional benefit and must succeed on a DC 11 Constitution saving throw or fall {@condition unconscious} for 1 hour. The {@condition unconscious} creature awakens if it takes at least 5 damage on one turn.", + "A healthy menga bush usually has {@dice 2d6} ounces of leaves. Once picked, the leaves require 1 day to dry out before they can confer any benefit." + ] + }, + { + "name": "Merchant's Scale", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 3, + "value": 500, + "entries": [ + "A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth." + ] + }, + { + "name": "Mess Kit", + "source": "PHB", + "page": 152, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 1, + "value": 20, + "entries": [ + "This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl." + ] + }, + { + "name": "Midnight Tears", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 150000, + "poison": true, + "entries": [ + "A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 ({@damage 9d6}) poison damage on a failed save, or half as much damage on a successful one." + ], + "poisonTypes": [ + "ingested" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Mighty Servant of Leuk-o", + "source": "TCE", + "page": 131, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Named for the warlord who infamously employed it, the {@creature Mighty Servant of Leuk-o|TCE} is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a crew compartment within, from which up to two Medium creatures can control it-and potentially execute a spree of unstoppable destruction.", + "Tales of the servant's origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the {@i Machine of Lum the Mad}. The best details on the device's origins and operation can be found in the {@i Mind of Metal}, a tome of artificer's secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the Mad's several times over granddaughter, Lum the Maestro, while she reconstructed the long disassembled Mighty Servant of Leuk-o.", + { + "type": "entries", + "name": "Dangerous Attunement", + "entries": [ + "Two creatures can be attuned to the servant at a time. If a third creature tries to attune to it, nothing happens.", + "The servant's controls are accessed by a hatch in its upper back, which is easily opened while there are no creatures attuned to the artifact.", + "Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a {@chance 25} chance of being accidentally targeted by one of its Destructive Fist attacks once during the attunement. This process must be undergone every time a creature attunes itself to the artifact." + ] + }, + { + "type": "entries", + "name": "Controlling the Servant", + "entries": [ + "While any creatures are attuned to the artifact, attuned creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using {@item thieves' tools|PHB}. A {@spell knock} spell cast on the hatch also opens it until the start of the caster's next turn.", + "A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have {@quickref Cover||3||total cover} from effects originating outside it. The controls within it allow creatures to see outside without obstruction.", + "While you are inside the servant, you can command it by using the controls. During your turn (for either attuned creature), you can command it in the following ways:", + { + "type": "list", + "items": [ + "Open or close the hatch (no action required, once per turn)", + "Move the servant up to its speed (no action required)", + "As an action, you can command the servant to take one of the actions in its stat block or some other action.", + "When a creature provokes an opportunity attack from the servant, you can use your reaction to command the servant to make one Destructive Fist attack against that creature." + ] + }, + "While there are no attuned creatures inside the servant, it is an inert object." + ] + }, + { + "type": "entries", + "name": "Ghost in the Machine", + "entries": [ + "Upon his death, the soul of the mighty warlord Leuk-o was drawn into the artifact and has become its animating force. The servant has been known to attack or move of its own accord, particularly if doing so will cause destruction. Once every 24 hours, the servant, at the DM's discretion, takes one action while uncrewed.", + "If the servant loses half of its hit points or more, each creature attuned to it must succeed on a DC 20 Wisdom saving throw or be {@condition charmed} for 24 hours. While {@condition charmed} in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within sight of the servant, starting with those threatening the artifact-preferably using the servant, if possible." + ] + }, + { + "type": "entries", + "name": "Self-Destruct", + "entries": [ + "By inputting a specific series of lever pulls and button presses, the servant's two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM determines how), it requires two attuned crew members to be inside the servant and spend their actions on 3 consecutive rounds performing the command. Should the crew members begin the process of entering the code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.", + "If the crew members successfully implement the code, at the end of the third round, the servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 ({@damage 25d6}) force damage, 87 ({@damage 25d6}) lightning damage, and 87 ({@damage 25d6}) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. Creatures inside the servant are slain instantly and leave behind no remains.", + "This does not destroy the servant permanently. Rather, {@dice 2d6} days later, its parts\u2014left arm, left leg, right arm, right leg, lower torso, and upper torso\u2014drop from the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant." + ] + }, + { + "type": "entries", + "name": "Destroying the Servant", + "entries": [ + "The servant can be destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the Machine of Lum the Mad, both artifacts explode in an eruption that is three times the size and three times the damage as the servant's self-destruct property." + ] + } + ], + "attachedSpells": [ + "knock" + ], + "hasFluffImages": true + }, + { + "name": "Military Saddle", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Military Saddle|XPHB" + ], + "type": "TAH", + "rarity": "none", + "weight": 30, + "value": 2000, + "entries": [ + "A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted." + ] + }, + { + "name": "Military Saddle", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "TAH|XPHB", + "rarity": "none", + "weight": 30, + "value": 2000, + "entries": [ + "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives {@variantrule Advantage|XPHB} on any ability check you make to remain mounted." + ] + }, + { + "name": "Mimir", + "source": "SatO", + "page": 13, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 5, + "entries": [ + "This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.", + "As a bonus action, you can toss the device into the air, whereupon it floats at a distance of {@dice 1d3} feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a successful unarmed strike against AC 22 or a successful DC 22 Dexterity ({@skill Acrobatics}) check. You can use a bonus action to seize and stow the device.", + "The device has AC 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered to be an object that is being worn while it is floating near you.", + { + "type": "entries", + "name": "Esoteric Knowledge", + "entries": [ + "While the device is floating, you can use an action to cast {@spell legend lore} from the device. The device speaks the revealed lore aloud. Once this property has been used, it can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Planar Knowledge", + "entries": [ + "The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It knows the information about the planes in the Dungeon Master's Guide, as well as basic information about the gate-towns of the Outlands (presented in chapter 3 of Sigil and the Outlands)." + ] + } + ], + "attachedSpells": [ + "legend lore" + ], + "hasFluffImages": true + }, + { + "name": "Mind Crystal (Careful)", + "source": "PaBTSO", + "page": 218, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This gemstone contains a crystallized bit of spellcasting magic.", + "When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.", + { + "type": "entries", + "name": "Modify Spell", + "entries": [ + "Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Mind Crystal (Distant)", + "source": "PaBTSO", + "page": 218, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This gemstone contains a crystallized bit of spellcasting magic.", + "When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.", + { + "type": "entries", + "name": "Modify Spell", + "entries": [ + "If the spell has a range of 5 feet or more and doesn't have a range of self, the spell's range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Mind Crystal (Empowered)", + "source": "PaBTSO", + "page": 218, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This gemstone contains a crystallized bit of spellcasting magic.", + "When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.", + { + "type": "entries", + "name": "Modify Spell", + "entries": [ + "When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Mind Crystal (Extended)", + "source": "PaBTSO", + "page": 218, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This gemstone contains a crystallized bit of spellcasting magic.", + "When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.", + { + "type": "entries", + "name": "Modify Spell", + "entries": [ + "If the spell has a duration of 1 minute or longer, double the spell's duration, to a maximum duration of 24 hours." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Mind Crystal (Heightened)", + "source": "PaBTSO", + "page": 218, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This gemstone contains a crystallized bit of spellcasting magic.", + "When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.", + { + "type": "entries", + "name": "Modify Spell", + "entries": [ + "Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Mind Crystal (Quickened)", + "source": "PaBTSO", + "page": 218, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This gemstone contains a crystallized bit of spellcasting magic.", + "When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.", + { + "type": "entries", + "name": "Modify Spell", + "entries": [ + "You change the spell's casting time to 1 bonus action for this casting." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Mind Crystal (Subtle)", + "source": "PaBTSO", + "page": 218, + "rarity": "common", + "wondrous": true, + "entries": [ + "This gemstone contains a crystallized bit of spellcasting magic.", + "When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.", + { + "type": "entries", + "name": "Modify Spell", + "entries": [ + "You cast the spell without any somatic or verbal components for this casting." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Mind Flayer Skull", + "source": "WDMM", + "page": 197, + "type": "OTH", + "rarity": "unknown (magic)", + "entries": [ + "While you have the skull in your possession, you are {@condition invisible} to mind flayers, as is anything you are wearing or carrying." + ] + }, + { + "name": "Mind Lash", + "source": "VGM", + "page": 81, + "type": "M", + "rarity": "rare", + "reqAttune": "by a mind flayer", + "weight": 3, + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "entries": [ + "In the hands of any creature other than a {@creature mind flayer}, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra {@damage 2d4} psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Mindblasting Cap", + "source": "PaBTSO", + "page": 218, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This soft, violet cap bears stitching in the pattern of folds on a brain.", + "As a bonus action while wearing the cap, you can project psychic energy in a 60-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, a creature takes {@damage 5d8} psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.", + "Once this bonus action is used, it can't be used again until the next dawn." + ] + }, + { + "name": "Mindguard Crown", + "source": "PaBTSO", + "page": 218, + "resist": [ + "psychic" + ], + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage." + ], + "hasFluffImages": true + }, + { + "name": "Miner's Pick", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 10, + "value": 200 + }, + { + "name": "Mirror", + "source": "XPHB", + "page": 227, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 0.5, + "value": 500, + "entries": [ + "A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal." + ] + }, + { + "name": "Mirror of Infinite Transpondence", + "source": "TDCSR", + "page": 196, + "rarity": "very rare", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "These silver hand mirrors always come in pairs. When activated as an action, a mirror establishes a visual link with its paired mirror for 10 minutes, with the two mirrors acting as opposite sides of the same open window. The mirrors create this connection even if both are on different planes.", + "When a single mirror of infinite transpondence is found, the GM decides where its paired mirror is and who possesses it. A random possessor and location can be determined by rolling on the table below. Named bearers are described in {@book chapter 2|TDCSR|2}.", + "Once the connection between the two mirrors has been activated three times from either end, it can't be activated again until the next dawn.", + { + "type": "table", + "caption": "Mirror Locations", + "colLabels": [ + "d8", + "Location", + "Possesor" + ], + "colStyles": [ + "col-1 text-center", + "col-5", + "col-6" + ], + "rows": [ + [ + "1", + "{@book Emon|TDCSR|3|Emon, the City of Fellowship}", + "{@book Seeker Odessa Tal'Dorei|TDCSR|2|Seeker Odessa Tal'Dorei}" + ], + [ + "2", + "{@book Whitestone|TDCSR|3|Whitestone}", + "None; the mirror is in an empty dungeon" + ], + [ + "3", + "{@book Kymal|TDCSR|3|Kymal}", + "{@book Sylker \"The Millionaire\" Uttolot|TDCSR|2|Sylker \"The Millionaire\" Uttolot}" + ], + [ + "4", + "{@book Westruun|TDCSR|3|Westruun}", + "{@book Realmseer Eskil Ryndarien|TDCSR|2|Realmseer Eskil Ryndarien}" + ], + [ + "5", + "{@book Syngorn|TDCSR|3|Syngorn}", + "{@book Ouestra, the Voice of Memory|TDCSR|2|Ouestra, the Voice of Memory}" + ], + [ + "6", + "The Elemental Plane of Water", + "{@deity Khedive Xundi|Exandria|TDCSR}, Lord of Silver Silt" + ], + [ + "7", + "The Plane of Shadow", + "A {@creature Remnant Chosen|TDCSR}" + ], + [ + "8", + "An untraceable location", + "{@book The Wonderworker|TDCSR|2|The Wonderworker}" + ] + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Mirror of Life Trapping", + "source": "DMG", + "page": 181, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 50, + "entries": [ + "When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.", + "If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.", + "Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.", + "An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.", + "If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.", + "While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.", + "In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Mirror of Reflected Pasts", + "source": "DSotDQ", + "page": 190, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "weight": 25, + "entries": [ + "This mirror of elven design allows those who stare into it to reflect on positive memories. The 3-foot-tall mirror weighs 25 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed if reduced to 0 hit points.", + "While holding the mirror upright, you can use an action to speak its command word and activate it. While activated, the mirror hovers in the air, and it can be destroyed but not moved. It remains activated until you use an action to speak the command word again or your attunement to the mirror ends, at which point the mirror harmlessly floats to the ground. Once the mirror has been deactivated, it can't be activated again until the next dawn.", + "If a non-Construct creature other than you sees its reflection in the activated mirror while within 30 feet of it, that creature must succeed on a DC 15 Wisdom saving throw or become {@condition paralyzed} until the mirror is deactivated or until that creature can no longer see the mirror. A creature {@condition paralyzed} by the mirror can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this mirror's effect for the next 24 hours.", + "While {@condition paralyzed} by the mirror, the creature sees events from their past reflected in the mirror's glass. These memories aren't real, but rather idealized versions of those occurrences. Nearby observers can glimpse flashes of these memories if looking indirectly at the mirror." + ] + }, + { + "name": "Mirror of the Past", + "source": "TftYP", + "page": 228, + "rarity": "rare", + "wondrous": true, + "weight": 1, + "entries": [ + "The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn." + ] + }, + { + "name": "Mistral Mantle", + "source": "BGG", + "page": 114, + "resist": [ + "cold" + ], + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This thick, fur-lined cloak has the frost rune stitched on the hem in silvery blue thread. Frigid wind swirls around the cloak, regardless of the weather.", + "While wearing this cloak, you have resistance to cold damage. Additionally, when you move within 5 feet of a creature, you can cause the cloak's cold wind to buffet the creature. The creature must succeed on a DC 14 Dexterity saving throw or take {@damage 1d6} cold damage and have the prone condition. A creature can be affected by the mantle only once during a turn.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As an action, you can invoke the mantle's rune to cast the {@spell sleet storm} spell (save DC 14) with it. When you use the mantle to cast the spell, the area of the spell isn't {@quickref difficult terrain||3} for you, and you can see through the storm, ignoring the normal penalties of a {@quickref Vision and Light||2||heavily obscured} area.", + "Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ], + "attachedSpells": [ + "sleet storm" + ] + }, + { + "name": "Mizzium Apparatus", + "source": "GGR", + "page": 179, + "rarity": "uncommon", + "reqAttune": "by a sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 8, + "focus": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "entries": [ + "Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.", + "While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.", + "You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence ({@skill Arcana}) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.", + "On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.", + "If you try to cast a cantrip you don't know, the DC for the Intelligence ({@skill Arcana}) check is 10, and on a failed check, there is no effect.", + { + "type": "table", + "caption": "1st-Level Spells", + "colLabels": [ + "d6", + "spell" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@spell burning hands}" + ], + [ + "2", + "{@spell chaos bolt|XGE}" + ], + [ + "3", + "{@spell color spray}" + ], + [ + "4", + "{@spell faerie fire}" + ], + [ + "5", + "{@spell fog cloud}" + ], + [ + "6", + "{@spell thunderwave}" + ] + ] + }, + { + "type": "table", + "caption": "2nd-Level Spells", + "colLabels": [ + "d6", + "spell" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@spell blur}" + ], + [ + "2", + "{@spell gust of wind}" + ], + [ + "3", + "{@spell heat metal}" + ], + [ + "4", + "{@spell Melf's acid arrow}" + ], + [ + "5", + "{@spell scorching ray}" + ], + [ + "6", + "{@spell shatter}" + ] + ] + }, + { + "type": "table", + "caption": "3rd-Level Spells", + "colLabels": [ + "d6", + "spell" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@spell fear}" + ], + [ + "2", + "{@spell feign death}" + ], + [ + "3", + "{@spell fireball}" + ], + [ + "4", + "{@spell gaseous form}" + ], + [ + "5", + "{@spell sleet storm}" + ], + [ + "6", + "{@spell stinking cloud}" + ] + ] + }, + { + "type": "table", + "caption": "4th-Level Spells", + "colLabels": [ + "d4", + "spell" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@spell confusion}" + ], + [ + "2", + "{@spell conjure minor elementals}" + ], + [ + "3", + "{@spell Evard's black tentacles}" + ], + [ + "4", + "{@spell ice storm}" + ] + ] + }, + { + "type": "table", + "caption": "5th-Level Spells", + "colLabels": [ + "d4", + "spell" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@spell animate objects}" + ], + [ + "2", + "{@spell cloudkill}" + ], + [ + "3", + "{@spell cone of cold}" + ], + [ + "4", + "{@spell flame strike}" + ] + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Mizzium Mortar", + "source": "GGR", + "page": 179, + "rarity": "rare", + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, + "entries": [ + "This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that's pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.", + "The mortar has 4 charges for the following properties. It regains {@dice 1d4} expended charges daily at dawn.", + { + "type": "entries", + "name": "Molten Spray", + "entries": [ + "You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking {@damage 5d4} fire damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Mizzium Bombard", + "entries": [ + "You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes {@damage 5d8} fire damage on a failed save, or half as much damage on a successful one." + ] + } + ] + }, + { + "name": "Monster Hunter's Pack", + "source": "VRGR", + "page": 34, + "otherSources": [ + { + "source": "CoS", + "page": 209 + } + ], + "type": "G", + "rarity": "none", + "weight": 48.5, + "value": 3300, + "entries": [ + "Includes:", + { + "type": "list", + "items": [ + "a {@item chest|phb}", + "a {@item crowbar|phb}", + "a {@item hammer|phb}", + "three wooden stakes", + "a {@item holy symbol|phb}", + "a {@item holy water (flask)|phb|flask of holy water}", + "a set of {@item manacles|phb}", + "a {@item steel mirror|phb}", + "a {@item oil (flask)|phb|flask of oil}", + "a {@item tinderbox|phb}", + "3 {@item torch|phb|torches}" + ] + } + ], + "packContents": [ + "backpack|phb", + "chest|phb", + "crowbar|phb", + "hammer|phb", + { + "special": "wooden stake", + "quantity": 3 + }, + "holy symbol|phb", + "holy water (flask)|phb", + "manacles|phb", + "steel mirror|phb", + "oil (flask)|phb", + "tinderbox|phb", + { + "item": "torch|phb", + "quantity": 3 + } + ] + }, + { + "name": "Moodmark Paint", + "source": "GGR", + "page": 180, + "rarity": "common", + "wondrous": true, + "entries": [ + "This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute.", + "For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom ({@skill Insight}) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check." + ], + "hasFluffImages": true + }, + { + "name": "Moon Card", + "source": "BMT", + "page": 14, + "resist": [ + "bludgeoning", + "force", + "piercing", + "slashing" + ], + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can speak a command word while touching this card and transform into a wolflike biped for 1 minute. For that duration, you have resistance to bludgeoning, piercing, and slashing damage, and when you hit a target with a weapon or an unarmed strike, the target takes an extra {@damage 1d6} force damage. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Moonblade", + "source": "DMG", + "page": 217, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": "by an elf or half-elf of neutral good alignment", + "reqAttuneTags": [ + { + "race": "elf", + "alignment": [ + "N", + "G" + ] + }, + { + "race": "half-elf", + "alignment": [ + "N", + "G" + ] + } + ], + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.", + "A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.", + "A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.", + "A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.", + "A moonblade has one rune on its blade for each master it has served (typically {@dice 1d6 + 1}). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table.", + { + "type": "table", + "caption": "Moonblade Properties", + "colLabels": [ + "{@dice d100}", + "Property" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01-40", + "Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus." + ], + [ + "41-80", + "The moonblade gains a randomly determined {@table Special Features; What Minor Property Does It Have|dmg|minor property} (see \"Special Features\" DMG p143)." + ], + [ + "81-82", + "The moonblade gains the finesse property." + ], + [ + "83-84", + "The moonblade gains the thrown property (range 20/60 feet)." + ], + [ + "85-86", + "The moonblade functions as a {@item defender}." + ], + [ + "87-90", + "The moon blade scores a critical hit on a roll of 19 or 20." + ], + [ + "91-92", + "When you hit with an attack using the moon blade, the attack deals an extra {@damage 1d6} slashing damage." + ], + [ + "93-94", + "When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra {@damage 1d6} damage of one of these types: acid, cold, fire, lightning, or thunder." + ], + [ + "95-96", + "You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon." + ], + [ + "97-98", + "The moonblade functions as a {@item ring of spell storing}." + ], + [ + "99", + "You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a {@creature shadow}, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action." + ], + [ + "00", + "The moonblade functions as a {@item vorpal sword}." + ] + ] + }, + { + "name": "Sentience", + "type": "entries", + "entries": [ + "A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep." + ] + }, + { + "name": "Personality", + "type": "entries", + "entries": [ + "Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.", + "The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.", + "If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Moonstone", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "A translucent white with pale blue glow gemstone." + ] + }, + { + "name": "Moorbounder", + "source": "EGW", + "page": 132, + "type": "MNT", + "rarity": "none", + "value": 40000, + "entries": [ + "Beasts of burden are common throughout Xhorhas, and often horses and other riding animals are the best or only option. For those who require speed and have a little more coin to spend, the best option is often a moorbounder. However, moorbounders that haven't undergone proper training or established bonds of trust with their masters tend to attack and even eat their riders.", + "Moorbounders can cost anywhere from 300 to 500 gp each. They're often cheaper and more abundant in towns on the wastes than in cities like Rosohna." + ] + }, + { + "name": "Moss Agate", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "A translucent pink or yellow-white with mossy gray or green markings gemstone." + ] + }, + { + "name": "Mournland Trinket", + "source": "ERLW", + "page": 222, + "type": "G", + "rarity": "none", + "entries": [ + { + "caption": "Mournland Trinkets", + "colLabels": [ + "d10", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The favorite childhood toy of one of the adventurers, floating in midair" + ], + [ + "2", + "A tin whistle that makes beautiful colors and patterns magically appear when it's played" + ], + [ + "3", + "A toy lightning rail car" + ], + [ + "4", + "A glass eye" + ], + [ + "5", + "A silver lapel pin of a finely detailed gorgon's head with ruby eyes" + ], + [ + "6", + "A monocle that can be used as a telescope" + ], + [ + "7", + "A six-inch-tall mechanical marmoset in need of minor repairs" + ], + [ + "8", + "A small medallion made of silver, depicting a tower with an eye at the top of it and other smaller eyes embedded in the sides" + ], + [ + "9", + "A cloak pin made of iron in the shape of two hammers joined by a semicircular haft" + ], + [ + "10", + "A wooden dinosaur toy that has movable legs" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Mudslick Tower", + "source": "PaBTSO", + "page": 219, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is \"petrification\" in Terran. The sphere rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.", + "Each creature in the area where the tower appears must make a DC 15 Dexterity saving throw, taking {@damage 10d10} bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.", + "Whenever it expands, the mudslick tower merges with any natural stone it touches, awkwardly tipping and wedging itself to touch as much natural stone as it can.", + "The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the {@spell knock} spell and similar magic, such as that of a chime of opening.", + "Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a {@spell wish} spell can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of {@spell wish} causes the roof, the door, or one wall to regain 50 hit points." + ], + "hasFluffImages": true + }, + { + "name": "Mule", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Mule|XPHB" + ], + "type": "MNT", + "rarity": "none", + "value": 800, + "carryingCapacity": 420, + "speed": 40 + }, + { + "name": "Mule", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "MNT|XPHB", + "rarity": "none", + "value": 800, + "carryingCapacity": 420, + "speed": 40 + }, + { + "name": "Mummy Rot Antidote", + "source": "IMR", + "page": 94, + "type": "P", + "rarity": "uncommon", + "entries": [ + "White dust swirls constantly within this pale gray potion. When you drink the potion, it cures you of mummy rot." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Murgaxor's Elixir of Life", + "source": "SCC", + "page": 179, + "type": "G", + "rarity": "unknown", + "entries": [ + "Whoever drinks this concoction gains advantage on death saving throws for 24 hours." + ] + }, + { + "name": "Murgaxor's Orb", + "source": "SCC", + "page": 126, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "curse": true, + "sentient": true, + "entries": [ + "Roiling green mist fills this glass orb, which the exiled Strixhaven mage {@creature Murgaxor|SCC} once used in foul magical experiments. Murgaxor's spirit has infused the orb, which he uses to spread a terrible curse among Strixhaven's students.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Murgaxor's orb is a sentient, chaotic evil magic item with the following properties:", + { + "type": "list", + "items": [ + "The orb has an Intelligence of 20, a Wisdom of 16, and a Charisma of 16, as well as hearing and {@sense darkvision} out to a range of 30 feet.", + "The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it.", + "At any time during your turn, the orb can cast the {@spell suggestion} spell (save DC 17), targeting you or one other creature that touched the orb within the last 24 hours. This isn't a power of the orb that you control." + ] + } + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "Any Humanoid you touch while holding the orb must succeed on a DC 10 Wisdom saving throw or become cursed. Each creature cursed by the orb bears an echo of Murgaxor's hateful thoughts, and that creature suffers from headaches that are persistent but not debilitating until the curse ends. On your turn, the orb can use an action to produce one of the following effects, targeting one or more creatures it has cursed:" + ] + }, + { + "type": "entries", + "name": "Unconsciousness", + "entries": [ + "The cursed creature falls {@condition unconscious} for 1 hour. The creature is roused if it takes damage or someone uses an action to shake or slap it awake." + ] + }, + { + "type": "entries", + "name": "Visions of Terror", + "entries": [ + "The cursed creature sees terrifying visions, causing it to view all creatures that aren't also cursed as dangerous monsters for 10 minutes. The cursed creature must use its action each round to make one attack against the nearest non-cursed creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the cursed creature is {@condition incapacitated}.", + "After either of these effects ends, the affected creature is no longer cursed. The curse can also be removed from a creature with a {@spell remove curse} spell or similar magic. All cases of the curse end if Murgaxor's orb is destroyed." + ] + }, + { + "type": "entries", + "name": "Magical Signature", + "entries": [ + "As a side effect of the orb's curse, the spell {@spell detect magic} reveals an aura of enchantment surrounding creatures bearing the curse. This aura is distinctive, but in a way {@spell detect magic} offers no further details about." + ] + }, + { + "type": "entries", + "name": "Destroying the Orb", + "entries": [ + "Murgaxor's orb has AC 18; 20 hit points; immunity to necrotic, poison, and psychic damage; and resistance to all other types of damage. If reduced to 0 hit points, the orb shatters." + ] + } + ], + "attachedSpells": [ + "suggestion" + ] + }, + { + "name": "Muroosa Balm", + "source": "EGW", + "page": 70, + "type": "G", + "resist": [ + "fire" + ], + "rarity": "none", + "value": 10000, + "entries": [ + "This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour.", + "A dose of muroosa balm sufficient for treating sunburn costs 1 gp." + ] + }, + { + "name": "Mystery Key", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "A question mark is worked into the head of this key. The key has a {@chance 5} chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears." + ] + }, + { + "name": "Mythcarver (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Mythcarver (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When Mythcarver reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra {@damage 1d6} force damage.", + "When you use your Bardic Inspiration to affect an enemy while wielding this sword, that enemy has {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on their next {@quickref saving throws|PHB|2|1|saving throw}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+2", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mythcarver (Dormant)", + "source": "TDCSR", + "page": 207, + "baseItem": "longsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V", + "Vst|TDCSR", + "F" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "This incredible silvered blade once belonged to the legendary White Duke, a founding member of the {@book Golden Grin|TDCSR|2|Golden Grin}, and many other master bards before him. It resonates with nearby musical tones. In the modern era, it is best known as the personal weapon of famed bard {@creature Scanlan Shorthalt|TDCSR}.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While Mythcarver is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. This longsword's enchantments and light construction also grant it the Finesse property, which allows you to use either your Strength or Dexterity modifier for the attack and damage rolls when making an attack with this weapon.", + "Additionally, when you target an ally with your Bardic Inspiration feature, you gain {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attacks with this weapon until the end of your turn." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mythcarver (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Mythcarver (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When Mythcarver reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "As an action, you let the spirit of the sword overtake your body and guide your strikes. You make 4 melee attacks with the sword, then gain 1 level of {@condition exhaustion}. Once this property is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+3", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Narycrash", + "source": "DSotDQ", + "page": 188, + "type": "G", + "rarity": "none", + "entries": [ + "This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly inflates, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a {@dice d20}. If you roll a 5 or less, the parachute gives out, and you begin to fall normally." + ], + "hasFluffImages": true + }, + { + "name": "Nature's Mantle", + "source": "TCE", + "page": 133, + "rarity": "uncommon", + "reqAttune": "by a druid or ranger", + "reqAttuneTags": [ + { + "class": "druid" + }, + { + "class": "ranger" + } + ], + "wondrous": true, + "weight": 2, + "focus": [ + "Druid", + "Ranger" + ], + "entries": [ + "This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.", + "While you are in an area that is lightly obscured, you can {@action Hide} as a bonus action even if you are being directly observed." + ], + "hasFluffImages": true + }, + { + "name": "Nautiloid", + "source": "AAG", + "page": 38, + "type": "SPC|AAG", + "rarity": "none", + "value": 5000000, + "crew": 20, + "vehAc": 15, + "vehHp": 400, + "vehDmgThresh": 15, + "vehSpeed": 4.5, + "capCargo": 17, + "entries": [ + "Built and used by mind flayers, nautiloids are designed exclusively for space travel. They can't float on water, nor can they land safely on the ground.", + "As an action, a creature attuned to a nautiloid's spelljamming helm and in physical contact with the ship can transport the nautiloid and all creatures and objects aboard it to a different plane of existence, at or near a destination envisioned by the spelljammer (or to a random location on the plane if no destination is envisioned). This property is a feature of the ship, not the spelljamming helm. Each time this property is used, roll a {@dice d6}. On a 5\u20136, the property recharges after 1 minute; otherwise, it can't be used again for 24 hours." + ], + "seeAlsoVehicle": [ + "Nautiloid|AAG" + ] + }, + { + "name": "Navigation Orb", + "source": "SKT", + "page": 235, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced.", + "As an action, you can cause one of the following effects to occur if you are touching the orb:", + "The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground, the castle lands gently.", + "The castle, if it is moving, comes to a gradual stop.", + "The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line.", + "Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it." + ] + }, + { + "name": "Navigator's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 83 + } + ], + "reprintedAs": [ + "Navigator's Tools|XPHB" + ], + "type": "T", + "rarity": "none", + "weight": 2, + "value": 2500, + "entries": [ + "This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea." + ], + "additionalEntries": [ + "Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill." + ] + }, + { + "type": "entries", + "name": "Survival", + "entries": [ + "Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements." + ] + }, + { + "type": "entries", + "name": "Sighting", + "entries": [ + "By taking careful measurements, you can determine your position on a nautical chart and the time of day." + ] + }, + { + "type": "table", + "caption": "Navigator's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Plot a course", + "10" + ], + [ + "Discover your position on a nautical chart", + "15" + ] + ] + } + ] + }, + { + "name": "Navigator's Tools", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "T|XPHB", + "rarity": "none", + "weight": 2, + "value": 2500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Wisdom" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Plot a course ({@dc 10}), or determine position by stargazing ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Necklace of Adaptation", + "source": "DMG", + "page": 182, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "entries": [ + "While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as {@spell cloudkill} and {@spell stinking cloud} effects, inhaled poisons, and the breath weapons of some dragons)." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Necklace of electrum medallions with red and blue tournalines (Brazen Coalition)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Necklace of Fireballs", + "source": "DMG", + "page": 182, + "srd": true, + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "weight": 1, + "entries": [ + "This necklace has {@dice 1d6 + 3} beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level {@spell fireball} spell (save DC 15).", + "You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the {@spell fireball} by 1 for each bead beyond the first." + ], + "attachedSpells": [ + "fireball" + ], + "lootTables": [ + "Magic Item Table C" + ], + "hasFluffImages": true + }, + { + "name": "Necklace of jade and pink pearls (River Heralds)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Necklace of Prayer Beads", + "source": "DMG", + "page": 182, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": "by a cleric, druid, or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "druid" + }, + { + "class": "paladin" + } + ], + "wondrous": true, + "weight": 1, + "entries": [ + "This necklace has {@dice 1d4 + 2} magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.", + "Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.", + { + "type": "table", + "colLabels": [ + "{@dice d20}", + "Bead of...", + "Spell" + ], + "colStyles": [ + "col-1 text-center", + "col-2", + "col-9" + ], + "rows": [ + [ + "1-6", + "Blessing", + "{@spell Bless}" + ], + [ + "7-12", + "Curing", + "{@spell Cure wounds} (2nd level) or {@spell lesser restoration}" + ], + [ + "13-16", + "Favor", + "{@spell Greater restoration}" + ], + [ + "17-18", + "Smiting", + "{@spell Branding smite}" + ], + [ + "19", + "Summons", + "{@spell Planar ally}" + ], + [ + "20", + "Wind walking", + "{@spell Wind walk}" + ] + ] + } + ], + "attachedSpells": [ + "bless", + "cure wounds", + "lesser restoration", + "greater restoration", + "branding smite", + "planar ally", + "wind walk" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Necklace string of small pink pearls", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Necronomicon Ex Corvis", + "source": "HWCS", + "page": 213, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "ability": { + "int": 2 + }, + "entries": [ + "This legendary tome of dark necromancy was penned by the mad corvum necromancer Lathrus, of the Night's Call. The book is one of a kind and contains terrible necromantic secrets.", + "The {@i Necronomicon Ex Corvis} is a {@item spellbook|phb}, and as such only wizards can truly benefit from studying the dark secrets within.", + { + "name": "Abyssal Secrets", + "type": "entries", + "entries": [ + "By spending a full week studying the dark secrets in this tome, your Intelligence score increases by 2. These secrets gnaw at your mind, however, and your Wisdom score decreases by 1." + ] + }, + { + "name": "Grasp of Shadows", + "type": "entries", + "entries": [ + "By spending at least a minute reciting a ritual listed in this book, you can summon forth {@dice 1d4 + 2} {@creature shadow|mm|shadows}. These creatures are loyal to you and can understand any instructions you give them. They will carry out these instructions to the best of their ability. This property can only be used once per week." + ] + }, + { + "name": "Knowledge Beyond Reason", + "type": "entries", + "entries": [ + "You may add the spells listed below into your spellbook. However, the tome removes the restriction that requires you to be able to prepare and cast these spells. In effect, you can copy these spells to your spellbook now, though they will only be available to prepare once you reach a level at which you can cast them.", + "Additionally, rather than pay gold pieces to copy any spell within into your spellbook, you may deal one point of damage to yourself and take one level of {@condition exhaustion} to scribe the spell in your own blood.", + { + "type": "table", + "colLabels": [ + "Level", + "Spell" + ], + "colStyles": [ + "col-1", + "col-11" + ], + "rows": [ + [ + "3rd", + "{@spell animate dead}, {@spell bestow curse}, {@spell vampiric touch}" + ], + [ + "4th", + "{@spell blight}" + ], + [ + "6th", + "{@spell circle of death}, {@spell magic jar}" + ], + [ + "7th", + "{@spell finger of death}" + ] + ] + } + ] + }, + { + "name": "The Corvum's Curse", + "type": "entries", + "entries": [ + "After copying at least one spell from this tome into your spellbook, you must succeed on a DC 16 Wisdom saving throw or become cursed (as {@spell bestow curse}), with the effect of the curse being decided by the GM.", + "The curse persists for {@dice 2d4} days, but its duration resets anytime you copy a spell from this book. Otherwise, only a {@spell remove curse} spell cast using a 5th level or higher spell slot can rid you of this effect." + ] + }, + { + "name": "Destroying the Book", + "type": "entries", + "entries": [ + "Unlike other artifacts, the book is not immune to damage. Pages removed from the book will lose their magic within a day. Additionally, exposing the book to direct sunlight for at least 8 hours will cause the dark magic within to dissipate, rendering it useless." + ] + } + ], + "attachedSpells": [ + "animate dead", + "bestow curse", + "vampiric touch", + "blight", + "circle of death", + "magic jar", + "finger of death" + ], + "hasFluffImages": true + }, + { + "name": "Necrotic Absorbing Tattoo", + "source": "TCE", + "page": 119, + "resist": [ + "necrotic" + ], + "detail1": "black", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Absorbing Tattoo|TCE}" + ] + }, + { + "name": "Needle of Mending", + "source": "EGW", + "page": 268, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle.", + "You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the {@spell mending} cantrip from it." + ], + "attachedSpells": [ + "mending" + ] + }, + { + "name": "Needler Pistol", + "source": "QftIS", + "type": "G", + "rarity": "none", + "charges": 10, + "entries": [ + "This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an {@item energy cell} stored at the base of the flask. Placing a full {@item energy cell} in the pistol gives the pistol 10 charges.", + "As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking {@damage 8d4} piercing damage on a failed save or half as much damage on a successful one.", + { + "name": "Replacing the Energy Cell", + "type": "entries", + "entries": [ + "While the pistol has charges remaining, its {@item energy cell} can't be removed. Once the pistol has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Nepenthe", + "source": "VRGR", + "page": 86, + "baseItem": "longsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a paladin", + "reqAttuneTags": [ + { + "class": "paladin" + } + ], + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra {@damage 2d10} radiant damage.", + "While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Nepenthe is a sentient, neutral evil weapon with an Intelligence of 10, a Wisdom of 8, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 60 feet. It can read and understand Elvish. It can also speak Elvish, but only through the voice of its wielder, with whom the sword can communicate telepathically." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "In its lifetime, the sword has beheaded thousands of criminals, not all of whom were guilty of the crimes for which they were convicted. The sword cannot distinguish the guilty from the innocent. With each beheading, it hungers for more justice and blood. The sword is corrupt and irredeemable." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Nest Charm", + "source": "HWCS", + "page": 214, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This charm is a sphere of intricate metal branches, interwoven to form a sort of nest.", + "By placing the charm on the ground and speaking its command word, you can cause it to unfold, creating a 30-foot-diameter circular platform of interwoven branches. Once the platform has reached its full size, a magical tree grows beneath it, lifting the platform 50 feet into the air, carrying any passengers and items along with it.", + "This perch lasts up to 8 hours, at which point the tree will retreat into the ground and the platform will shrink, eventually curling back into the small charm. At any time the command word can be spoken again to dismiss the perch in a similar fashion. Once the nest charm's power has been used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Net", + "source": "XPHB", + "page": 227, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 3, + "value": 100, + "entries": [ + "When you take the {@action Attack|XPHB} action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or have the {@condition Restrained|XPHB} condition until it escapes. The target succeeds automatically if it is Huge or larger.", + "To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength ({@skill Athletics|XPHB}) check, freeing the {@condition Restrained|XPHB} creature on a success. Destroying the Net (AC 10; 5 HP; {@variantrule Immunity|XPHB} to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect." + ], + "hasFluffImages": true + }, + { + "name": "Nether Scroll of Azumar", + "source": "CM", + "page": 210, + "type": "SC|DMG", + "rarity": "legendary", + "entries": [ + "Unlike most scrolls, a Nether Scroll of Azumar is not a consumable magic item. It takes 30 days of concentrated study\u2014at least 8 hours per day\u2014to attempt to understand this scroll. After completing this study, you must make a DC 25 Intelligence ({@skill Arcana}) check. If this check fails, you take {@damage 16d10} psychic damage, and you can attempt the check again after another 30 days of concentrated study.", + "When you succeed on the check, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can't use this scroll to increase your Intelligence again.", + "You gain advantage on saving throws against spells and other magical effects." + ] + }, + "When you gain the scroll's benefits, a {@creature stone golem} magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust." + ] + }, + { + "name": "Netherese Ring of Protection", + "source": "PaBTSO", + "page": 50, + "type": "RG|DMG", + "rarity": "rare", + "reqAttune": true, + "bonusAc": "+1", + "bonusSavingThrow": "+4", + "entries": [ + "You gain a +1 bonus to AC and saving throws while wearing this ring.", + "The ring is made from a single piece of mystical green glass that's stronger than steel. It has the added property of making the wearer less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand." + ] + }, + { + "name": "Nib", + "source": "WDH", + "page": 169, + "type": "$C", + "rarity": "none", + "value": 1, + "entries": [ + "Copper coin about the size of a thumbnail (1 nib = 1 common copper coin)" + ] + }, + { + "name": "Night Caller", + "source": "TftYP", + "page": 228, + "rarity": "uncommon", + "wondrous": true, + "weight": 1, + "entries": [ + "This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence ({@skill Arcana} or {@skill History}) check, the character recalls lore that says the {@creature duergar} made several such whistles for various groups in an age past.", + "If you blow the whistle in darkness or under the night sky, it allows you to cast the {@spell animate dead} spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed.", + "Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it." + ], + "attachedSpells": [ + "animate dead" + ] + }, + { + "name": "Nightbringer", + "source": "MCV2DC", + "page": 14, + "baseItem": "mace|PHB", + "type": "M", + "immune": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This heavy mace has a dark oaken handle and a head of blackened steel trimmed with gold. In combat, the mace's head is wreathed in inky black energy.", + "You gain a +3 bonus to attack and damage rolls made with this weapon. When you hit with an attack roll using it, the target takes an additional {@damage 4d4} radiant damage.", + "If you have an evil alignment, you also gain the following benefits when attuned to Nightbringer:", + { + "type": "entries", + "name": "Blessing of the Dragon Queen", + "entries": [ + "You are immune to the {@condition charmed} and {@condition frightened} conditions, and you gain immunity to one of the following damage types (choose when you attune to the weapon): acid, cold, fire, lightning, or poison." + ] + }, + { + "type": "entries", + "name": "Eyes of Midnight", + "entries": [ + "You have {@sense darkvision} with a range of 60 feet. If you already have {@sense darkvision}, its range increases by 60 feet." + ] + }, + { + "type": "entries", + "name": "Midnight Shroud", + "entries": [ + "The weapon has 6 charges. When you hit a creature with an attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is {@condition blinded} until the start of your next turn. The weapon regains {@dice 1d6} expended charges daily at dawn." + ] + } + ] + }, + { + "name": "Nightfall Pearl", + "source": "EGW", + "page": 268, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours." + ] + }, + { + "name": "Nightspider", + "source": "AAG", + "page": 40, + "type": "SPC|AAG", + "rarity": "none", + "value": 5000000, + "crew": 25, + "vehAc": 19, + "vehHp": 300, + "vehDmgThresh": 15, + "vehSpeed": 4.5, + "capCargo": 50, + "entries": [ + "Neogi terrorize Wildspace in ships of their own construction, which others call nightspiders. These vessels often wait in ambush for other ships. Once a target ship is identified, the neogi try to steal its spelljamming helm and capture its crew.", + "A nightspider's crew usually consists of nineteen neogi and up to a half-dozen umber hulks, which the neogi use as shock troops.", + "Nightspiders are designed for space travel alone and can't float on water or land safely on the ground (the weight of the ship would snap its spindly legs, destroying its weblike rigging in the process). Standard weaponry on a nightspider includes four ballistae (two forward-facing and two aft-facing) and a forward-facing mangonel." + ], + "seeAlsoVehicle": [ + "Nightspider|AAG" + ] + }, + { + "name": "Niko's Mace", + "source": "UtHftLH", + "baseItem": "mace|xphb", + "type": "M", + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 4, + "weaponCategory": "simple", + "mastery": [ + "Sap|XPHB" + ], + "dmg1": "1d6", + "dmgType": "B", + "bonusWeaponAttack": "+9", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This Mace has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the Mace, you can expend 1 of its charges to cast {@spell Summon Celestial|XPHB} (+9 to hit with spell attacks)." + ], + "attachedSpells": [ + "summon celestial|xphb" + ] + }, + { + "name": "Nimblewright Detector", + "source": "WDH", + "page": 47, + "type": "OTH", + "rarity": "unknown", + "entries": [ + "To activate the nimblewright detector, a character must hold down its trigger. When the activated device comes within 500 feet of a nimblewright other than Nim, the umbrella begins to spin, whir, and click. The spinning, whirring, and clicking accelerates as the distance to the target lessens, reaching maximum velocity and volume when a nimblewright other than Nim is within 30 feet of the device." + ] + }, + { + "name": "Nimbus Coronet", + "source": "BGG", + "page": 114, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "static": { + "fly": 60 + } + }, + "entries": [ + "The design of this bronze circlet resembles swirling clouds. At its center is set a deep-blue stone, upon which is inscribed the cloud rune.", + "While wearing this circlet, you take no damage from falling. Additionally, as a bonus action, you and everything you are wearing or carrying can teleport to an unoccupied space you can see within 15 feet of yourself, reappearing in a puff of shimmering clouds.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As an action, you can invoke the circlet's rune to assume a cloudlike form. The form lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action required).", + "While in cloud form, you have a flying speed of 60 feet and resistance to bludgeoning, piercing, and slashing damage.", + "Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ] + }, + { + "name": "Nolzur's Marvelous Pigments", + "source": "DMG", + "page": 183, + "srd": "Marvelous Pigments", + "tier": "minor", + "rarity": "very rare", + "wondrous": true, + "weight": 1, + "entries": [ + "Typically found in {@dice 1d4} pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.", + "Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features\u2014such as a door, a pit, flowers, trees, cells, rooms, or weapons\u2014that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.", + "When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.", + "Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.", + "If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything." + ], + "lootTables": [ + "Magic Item Table D" + ], + "hasFluffImages": true + }, + { + "name": "Oathbow", + "source": "DMG", + "page": 183, + "srd": true, + "baseItem": "longbow|phb", + "type": "R", + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "2H" + ], + "range": "150/600", + "dmg1": "1d8", + "dmgType": "P", + "entries": [ + "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.", + "When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than {@quickref Cover||3||total cover}, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra {@damage 3d6} piercing damage.", + "While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons." + ], + "ammoType": "arrow|phb", + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Obsidian", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "An opaque black gemstone." + ] + }, + { + "name": "Obsidian Flint Dragon Plate", + "source": "BGDIA", + "page": 224, + "baseItem": "plate armor|phb", + "type": "HA", + "rarity": "legendary", + "weight": 65, + "ac": 18, + "strength": "15", + "bonusAc": "+2", + "stealth": true, + "entries": [ + "You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the {@condition grappled} condition on yourself." + ] + }, + { + "name": "Obsidian statuette with gold fittings and inlay", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Obviator's Lenses", + "source": "AI", + "page": 30, + "rarity": "varies", + "wondrous": true, + "entries": [ + "Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the obviator's lenses, you use a bonus action to make them function as {@item eyes of minute seeing} or {@item eyes of the eagle}. Once you make this choice, it cannot be changed until the next dawn.", + { + "type": "entries", + "name": "Enhanced Lenses", + "entries": [ + "At rank 4, your obviator's lenses gain additional power and become a rare magic item. The lenses now function as both {@item eyes of the eagle} and {@item eyes of minute seeing}.", + "Additionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can't be used again until the next dawn." + ] + } + ] + }, + { + "name": "Occultant Abacus", + "source": "AI", + "page": 31, + "rarity": "varies", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls.", + { + "type": "entries", + "name": "Read the Kill", + "entries": [ + "Also at rank 1, your occultant abacus not only tracks your franchise's kills, it helps you determine the impact of those kills on the franchise's fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a {@dice d10}. Once within the next hour, that character can add the {@dice d10} to an attack roll, ability check, or saving throw. If it's not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can't use it again until you finish a long rest.", + { + "type": "table", + "colLabels": [ + "d6", + "Reading" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Using a tiny bellows to pump one last breath into a corpse." + ], + [ + "2", + "Reading the entrails with special reading-the-entrails glasses." + ], + [ + "3", + "Burning a small piece of the body and looking for shapes in the smoke." + ], + [ + "4", + "A cautious, reasoned, professional guesstimate." + ], + [ + "5", + "Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe." + ], + [ + "6", + "You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Eldritch Occultant", + "entries": [ + "Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the {@spell augury} spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Bring Out Your Dead", + "entries": [ + "Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Bead of Instant Karma", + "entries": [ + "At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn." + ] + }, + { + "type": "entries", + "name": "Bead of Diverted Karma", + "entries": [ + "At rank 4, one of the beads on your occultant abacus allows you to divert karma to where it's needed, turning the occultant abacus into a very rare magic item. While the bead is unused, you know automatically when any creature you can see is about to make an ability check, attack roll, or saving throw with disadvantage. When such a roll is made, you can use a reaction to grant a {@dice d10} to a different creature you can see. That creature can add the {@dice d10} to any ability check, attack roll, or saving throw it makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn." + ] + }, + { + "type": "entries", + "name": "Correct the Balance", + "entries": [ + "As a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creature's death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence ({@skill Religion}) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world.", + "If you fail the check, this property of the occultant abacus can't be used again until the next dawn. If you succeed on the check, this property can't be used again until dawn seven days later." + ] + } + ], + "attachedSpells": [ + "augury" + ], + "hasFluffImages": true + }, + { + "name": "Oil", + "source": "XPHB", + "page": 227, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 10, + "entries": [ + "You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.", + { + "name": "Dousing a Creature or an Object", + "type": "entries", + "entries": [ + "When you take the {@action Attack|XPHB} action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil." + ] + }, + { + "name": "Dousing a Space", + "type": "entries", + "entries": [ + "You can take the {@action Utilize|XPHB} action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn." + ] + }, + { + "name": "Fuel", + "type": "entries", + "entries": [ + "Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a {@action Utilize|XPHB} action) and rekindle it again until it has burned for a total of 6 hours." + ] + } + ] + }, + { + "name": "Oil (flask)", + "source": "PHB", + "page": 152, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Oil|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 10, + "entries": [ + "Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn." + ] + }, + { + "name": "Oil of Etherealness", + "source": "DMG", + "page": 183, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "rare", + "entries": [ + "Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the {@spell etherealness} spell for 1 hour." + ], + "attachedSpells": [ + "etherealness" + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Oil of Sharpness", + "source": "DMG", + "page": 184, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "very rare", + "bonusWeapon": "+3", + "entries": [ + "This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls." + ], + "lootTables": [ + "Magic Item Table D" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Oil of Slipperiness", + "source": "DMG", + "page": 184, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "uncommon", + "entries": [ + "This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a {@spell freedom of movement} spell for 8 hours.", + "Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the {@spell grease} spell in that area for 8 hours." + ], + "attachedSpells": [ + "freedom of movement" + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Oil of Taggit", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 40000, + "poison": true, + "entries": [ + "A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become {@condition poisoned} for 24 hours. The {@condition poisoned} creature is {@condition unconscious}. The creature wakes up if it takes damage." + ], + "poisonTypes": [ + "contact" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Old masterpiece painting", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Olisuba Leaf", + "source": "EGW", + "page": 70, + "type": "G", + "rarity": "none", + "value": 5000, + "entries": [ + "These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your {@condition exhaustion} level is reduced by 2 instead of 1 at the end of that long rest." + ] + }, + { + "name": "Oloore Root Teabag", + "source": "TDCSR", + "page": 85, + "type": "IDG|TDCSR", + "rarity": "unknown", + "value": 10000, + "entries": [ + "This root is typically {@item Oloore Root Teabag|TDCSR|sold in teabags} for 100 gp per dose. It was originally a ritualistic tool used by the followers of many gods, but now sees more recreational use. Oracles used it to enhance their divinations, for it helped them leave their physical bodies behind and become closer to gods and spirits. Drinking tea brewed from the root causes intense hallucinations, which feel like they have granted perfect clarity of mind to the imbiber.", + "After drinking {@item Oloore Root Teabag|TDCSR|oloore tea} as an action, you must succeed on a {@dc 19} Constitution {@quickref saving throws|PHB|2|1|saving throw} or experience vivid hallucinations for {@dice 1d4} hours. During this time, you have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on attack rolls and {@quickref ability checks|PHB|2|0}. If you fail the {@quickref saving throws|PHB|2|1|saving throw} by 10 or more, your hallucinations become horrific visions and you gain a level of {@condition exhaustion}. On a success, you gain preternatural clarity, allowing you to cast the {@spell scrying} spell once within the next {@dice 1d4} hours." + ], + "attachedSpells": [ + "scrying" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Onyx", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "An opaque black and white banded, or pure black or white gemstone." + ] + }, + { + "name": "Opal", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 100000, + "entries": [ + "A translucent pale blue with green and golden mottling gemstone." + ] + }, + { + "name": "Opal of the Ild Rune", + "source": "SKT", + "page": 235, + "resist": [ + "cold" + ], + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.", + { + "name": "Ignite", + "type": "entries", + "entries": [ + "As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter." + ] + }, + { + "name": "Fires Friend", + "type": "entries", + "entries": [ + "You have resistance to cold damage." + ] + }, + { + "name": "Fire Tamer", + "type": "entries", + "entries": [ + "As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius." + ] + }, + { + "name": "Gift of Flame", + "type": "entries", + "entries": [ + "You can transfer the opal's magic to a nonmagical item\u2014a weapon or a suit of armor\u2014by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Weapon", + "entry": "The weapon is now an uncommon magic weapon. It deals an extra {@damage 1d6} fire damage to any target it hits." + }, + { + "type": "item", + "name": "Armor", + "entry": "The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor." + } + ] + } + ] + } + ] + }, + { + "name": "Orb of Direction", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "weight": 3, + "entries": [ + "While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane." + ], + "hasFluffImages": true + }, + { + "name": "Orb of Dragonkind", + "source": "DMG", + "page": 225, + "srd": true, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 3}", + "charges": 7, + "entries": [ + "Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.", + "As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.", + "Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.", + "An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.", + "While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become {@condition charmed} by the orb for as long as you remain attuned to it.", + "While you are {@condition charmed} by the orb, you can't voluntarily end your attunement to it, and the orb casts {@spell suggestion} on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis ({@creature Tiamat|RoT|Tiamat's} name on Krynn), or something else the DM decides.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "An Orb of Dragonkind has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental property}" + ] + } + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "The orb has 7 charges and regains {@dice 1d4 + 3} expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: {@spell cure wounds} (5th-level version, 3 charges), {@spell daylight} (1 charge), {@spell death ward} (2 charges), or {@spell scrying} (3 charges). You can also use an action to cast the {@spell detect magic} spell from the orb without using any charges." + ] + }, + { + "type": "entries", + "name": "Call Dragons", + "entries": [ + "While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as {@creature Tiamat|RoT} are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour." + ] + }, + { + "type": "entries", + "name": "Destroying an Orb", + "entries": [ + "An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A {@spell disintegrate} spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however." + ] + } + ], + "attachedSpells": [ + "detect magic", + "cure wounds", + "daylight", + "death ward", + "scrying" + ], + "hasFluffImages": true + }, + { + "name": "Orb of Gonging", + "source": "WDMM", + "page": 174, + "rarity": "common", + "wondrous": true, + "weight": 5, + "entries": [ + "This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet." + ] + }, + { + "name": "Orb of Skoraeus", + "source": "BGG", + "page": 114, + "rarity": "legendary", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "weight": 8, + "bonusSavingThrowConcentration": "+2", + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "Said to be infused with the wisdom and power of the god Skoraeus, this polished stone orb is veined with iridescent crystal that seems to glow from within. The orb is 8 inches in diameter and weighs 8 pounds, making it a palm-sized trinket for a stone giant but a more unwieldy item for a Medium creature to use.", + "While holding this orb, you can use it as a spellcasting focus for your spells. You also gain the following benefits:", + { + "type": "entries", + "name": "Abundant Components", + "entries": [ + "The orb has 3 charges and regains all expended charges at dawn. When you cast a spell while holding this orb, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 300 gp per charge expended." + ] + }, + { + "type": "entries", + "name": "Astute Mind", + "entries": [ + "You gain a +2 bonus to any Constitution saving throw you make to maintain your {@status concentration} on a spell." + ] + }, + { + "type": "entries", + "name": "Divine Sight", + "entries": [ + "You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet." + ] + } + ] + }, + { + "name": "Orb of the Stein Rune", + "source": "SKT", + "page": 235, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 3, + "entries": [ + "This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.", + { + "type": "entries", + "name": "Indomitable Stand", + "entries": [ + "As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn." + ] + }, + { + "type": "entries", + "name": "Stone Soul", + "entries": [ + "You can't be {@condition petrified}." + ] + }, + { + "type": "entries", + "name": "Earthen Step", + "entries": [ + "You can cast {@spell meld into stone} as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Gift of Stone", + "entries": [ + "You can transfer the orb's magic to a nonmagical item\u2014a shield or a pair of boots\u2014by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Shield", + "entry": "The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks." + }, + { + "type": "item", + "name": "Boots", + "entry": "The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked {@condition prone}." + } + ] + } + ] + } + ], + "attachedSpells": [ + "meld into stone" + ] + }, + { + "name": "Orb of the Veil", + "source": "EGW", + "page": 268, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "curse": true, + "weight": 3, + "ability": { + "wis": 2 + }, + "entries": [ + "This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your Wisdom score increases by 2, as does your maximum for that score.", + "You gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, the orb increases its range by 60 feet.", + "You have advantage on Wisdom checks to find hidden doors and paths." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved." + ] + } + ] + }, + { + "name": "Orb of Time", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "weight": 3, + "entries": [ + "While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane." + ] + }, + { + "name": "Orc Stone", + "source": "IDRotF", + "page": 264, + "rarity": "uncommon", + "reqAttune": "by a recipient only", + "wondrous": true, + "entries": [ + "I saved the life of an orc, who gave me a stone with the symbol of the Many-Arrows tribe (a humanoid skull pierced by three arrows) carved into it. The stone is an uncommon magic item that requires attunement, and only I can attune to it.", + "As an action, I can use the stone to summon the spirit of an orc warrior, which appears within 30 feet of me. The spirit uses the {@creature orc war chief} stat block in the Monster Manual and disappears after 10 minutes or when reduced to 0 hit points. The spirit understands any language I speak and obeys my commands.", + "After the stone is used three times, it turns to dust. (See Appendix B of Icewind Dale: Rime of the Frostmaiden)" + ] + }, + { + "name": "Orcsplitter", + "source": "PotA", + "page": 224, + "baseItem": "greataxe|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a dwarf, fighter, or paladin of good alignment", + "reqAttuneTags": [ + { + "race": "dwarf", + "alignment": [ + "G" + ] + }, + { + "class": "paladin", + "alignment": [ + "G" + ] + } + ], + "sentient": true, + "weight": 7, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "S", + "bonusWeapon": "+2", + "entries": [ + "A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for \"orc,\" but the runes are depicted with a gap or slash through the markings; the word \"orc\" is literally split in two.", + "You gain the following benefits while holding this magic weapon:", + { + "type": "list", + "items": [ + "You gain a +2 bonus to attack and damage rolls made with it.", + "When you roll a 20 on an attack roll with this weapon against an {@creature orc}, that {@creature orc} must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.", + "You can't be {@status surprised} by {@creature orc||orcs} while you're not {@condition incapacitated}. You are also aware when {@creature orc||orcs} are within 120 feet of you and aren't behind {@quickref Cover||3||total cover}, although you don't know their location.", + "You and any of your friends within 30 feet of you can't be {@condition frightened} while you're not {@condition incapacitated}." + ] + }, + { + "name": "Sentience", + "type": "entries", + "entries": [ + "Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has {@sense darkvision}. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse." + ] + }, + { + "name": "Personality", + "type": "entries", + "entries": [ + "Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face {@creature orc||orcs} in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves\u2014giants, goblins, and, most of all, {@creature orc||orcs}\u2014and silently urges its possessor to meet such creatures in battle." + ] + } + ] + }, + { + "name": "Orcus Figurine", + "source": "CM", + "page": 44, + "rarity": "unknown (magic)", + "wondrous": true, + "entries": [ + "Carved from an ogre's {@condition petrified} heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair in the other. The figurine smells like decaying flesh, and this scent is detectable out to a range of 5 feet.", + "The figurine is a Tiny object with AC 17, 3 hit points, and immunity to all types of damage except radiant damage. A {@spell detect evil and good} spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical properties:", + { + "type": "list", + "items": [ + "Undead within 30 feet of the figurine can't be turned.", + "Dead creatures within 30 feet of the figurine can't be brought back to life.", + "A creature that holds the figurine while praying to Orcus for at least 1 hour has a {@chance 10} chance of summoning a smoky avatar of the demon lord. Once this avatar is summoned, it can't be summoned again for 30 days. Orcus's avatar has the statistics of a {@creature wraith} except that it's chaotic evil. It attacks all non-undead creatures it encounters, and it disappears after 1 hour or when reduced to 0 hit points." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Ornithopter of Flying", + "source": "WBtW", + "page": 212, + "rarity": "very rare", + "wondrous": true, + "weight": 25, + "entries": [ + "You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can't hover. If the ornithopter loses its rider while airborne, it falls and can't fly again for {@dice 1d6 + 4} days.", + "The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds." + ], + "hasFluffImages": true + }, + { + "name": "Orrery of the Wanderer", + "source": "AI", + "page": 220, + "type": "OTH", + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 4}", + "charges": 7, + "entries": [ + "This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.", + "The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.", + "To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery's instinct for survival is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again\u2014and moving closer to each other all the time.", + "Random Properties. The orrery has the following randomly determined properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental properties}" + ] + }, + "The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing.", + { + "type": "entries", + "name": "The Sum of Its Parts", + "entries": [ + "Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "The {@item chronolometer|AI}", + "The {@item dimensional loop|AI}", + "The {@item far gear|AI}", + "The {@item rotor of return|AI}", + "The {@item timepiece of travel|AI}", + "The {@item wheel of stars|AI}" + ] + }, + "Creatures can attune to the orrery's components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn't count against the number of magic items you can normally attune to.", + "While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM." + ] + }, + { + "type": "entries", + "name": "Future Echoes", + "entries": [ + "With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC." + ] + }, + { + "type": "entries", + "name": "Into the Void", + "entries": [ + "With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms." + ] + }, + { + "type": "entries", + "name": "Master of Travel", + "entries": [ + "While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): {@spell contact other plane} (3 charges), {@spell demiplane} (6 charges), {@spell gate} (7 charges), {@spell plane shift} (5 charges), or {@spell teleportation circle} (3 charges). The orrery regains {@dice 1d4 + 4} expended charges daily at dawn." + ] + } + ], + "attachedSpells": [ + "contact other plane", + "demiplane", + "gate", + "plane shift", + "teleportation circle" + ], + "hasFluffImages": true + }, + { + "name": "Orzhov Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring, adorned with the symbol of Orzhov, allows you to cast {@spell command}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Orzhov's recognition and favor.", + "A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13)." + ], + "attachedSpells": [ + "command" + ], + "hasFluffImages": true + }, + { + "name": "Orzhov Keyrune", + "source": "GGR", + "page": 178, + "rarity": "rare", + "reqAttune": "by a member of the Orzhov guild", + "reqAttuneTags": [ + { + "background": "orzhov representative|ggr" + } + ], + "wondrous": true, + "entries": [ + "This keyrune is carved from white marble with veins of black. The end is shaped like a thrull's head, with a gold faceplate affixed. On command, the keyrune transforms into a {@creature winged thrull|GGR} for up to 2 hours. If you don't come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders.", + "When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature winged thrull|GGR}. If there isn't enough space for the creature, the keyrune doesn't transform.", + "The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.", + "At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Outer Essence Shard", + "source": "TCE", + "page": 133, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "Roll a {@dice d4} and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.", + { + "type": "table", + "caption": "Outer Essence Shards", + "colLabels": [ + "d4", + "Property", + "Shard" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center", + "col-8" + ], + "rows": [ + [ + "1", + "Lawful", + "{@item Outer Essence Shard (Lawful)|TCE}" + ], + [ + "2", + "Chaotic", + "{@item Outer Essence Shard (Chaotic)|TCE}" + ], + [ + "3", + "Good", + "{@item Outer Essence Shard (Good)|TCE}" + ], + [ + "4", + "Evil", + "{@item Outer Essence Shard (Evil)|TCE}" + ] + ] + } + ] + }, + { + "name": "Outer Essence Shard (Chaotic)", + "source": "TCE", + "page": 133, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.", + { + "type": "entries", + "name": "Property", + "entries": [ + "Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn." + ] + } + ] + }, + { + "name": "Outer Essence Shard (Evil)", + "source": "TCE", + "page": 133, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.", + { + "type": "entries", + "name": "Property", + "entries": [ + "Choose one creature who takes damage from the spell. That target takes an extra {@damage 3d6} necrotic damage." + ] + } + ] + }, + { + "name": "Outer Essence Shard (Good)", + "source": "TCE", + "page": 133, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.", + { + "type": "entries", + "name": "Property", + "entries": [ + "You or one creature of your choice that you can see within 30 feet of you gains {@dice 3d6} temporary hit points." + ] + } + ] + }, + { + "name": "Outer Essence Shard (Lawful)", + "source": "TCE", + "page": 133, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.", + { + "type": "entries", + "name": "Property", + "entries": [ + "You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: {@condition charmed}, {@condition blinded}, {@condition deafened}, {@condition frightened}, {@condition poisoned}, or {@condition stunned}." + ] + } + ] + }, + { + "name": "Oversized Longbow", + "source": "WDH", + "page": 201, + "type": "R", + "rarity": "unknown", + "weight": 2, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "2H" + ], + "range": "150/600", + "dmg1": "2d6", + "dmgType": "P", + "entries": [ + "This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to {@dice 2d6} + the wielder's Strength modifier." + ], + "ammoType": "arrow|phb" + }, + { + "name": "Ox", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "value": 1500 + }, + { + "name": "Pack Saddle", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TAH", + "rarity": "none", + "weight": 15, + "value": 500 + }, + { + "name": "Painted gold child's sarcophagus", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Painted gold war mask", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Painter's Supplies", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 83 + } + ], + "reprintedAs": [ + "Painter's Supplies|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 5, + "value": 1000, + "additionalEntries": [ + "Proficiency with painter's supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette." + ] + }, + { + "type": "entries", + "name": "Arcana, History, Religion", + "entries": [ + "Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon." + ] + }, + { + "type": "entries", + "name": "Investigation, Perception", + "entries": [ + "When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight." + ] + }, + { + "type": "entries", + "name": "Painting and Drawing", + "entries": [ + "As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw." + ] + }, + { + "type": "table", + "caption": "Painter's Supplies", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Paint an accurate portrait", + "10" + ], + [ + "Create a painting with a hidden message", + "20" + ] + ] + } + ] + }, + { + "name": "Painter's Supplies", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 5, + "value": 1000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Wisdom" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Paint a recognizable image of something you've seen ({@dc 10})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Druidic Focus|XPHB}, {@item Holy Symbol|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Pair of engraved bone dice", + "source": "DMG", + "page": 134, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Pair of engraved bone dice (Brazen Coalition)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Pale Tincture", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 25000, + "poison": true, + "entries": [ + "A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 ({@damage 1d6}) poison damage and become {@condition poisoned}. The {@condition poisoned} creature must repeat the saving throw every 24 hours, taking 3 ({@damage 1d6}) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally." + ], + "poisonTypes": [ + "ingested" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Paper", + "source": "XPHB", + "page": 227, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 20, + "entries": [ + "One sheet of Paper can hold about 250 handwritten words." + ] + }, + { + "name": "Paper (one sheet)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Paper|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 20 + }, + { + "name": "Paper Bird", + "source": "WDH", + "page": 191, + "otherSources": [ + { + "source": "IMR", + "page": 94 + } + ], + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.", + "The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (\u22125) in all other abilities, and it is immune to poison and psychic damage.", + "It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.", + "Paper birds usually come in small, flat boxes containing {@dice 1d6 + 3} sheets of the parchment." + ], + "hasFluffImages": true + }, + { + "name": "Paralysis Pistol", + "source": "QftIS", + "type": "G", + "rarity": "none", + "charges": 6, + "entries": [ + "This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an {@item energy cell} stored in its grip. Placing a full {@item energy cell} in the pistol gives the pistol 6 charges.", + "As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the {@condition paralyzed} condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.", + { + "name": "Replacing the Energy Cell", + "type": "entries", + "entries": [ + "While the pistol has charges remaining, its {@item energy cell} can't be removed. Once the pistol has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Parchment", + "source": "XPHB", + "page": 227, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 10, + "entries": [ + "One sheet of Parchment can hold about 250 handwritten words." + ] + }, + { + "name": "Parchment (one sheet)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Parchment|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 10 + }, + { + "name": "Pariah's Shield", + "source": "GGR", + "page": 180, + "type": "S", + "rarity": "rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "bonusAc": "+1", + "entries": [ + "Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.", + "You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.", + "When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force." + ], + "hasFluffImages": true + }, + { + "name": "Pathfinder's Greataxe", + "source": "PotA", + "page": 175, + "baseItem": "greataxe|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 7, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "S", + "bonusWeapon": "+1", + "entries": [ + "When you wield this +1 greataxe, you always know the way to the nearest passage leading from underground toward the surface, as well as the approximate depth the axe is underground." + ] + }, + { + "name": "Pearl", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 10000, + "entries": [ + "An opaque lustrous white, yellow, or pink gemstone." + ] + }, + { + "name": "Pearl of Power", + "source": "DMG", + "page": 184, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn." + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "Pearl of Undead Detection", + "source": "WDMM", + "page": 76, + "type": "OTH", + "rarity": "unknown (magic)", + "value": 50000, + "entries": [ + "This black pearl glows faintly when undead are within 120 feet of it." + ] + }, + { + "name": "Pennant of the Vind Rune", + "source": "SKT", + "page": 235, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "bonus": { + "*": 5 + } + }, + "entries": [ + "This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person.", + { + "type": "entries", + "name": "Wind Step", + "entries": [ + "As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft." + ] + }, + { + "type": "entries", + "name": "Comforting Wind", + "entries": [ + "You can't suffocate." + ] + }, + { + "type": "entries", + "name": "Winds Grasp", + "entries": [ + "As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Wind Walker", + "entries": [ + "While you are attuned to this rune, you can cast {@spell levitate} as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Gift of Wind", + "entries": [ + "You can transfer the pennant's magic to a nonmagical item\u2014a suit of armor, a pair of boots, or a cloak\u2014by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Armor", + "entry": "The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on {@skill Stealth} checks, it no longer does so." + }, + { + "type": "item", + "name": "Boots/Cloak", + "entry": "The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast {@spell feather fall} once from the item, and you regain the ability to do so when you finish a short or long rest." + } + ] + } + ] + } + ], + "attachedSpells": [ + "levitate", + "feather fall" + ] + }, + { + "name": "Pepper", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 200 + }, + { + "name": "Peregrine Mask", + "source": "GGR", + "page": 180, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "static": { + "fly": 60 + } + }, + "entries": [ + "While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls." + ], + "hasFluffImages": true + }, + { + "name": "Perfume", + "source": "XPHB", + "page": 227, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 500, + "entries": [ + "Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have {@variantrule Advantage|XPHB} on Charisma ({@skill Persuasion|XPHB}) checks made to influence an Indifferent Humanoid within 5 feet of yourself." + ] + }, + { + "name": "Perfume (vial)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Perfume|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 500 + }, + { + "name": "Perfume of Bewitching", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic." + ] + }, + { + "name": "Periapt of Health", + "source": "DMG", + "page": 184, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "weight": 1, + "entries": [ + "You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant." + ], + "lootTables": [ + "Magic Item Table C" + ], + "hasFluffImages": true + }, + { + "name": "Periapt of Proof against Poison", + "source": "DMG", + "page": 184, + "srd": true, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 1, + "entries": [ + "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the {@condition poisoned} condition and have immunity to poison damage." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Periapt of Wound Closure", + "source": "DMG", + "page": 184, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "entries": [ + "While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Peridot", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 50000, + "entries": [ + "A transparent rich olive green gemstone." + ] + }, + { + "name": "Petrified Grung Egg", + "source": "ToA", + "page": 144, + "type": "OTH", + "resist": [ + "poison" + ], + "rarity": "unknown (magic)", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "While this egg is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the egg, it can't be used again until the next dawn.", + "Additionally, while you are attuned to the egg, you gain resistance to poison damage.", + "The egg turns to dust and is destroyed if it leaves the Tomb of the Nine Gods." + ] + }, + { + "name": "Pewter mug with green spinels (Brazen Coalition)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Philter of Love", + "source": "DMG", + "page": 184, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "uncommon", + "entries": [ + "The next time you see a creature within 10 minutes after drinking this philter, you become {@condition charmed} by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are {@condition charmed}. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart." + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Piercer", + "source": "AI", + "page": 121, + "baseItem": "shortsword|phb", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "F", + "L" + ], + "dmg1": "1d6", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this magic weapon.", + "A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid {@condition exhaustion} (see \"The Environment\" in chapter 8 of the Player's Handbook.)" + ] + }, + { + "name": "Pig", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "value": 300 + }, + { + "name": "Pipe of Remembrance", + "source": "GoS", + "page": 229, + "rarity": "common", + "wondrous": true, + "entries": [ + "This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn." + ] + }, + { + "name": "Pipe of Smoke Monsters", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke." + ], + "hasFluffImages": true + }, + { + "name": "Pipes of Haunting", + "source": "DMG", + "page": 185, + "srd": true, + "type": "INS", + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "weight": 2, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become {@condition frightened} of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain {@dice 1d3} expended charges daily at dawn." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Pipes of the Sewers", + "source": "DMG", + "page": 185, + "srd": true, + "type": "INS", + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "weight": 2, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.", + "The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one {@creature swarm of rats} with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain {@dice 1d3} expended charges daily at dawn.", + "Whenever a {@creature swarm of rats} that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Pirate's Cutlass", + "source": "XMtS", + "page": 19, + "rarity": "unknown (magic)", + "entries": [ + "This {@item +1 shortsword} is a terrifying weapon with a serrated edge. It grants its wielder advantage on Charisma ({@skill Intimidation}) checks when brandished." + ] + }, + { + "name": "Pitcher", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 4, + "value": 2, + "entries": [ + "A pitcher holds 1 gallon of liquid." + ] + }, + { + "name": "Piton", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 0.25, + "value": 5 + }, + { + "name": "Piwafwi (Cloak of Elvenkind)", + "source": "OotA", + "page": 222, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This dark spider-silk cloak is made by {@creature drow}. It is a {@item cloak of elvenkind}. It loses its magic if exposed to sunlight for 1 hour without interruption.", + "While you wear this cloak with its hood up, Wisdom ({@skill Perception}) checks made to see you have disadvantage. and you have advantage on Dexterity ({@skill Stealth}) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action." + ], + "hasFluffImages": true + }, + { + "name": "Piwafwi of Fire Resistance", + "source": "OotA", + "page": 222, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This dark spider-silk cloak is made by {@creature drow}. It is a {@item cloak of elvenkind}. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.", + "While you wear this cloak with its hood up, Wisdom ({@skill Perception}) checks made to see you have disadvantage. and you have advantage on Dexterity ({@skill Stealth}) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action." + ] + }, + { + "name": "Pixie Dust", + "source": "WBtW", + "page": 212, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.", + "A small packet holds enough pixie dust for one use." + ] + }, + { + "name": "Plainscow", + "source": "TDCSR", + "page": 248, + "type": "MNT", + "rarity": "none", + "value": 20000, + "carryingCapacity": 1500, + "speed": 40, + "entries": [ + "The hulking plainscow is an exceptionally sturdy beast of burden native to the {@book Dividing Plains|TDCSR|3|Dividing Plains} and used by the people of central Tal'Dorei for centuries. Though many wild herds still roam the plains, domesticated plainscows are more common, used as {@quickref Mounts and Vehicles|PHB|1|0|mounts}, pack animals, and livestock. Plainscows are unusually empathetic for beasts, and often bond with a rider for life. They stand 6 feet tall, weigh about two tons, and live for 70 years.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Market Value", + "page": 248, + "entries": [ + "Plainscows can be bought in {@book Westruun|TDCSR|3|Westruun} for 200 gp. A plainscow has a carrying capacity of 1,500 pounds." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Planar Key", + "source": "AitFR-THP", + "page": 13, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This key is etched with sigils.", + "A planar key begins existence with {@dice 1d4 + 1} charges and cannot regain charges. When the key's last charge is expended, the key's sigils and magic fade away, but the key remains.", + "While touching the key, you can use your action to expend 1 charge and have the key cast {@spell plane shift} limited to the key's predefined destination only. Each planar key links to a single destination defined when the key is made." + ], + "attachedSpells": [ + "plane shift" + ] + }, + { + "name": "Planar Philosopher Trinket", + "source": "SatO", + "page": 8, + "type": "G", + "rarity": "none", + "entries": [ + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Trinket" + ], + "rows": [ + [ + "1", + "Locket with a picture of my mentor and an inscription I can't read" + ], + [ + "2", + "Bleached cranium rat skull with colored glass beads in its eye sockets" + ], + [ + "3", + "Torn parchment with half a rebus painted on it" + ], + [ + "4", + "Bracelet of twisted razorvine stems" + ], + [ + "5", + "Fragment of a bronze blade covered in verdigris" + ], + [ + "6", + "Broken holy symbol of a forgotten god" + ] + ] + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Planecaller's Codex", + "source": "TCE", + "page": 134, + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Wizard" + ], + "entries": [ + "The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: {@spell banishment}, {@spell find familiar}, {@spell gate}, {@spell magic circle}, {@spell planar binding}, and {@spell summon elemental|TCE}. It functions as a spellbook for you.", + "While you are holding the book, you can use it as a spellcasting focus for your wizard spells.", + "The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.", + "When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute." + ] + } + ], + "attachedSpells": [ + "banishment", + "find familiar", + "gate", + "magic circle", + "planar binding", + "summon elemental|tce" + ] + }, + { + "name": "Plate Armor of Etherealness", + "source": "DMG", + "page": 185, + "srd": true, + "baseItem": "plate armor|phb", + "type": "HA", + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "weight": 65, + "ac": 18, + "strength": "15", + "stealth": true, + "entries": [ + "While you're wearing this armor, you can speak its command word as an action to gain the effect of the {@spell etherealness} spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn." + ], + "attachedSpells": [ + "etherealness" + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Plate of Knight's Fellowship", + "source": "BMT", + "page": 37, + "baseItem": "plate armor|PHB", + "type": "HA", + "rarity": "uncommon", + "reqAttune": true, + "weight": 65, + "ac": 18, + "strength": "15", + "stealth": true, + "entries": [ + "This gleaming set of silver-and-gold plate armor never tarnishes.", + "While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit's corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the {@creature knight} stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first.", + "The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you); if you don't issue any commands, the spirit takes the {@action Dodge} action and uses its movement to avoid danger.", + "Once this bonus action is used, it can't be used again until the next dawn.", + "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body." + ] + }, + { + "name": "Plate of the Dawnmartyr (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Plate of the Dawnmartyr (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the Plate of the Dawnmartyr reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The armor's bonus to AC increases to +2.", + "You are immune to the {@condition frightened} condition.", + "You have resistance to fire damage.", + "The fire damage you deal when you rebuke an attacker increases to {@dice 2d6}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "resist": [ + "fire" + ], + "conditionImmune": [ + "frightened" + ], + "bonusAc": "+2", + "hasFluffImages": true + }, + { + "name": "Plate of the Dawnmartyr (Dormant)", + "source": "TDCSR", + "page": 208, + "baseItem": "plate armor|PHB", + "type": "HA", + "rarity": "legendary", + "reqAttune": true, + "weight": 65, + "property": [ + "Vst|TDCSR" + ], + "ac": 18, + "strength": "15", + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Beautiful silver scrollwork and priceless cut rubies adorn this set of brass-and-gold armor. Legend holds that it was worn by Duana, High Priest of the {@deity The Dawnfather|Exandria|TDCSR}, when she was martyred in the Battle of Ghor Dranas in the final days of the {@book Calamity|TDCSR|1|The Calamity}. In more recent times, it was worn by {@creature Pike Trickfoot|TDCSR}, a legendary cleric of the {@deity The Everlight|Exandria|TDCSR}, while fighting against {@book the Chroma Conclave|TDCSR|1|The Chroma Conclave} and {@deity The Whispered One|Exandria|TDCSR}.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While the Plate of the Dawnmartyr is in a dormant state, you gain a +1 bonus to AC while wearing it. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to rebuke that creature, dealing it {@damage 1d6} fire damage." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Plate of the Dawnmartyr (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Plate of the Dawnmartyr (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the Plate of the Dawnmartyr reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The armor's bonus to AC increases to +3.", + "When you rebuke an attacker, you can choose to deal either fire damage or radiant damage.", + "When you are reduced to 0 hit points, you can choose to have a blast of healing flame surround you. You regain 1 hit point and are lifted to your feet. Each enemy within 10 feet of you takes {@damage 2d6} fire damage or radiant damage (your choice). This property of the armor can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusAc": "+3", + "recharge": "restLong", + "hasFluffImages": true + }, + { + "name": "Platinum", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 50000 + }, + { + "name": "Platinum (pp)", + "source": "PHB", + "page": 143, + "type": "$C", + "rarity": "none", + "weight": 0.02, + "value": 1000, + "entries": [ + "Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).", + "With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.", + "One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.", + "One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.", + "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", + "A standard coin weighs about a third of an ounce, so fifty coins weigh a pound." + ], + "hasFluffImages": true + }, + { + "name": "Platinum 10-Zino Coin", + "source": "GGR", + "page": 9, + "type": "$C", + "rarity": "none", + "value": 1000 + }, + { + "name": "Platinum 100-Zino Coin", + "source": "GGR", + "page": 9, + "type": "$C", + "rarity": "none", + "value": 10000 + }, + { + "name": "Platinum bracelet set with a sapphire", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Platinum headdress with topaz sun symbol (Sun Empire)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 250000 + }, + { + "name": "Platinum ring with yellow sapphire (Sun Empire)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Platinum Scarf", + "source": "FTD", + "page": 24, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "entries": [ + "This scarf is made of sturdy cloth and covered in platinum-colored scales.", + "As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:", + { + "type": "entries", + "name": "Breath of Life", + "entries": [ + "The scale disappears, and you or a creature you touch regains {@dice 10d4} hit points." + ] + }, + { + "type": "entries", + "name": "Platinum Shield", + "entries": [ + "For 1 hour or until you dismiss it (no action required), the scale becomes a {@item +1 shield}, which you or another creature can use. A creature wielding the shield has immunity to radiant damage." + ] + }, + { + "type": "entries", + "name": "Radiant Hammer", + "entries": [ + "For 1 hour or until you dismiss it (no action required), the scale becomes a magic {@item light hammer|phb}, which you or another creature can use. The weapon deals {@damage 2d4} radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra {@damage 2d4} radiant damage to chromatic dragons.", + "Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute." + ] + } + ] + }, + { + "name": "Platinum staff topped with amber (Sun Empire)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Playing Card Set", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Playing Cards|XPHB" + ], + "type": "GS", + "rarity": "none", + "value": 50 + }, + { + "name": "Playing Cards", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "GS|XPHB", + "rarity": "none", + "value": 50, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Wisdom" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Discern whether someone is cheating ({@dc 10}), or win the game ({@dc 20})" + ] + } + ] + } + ] + }, + { + "name": "Poison Absorbing Tattoo", + "source": "TCE", + "page": 119, + "resist": [ + "poison" + ], + "detail1": "violet", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Absorbing Tattoo|TCE}" + ] + }, + { + "name": "Poisoner's Kit", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 83 + } + ], + "reprintedAs": [ + "Poisoner's Kit|XPHB" + ], + "type": "T", + "rarity": "none", + "weight": 2, + "value": 5000, + "entries": [ + "A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.", + "Additionally, the {@book Crafting and Harvesting Poison|dmg|8|Crafting and Harvesting Poison} rules require the use of a poisoner's kit." + ], + "additionalEntries": [ + "A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.", + { + "type": "entries", + "name": "Components", + "entries": [ + "A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "Your training with poisons can help you when you try to recall facts about infamous poisonings." + ] + }, + { + "type": "entries", + "name": "Investigation, Perception", + "entries": [ + "Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect {@condition poisoned} objects or try to extract clues from events that involve poison." + ] + }, + { + "type": "entries", + "name": "Medicine", + "entries": [ + "When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient." + ] + }, + { + "type": "entries", + "name": "Nature, Survival", + "entries": [ + "Working with poisons enables you to acquire lore about which plants and animals are poisonous." + ] + }, + { + "type": "entries", + "name": "Handle Poison", + "entries": [ + "Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects." + ] + }, + { + "type": "table", + "caption": "Poisoner's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Spot a {@condition poisoned} object", + "10" + ], + [ + "Determine the effects of a poison", + "20" + ] + ] + } + ] + }, + { + "name": "Poisoner's Kit", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "T|XPHB", + "rarity": "none", + "weight": 2, + "value": 5000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Intelligence" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Detect a poisoned object ({@dc 10})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Basic Poison|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Pole", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 7, + "value": 5, + "entries": [ + "A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength ({@skill Athletics|XPHB}) check as part of a High or {@variantrule Long Jump|XPHB}, you can use the Pole to vault, giving yourself {@variantrule Advantage|XPHB} on the check." + ] + }, + { + "name": "Pole (10-foot)", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Pole|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 7, + "value": 5 + }, + { + "name": "Pole of Angling", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole." + ] + }, + { + "name": "Pole of Collapsing", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows." + ], + "hasFluffImages": true + }, + { + "name": "Pony", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Pony|XPHB" + ], + "type": "MNT", + "rarity": "none", + "value": 3000, + "carryingCapacity": 225, + "speed": 40 + }, + { + "name": "Pony", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "MNT|XPHB", + "rarity": "none", + "value": 3000, + "carryingCapacity": 225, + "speed": 40 + }, + { + "name": "Portable Hole", + "source": "DMG", + "page": 185, + "srd": true, + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "entries": [ + "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.", + "You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.", + "You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.", + "If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.", + "Placing a portable hole inside an extradimensional space created by a {@item bag of holding}, {@item Heward's handy haversack}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + ], + "lootTables": [ + "Magic Item Table D" + ] + }, + { + "name": "Portable Ram", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Portable Ram|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 35, + "value": 400, + "entries": [ + "You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check." + ] + }, + { + "name": "Portable Ram", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 35, + "value": 400, + "entries": [ + "You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you {@variantrule Advantage|XPHB} on this check." + ] + }, + { + "name": "Portal Compass", + "source": "SatO", + "page": 13, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This portable arcane instrument points in the direction of the last portal it passed through while it and the portal are on the same plane of existence. If that portal no longer exists, the needle becomes static until the compass passes through a new portal." + ], + "hasFluffImages": true + }, + { + "name": "Portfolio Keeper", + "source": "AI", + "page": 33, + "rarity": "varies", + "wondrous": true, + "entries": [ + "At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information. It also has an inexhaustible supply of brochures related to your franchise's current branding scheme.", + "When you meet someone for the first time, their details and a rough sketch are magically stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action.", + { + "type": "entries", + "name": "Cards of Sending", + "entries": [ + "At rank 3, the power of your portfolio keeper becomes more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your {@item sending stone|AI} as if they had cast a {@spell sending} spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.", + "You can also use your {@item sending stone|AI} to cast {@spell sending} and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later." + ] + }, + { + "type": "entries", + "name": "Charming Introduction", + "entries": [ + "Also at rank 4, you are able to make a focused effort to keep a potential customer's attention. When you provide a humanoid with a business card from your portfolio keeper, you can cast {@spell charm person} on them (save DC 15). The spell ends prematurely if the character loses the business card." + ] + } + ], + "attachedSpells": [ + "sending", + "charm person" + ] + }, + { + "name": "Pot of Awakening", + "source": "XGE", + "page": 138, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an {@creature awakened shrub} at the end of that time. When the shrub awakens, its roots break the pot, destroying it.", + "The awakened shrub is friendly toward you. Absent commands from you, it does nothing." + ] + }, + { + "name": "Potion of Acid Resistance", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "resist": [ + "acid" + ], + "tier": "minor", + "rarity": "uncommon", + "hasRefs": true, + "entries": [ + "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Advantage", + "source": "WBtW", + "page": 212, + "type": "P", + "rarity": "uncommon", + "entries": [ + "When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.", + "This potion takes the form of a sparkling, golden mist that moves and pours like water." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Animal Friendship", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "uncommon", + "entries": [ + "When you drink this potion, you can cast the {@spell animal friendship} spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair." + ], + "attachedSpells": [ + "animal friendship" + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Aqueous Form", + "source": "MOT", + "page": 197, + "type": "P", + "rarity": "rare", + "modifySpeed": { + "static": { + "swim": 30 + } + }, + "entries": [ + "When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are {@condition incapacitated} or die.", + "You're under the following effects while in this form:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Liquid Movement", + "entry": "You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter." + }, + { + "type": "item", + "name": "Watery Resilience", + "entry": "You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws." + }, + { + "type": "item", + "name": "Limitations", + "entry": "You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor." + } + ] + } + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Clairvoyance", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "rare", + "entries": [ + "When you drink this potion, you gain the effect of the {@spell clairvoyance} spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened." + ], + "attachedSpells": [ + "clairvoyance" + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Climbing", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "common", + "modifySpeed": { + "equal": { + "climb": "walk" + } + }, + "entries": [ + "When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength ({@skill Athletics}) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors." + ], + "lootTables": [ + "Magic Item Table A" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Cloud Giant Strength", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "very rare", + "ability": { + "static": { + "str": 27 + } + }, + "entries": [ + "When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.", + "This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature cloud giant}." + ], + "lootTables": [ + "Magic Item Table D" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Cold Resistance", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "resist": [ + "cold" + ], + "tier": "minor", + "rarity": "uncommon", + "hasRefs": true, + "entries": [ + "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Comprehension", + "source": "WDMM", + "page": 62, + "type": "P", + "rarity": "common", + "entries": [ + "When you drink this potion, you gain the effect of a {@spell comprehend languages} spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Diminution", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "rare", + "entries": [ + "When you drink this potion, you gain the \"reduce\" effect of the {@spell enlarge/reduce} spell for {@dice 1d4} hours (no {@status concentration} required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process." + ], + "attachedSpells": [ + "enlarge/reduce" + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Dragon's Majesty", + "source": "FTD", + "page": 24, + "type": "P", + "rarity": "legendary", + "entries": [ + "This potion looks like liquid gold, with a single scale from a {@filter chromatic|bestiary|search=chromatic dragon}, {@filter gem|bestiary|search=gem dragon}, or {@filter metallic|bestiary|search=metallic dragon} dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can't use a dragon's Change Shape or its legendary or lair actions." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Fire Breath", + "source": "DMG", + "page": 187, + "type": "P", + "tier": "minor", + "rarity": "uncommon", + "entries": [ + "After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking {@damage 4d6} fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened." + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Fire Giant Strength", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "rare", + "ability": { + "static": { + "str": 25 + } + }, + "entries": [ + "When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.", + "This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature fire giant}." + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Fire Resistance", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "resist": [ + "fire" + ], + "tier": "minor", + "rarity": "uncommon", + "hasRefs": true, + "entries": [ + "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Flying", + "source": "DMG", + "page": 187, + "srd": true, + "basicRules": true, + "type": "P", + "tier": "minor", + "rarity": "very rare", + "modifySpeed": { + "equal": { + "fly": "walk" + } + }, + "entries": [ + "When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it." + ], + "lootTables": [ + "Magic Item Table D" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Force Resistance", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "resist": [ + "force" + ], + "tier": "minor", + "rarity": "uncommon", + "hasRefs": true, + "entries": [ + "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Frost Giant Strength", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "rare", + "ability": { + "static": { + "str": 23 + } + }, + "entries": [ + "When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.", + "This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature frost giant}." + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Gaseous Form", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "rare", + "entries": [ + "When you drink this potion, you gain the effect of the {@spell gaseous form} spell for 1 hour (no {@status concentration} required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water." + ], + "attachedSpells": [ + "gaseous form" + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Giant Size", + "source": "SKT", + "page": 236, + "type": "P", + "rarity": "legendary", + "entries": [ + "When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.", + "Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal {@damage 3d8} slashing damage (instead of {@dice 1d8}), or {@damage 3d10} slashing damage (instead of {@dice 1d10}) when used with two hands.", + "When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Greater Healing", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "uncommon", + "entries": [ + "You regain {@dice 4d4 + 4} hit points when you drink this potion. The potion's red liquid glimmers when agitated." + ], + "lootTables": [ + "Magic Item Table A", + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Growth", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "uncommon", + "entries": [ + "When you drink this potion, you gain the \"enlarge\" effect of the {@spell enlarge/reduce} spell for {@dice 1d4} hours (no {@status concentration} required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process." + ], + "attachedSpells": [ + "enlarge/reduce" + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Healing", + "source": "DMG", + "page": 187, + "srd": true, + "otherSources": [ + { + "source": "PHB", + "page": 153 + } + ], + "reprintedAs": [ + "Potion of Healing|XPHB" + ], + "type": "P", + "tier": "minor", + "rarity": "common", + "weight": 0.5, + "value": 5000, + "entries": [ + "You regain {@dice 2d4 + 2} hit points when you drink this potion. The potion's red liquid glimmers when agitated." + ], + "lootTables": [ + "Magic Item Table A" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Healing", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "P|XPHB", + "rarity": "common", + "weight": 0.5, + "value": 5000, + "entries": [ + "This potion is a magic item. As a {@variantrule Bonus Action|XPHB}, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains {@dice 2d4 + 2} {@variantrule Hit Points|XPHB}." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Heroism", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "rare", + "entries": [ + "For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the {@spell bless} spell (no {@status concentration} required). This blue potion bubbles and steams as if boiling." + ], + "attachedSpells": [ + "bless" + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Hill Giant Strength", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "uncommon", + "ability": { + "static": { + "str": 21 + } + }, + "entries": [ + "When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.", + "This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature hill giant}." + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Invisibility", + "source": "DMG", + "page": 188, + "srd": true, + "basicRules": true, + "type": "P", + "tier": "minor", + "rarity": "very rare", + "entries": [ + "This potion's container looks empty but feels as though it holds liquid. When you drink it, you become {@condition invisible} for 1 hour. Anything you wear or carry is {@condition invisible} with you. The effect ends early if you attack or cast a spell." + ], + "lootTables": [ + "Magic Item Table D" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Invulnerability", + "source": "DMG", + "page": 188, + "type": "P", + "resist": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "tier": "minor", + "rarity": "rare", + "entries": [ + "For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron." + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Lightning Resistance", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "resist": [ + "lightning" + ], + "tier": "minor", + "rarity": "uncommon", + "hasRefs": true, + "entries": [ + "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Longevity", + "source": "DMG", + "page": 188, + "type": "P", + "tier": "minor", + "rarity": "very rare", + "entries": [ + "When you drink this potion, your physical age is reduced by {@dice 1d6 + 6} years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is a {@chance 10|10 percent||You grow older!|You become younger} cumulative chance that you instead age by {@dice 1d6 + 6} years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened." + ], + "lootTables": [ + "Magic Item Table D" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Maximum Power", + "source": "EGW", + "page": 268, + "type": "P", + "rarity": "rare", + "entries": [ + "The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.", + "This glowing purple liquid smells of sugar and plum, but it has a muddy taste." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Mind Control (beast)", + "source": "TftYP", + "page": 229, + "type": "P", + "rarity": "rare", + "entries": [ + "When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.", + "A potion of mind control produces the effect of a {@spell dominate beast} spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no {@status concentration} required on your part. The {@condition charmed} creature has disadvantage on new saving throws to break the effect during this time." + ], + "attachedSpells": [ + "dominate beast" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Mind Control (humanoid)", + "source": "TftYP", + "page": 229, + "type": "P", + "rarity": "rare", + "entries": [ + "When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.", + "A potion of mind control produces the effect of a {@spell dominate person} spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no {@status concentration} required on your part. The {@condition charmed} creature has disadvantage on new saving throws to break the effect during this time." + ], + "attachedSpells": [ + "dominate person" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Mind Control (monster)", + "source": "TftYP", + "page": 229, + "type": "P", + "rarity": "very rare", + "entries": [ + "When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.", + "A potion of mind control produces the effect of a {@spell dominate monster} spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no {@status concentration} required on your part. The {@condition charmed} creature has disadvantage on new saving throws to break the effect during this time." + ], + "attachedSpells": [ + "dominate monster" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Mind Reading", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "rare", + "entries": [ + "When you drink this potion, you gain the effect of the {@spell detect thoughts} spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it." + ], + "attachedSpells": [ + "detect thoughts" + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Necrotic Resistance", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "resist": [ + "necrotic" + ], + "tier": "minor", + "rarity": "uncommon", + "hasRefs": true, + "entries": [ + "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Poison", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "uncommon", + "entries": [ + "This concoction looks, smells, and tastes like a {@item potion of healing} or other beneficial potion. However, it is actually poison masked by illusion magic. An {@spell identify} spell reveals its true nature.", + "If you drink it, you take {@damage 3d6} poison damage, and you must succeed on a DC 13 Constitution saving throw or be {@condition poisoned}. At the start of each of your turns while you are {@condition poisoned} in this way, you take {@damage 3d6} poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by {@dice 1d6}. The poison ends when the damage decreases to 0." + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Poison Resistance", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "resist": [ + "poison" + ], + "tier": "minor", + "rarity": "uncommon", + "hasRefs": true, + "entries": [ + "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Polychromy", + "source": "DitLCoT", + "page": 15, + "type": "P", + "rarity": "uncommon", + "entries": [ + "When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity ({@skill Stealth}) checks until you change your colors again or the potion wears off.", + "The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste." + ], + "miscTags": [ + "CNS" + ], + "hasFluffImages": true + }, + { + "name": "Potion of Possibility", + "source": "EGW", + "page": 268, + "type": "P", + "rarity": "very rare", + "entries": [ + "When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.", + "When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional {@dice d20} and choose which of the {@dice d20}s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a {@dice d20} and choose which of the {@dice d20}s to use, the one you rolled or the one the attacker rolled.", + "If the original {@dice d20} roll has advantage or disadvantage, you roll your {@dice d20} after advantage or disadvantage has been applied to the original roll.", + "While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Psionic Fortitude", + "source": "PaBTSO", + "page": 219, + "type": "P", + "rarity": "uncommon", + "entries": [ + "When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself.", + "This black potion swirls with shimmering flecks of pink and purple." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Psychic Resistance", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "resist": [ + "psychic" + ], + "tier": "minor", + "rarity": "uncommon", + "hasRefs": true, + "entries": [ + "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Radiant Resistance", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "resist": [ + "radiant" + ], + "tier": "minor", + "rarity": "uncommon", + "hasRefs": true, + "entries": [ + "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Speed", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "very rare", + "entries": [ + "When you drink this potion, you gain the effect of the {@spell haste} spell for 1 minute (no {@status concentration} required). The potion's yellow fluid is streaked with black and swirls on its own." + ], + "attachedSpells": [ + "haste" + ], + "lootTables": [ + "Magic Item Table D" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Stone Giant Strength", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "rare", + "ability": { + "static": { + "str": 23 + } + }, + "entries": [ + "When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.", + "This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature stone giant}." + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Storm Giant Strength", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "legendary", + "ability": { + "static": { + "str": 29 + } + }, + "entries": [ + "When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.", + "This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature storm giant}." + ], + "lootTables": [ + "Magic Item Table E" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Superior Healing", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "rare", + "entries": [ + "You regain {@dice 8d4 + 8} hit points when you drink this potion. The potion's red liquid glimmers when agitated." + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Supreme Healing", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "very rare", + "entries": [ + "You regain {@dice 10d4 + 20} hit points when you drink this potion. The potion's red liquid glimmers when agitated." + ], + "lootTables": [ + "Magic Item Table D", + "Magic Item Table E" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Thunder Resistance", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "resist": [ + "thunder" + ], + "tier": "minor", + "rarity": "uncommon", + "hasRefs": true, + "entries": [ + "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Vitality", + "source": "DMG", + "page": 188, + "basicRules": true, + "type": "P", + "tier": "minor", + "rarity": "very rare", + "entries": [ + "When you drink this potion, it removes any {@condition exhaustion} you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat." + ], + "lootTables": [ + "Magic Item Table D" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Watchful Rest", + "source": "WDMM", + "page": 62, + "type": "P", + "rarity": "common", + "entries": [ + "When you drink this potion, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Water Breathing", + "source": "DMG", + "page": 188, + "srd": true, + "type": "P", + "tier": "minor", + "rarity": "uncommon", + "entries": [ + "You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it." + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ], + "hasFluffImages": true + }, + { + "name": "Potter's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 84 + } + ], + "reprintedAs": [ + "Potter's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 3, + "value": 1000, + "additionalEntries": [ + "Potter's tools are used to create a variety of ceramic objects, most typically pots and similar vessels.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Potter's tools include potter's needles, ribs, scrapers, a knife, and calipers." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin." + ] + }, + { + "type": "entries", + "name": "Investigation, Perception", + "entries": [ + "You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities." + ] + }, + { + "type": "entries", + "name": "Reconstruction", + "entries": [ + "By examining pottery shards, you can determine an object's original, intact form and its likely purpose." + ] + }, + { + "type": "table", + "caption": "Potter's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Determine what a vessel once held", + "10" + ], + [ + "Create a serviceable pot", + "15" + ], + [ + "Find a weak point in a ceramic object", + "20" + ] + ] + } + ] + }, + { + "name": "Potter's Tools", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 3, + "value": 1000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Intelligence" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Discern what a ceramic object held in the past 24 hours ({@dc 15})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Jug|XPHB}, {@item Lamp|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Pouch", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Pouch|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 50, + "entries": [ + "A cloth or leather pouch can hold up to 20 {@item sling bullet|phb|sling bullets} or 50 {@item blowgun needle|phb|blowgun needles}, among other things. A compartmentalized pouch for holding spell components is called a {@item component pouch|phb}. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear." + ], + "containerCapacity": { + "weight": [ + 6 + ], + "item": [ + { + "sling bullet|phb": 20, + "blowgun needle|phb": 50 + } + ] + } + }, + { + "name": "Pouch", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 50, + "entries": [ + "A Pouch holds up to 6 pounds within one-fifth of a cubic foot." + ], + "containerCapacity": { + "weight": [ + 6 + ], + "item": [ + { + "firearm bullet|xphb": 10, + "sling bullet|xphb": 20, + "needle|xphb": 50 + } + ] + } + }, + { + "name": "Powered Armor", + "source": "LLK", + "page": 56, + "baseItem": "plate armor|phb", + "type": "HA", + "rarity": "legendary", + "reqAttune": true, + "weight": 65, + "ac": 18, + "ability": { + "static": { + "str": 18 + } + }, + "bonusAc": "+1", + "entries": [ + "Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings\u2014only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor's left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal.", + "While wearing this armor, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have a +1 bonus to AC.", + "Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).", + "You have advantage on death saving throws." + ] + }, + "The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:", + { + "type": "list", + "items": [ + "Emit a force field to gain {@dice 2d6 + 5} temporary hit points (1 charge or 5 hit points).", + "Activate boosters to gain a flying speed of 15 feet for 1 minute (1 charge or 5 hit points).", + "Fire arm-mounted laser: {@atk rw} {@hit 8} to hit, range 120 feet, one target. {@h}{@damage 2d6} radiant damage (1 charge or 5 hit points).", + "Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).", + "Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points).", + "Gain {@sense darkvision} to a range of 60 feet for up to 1 hour (1 charge or 5 hit points)." + ] + }, + "The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing {@dice 2d10} charges.", + { + "type": "inset", + "name": "Powered Armor Options", + "entries": [ + "Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish's legendary powered armor.", + { + "type": "entries", + "name": "Automatic Defenses", + "entries": [ + "Unless Kwalish deactivates the suit's automatic defenses, no one can approach the armor without setting those defenses off. Treat the armor as a {@creature shield guardian} that has stored a {@spell magic missile} spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely approached." + ] + }, + { + "type": "entries", + "name": "Battle of Wills", + "entries": [ + "When donned by a new user, the armor deems itself superior and attempts to take possession of that user. The user must succeed on a DC 13 Charisma saving throw or be possessed by the armor. While possessed, the user is {@condition incapacitated} and loses control of its body but retains its awareness. The armor uses the possessed user's statistics (as adjusted by the armor), but doesn't gain access to the user's knowledge, features, or proficiencies.", + "Freeing a creature trapped inside the armor first requires defeating the armor's automatic defenses (as above). The trapped creature can also attempt a DC 20 Charisma saving throw each day at dawn. On a successful save, the armor no longer controls the creature and can be safely donned by that creature at any time." + ] + }, + { + "type": "entries", + "name": "Stasis", + "entries": [ + "Whenever a creature wearing the armor drops to 0 hit points, the armor places that creature into a state of stasis. While in this state, the creature is stable and does not make death saving throws, but the armor takes control of the creature (as above). Additionally, the armor attempts to assume the identity of the user, assuring their allies that nothing is amiss. Freeing the user first requires defeating the armor's automatic defenses (as above). A creature in stasis does not make Charisma saving throws to break the armor's control." + ] + }, + { + "type": "entries", + "name": "Alternative Power", + "entries": [ + "Powered armor originally required energy cells to fuel it, but was adapted by Kwalish to be fueled by the life energy of the creature wearing it. You might decide that the armor can also draw power from additional sources, or that energy cells can be recharged with the aid of a tinker, inventor, or artificer. It might also be possible for allies to connect to the armor through the use of magic that generates a conduit something like an astral silver cord. While so connected, a willing ally can give up hit points as a reaction to fuel the armor's abilities." + ] + } + ] + } + ] + }, + { + "name": "Powered Armor", + "source": "QftIS", + "type": "HA", + "rarity": "none", + "charges": 24, + "entries": [ + "This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an {@item energy cell} stored in a compartment on the thigh plate.", + "Placing a full {@item energy cell} in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining.", + { + "type": "entries", + "name": "Activating the Armor", + "entries": [ + "As an action, you can expend any number of the armor's charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn't recover any expended charges.", + "While the armor is active, you gain the following benefits:" + ] + }, + { + "type": "entries", + "name": "Augmented Physicality", + "entries": [ + "You have advantage on Strength checks, and your carrying capacity is doubled." + ] + }, + { + "type": "entries", + "name": "Environmental Adaptation", + "entries": [ + "The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you're unaffected by harmful gases, as well as contact and inhaled poisons." + ] + }, + { + "type": "entries", + "name": "Force Field", + "entries": [ + "When you would take damage, you can use your reaction to expend 1 of the armor's charges to deploy a defensive force field. Roll {@dice 3d10} and reduce the damage taken by the total rolled." + ] + }, + { + "type": "entries", + "name": "Propulsion", + "entries": [ + "As a bonus action, you can expend 1 of the armor's charges to gain a flying speed equal to your walking speed for 1 minute. If you're airborne when this duration ends, you fall." + ] + }, + { + "type": "entries", + "name": "Replacing the Energy Cell", + "entries": [ + "While the armor has charges remaining, its {@item energy cell} can't be removed. Once the armor has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action." + ] + } + ] + }, + { + "name": "Prehistoric Figurine of Wondrous Power, Carnelian Triceratops", + "source": "BGG", + "page": 114, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.", + "As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature triceratops||Carnelian Triceratops}", + "entries": [ + "This figurine becomes a {@creature triceratops} for up to 6 hours and can be ridden as a mount. Once it has been used, it can't be used again until 10 days have passed." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Prehistoric Figurine of Wondrous Power, Jasper Tyrannosaurus Rex", + "source": "BGG", + "page": 114, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.", + "As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature tyrannosaurus rex||Jasper Tyrannosaurus Rex}", + "entries": [ + "This figurine, crafted from rare green jasper, becomes a {@creature tyrannosaurus rex} for up to 1 hour. Once it has been used, it can't be used again until 14 days have passed.", + "Whenever you command the figurine while it's in tyrannosaurus rex form (including commanding it to revert to figurine form), you must roll a {@dice d20}. On a 1, you lose control of the figurine, and it becomes hostile to you and your companions until it is reduced to 0 hit points, at which point it reverts to figurine form." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Prehistoric Figurine of Wondrous Power, Kyanite Pteranodon", + "source": "BGG", + "page": 114, + "rarity": "rare", + "wondrous": true, + "entries": [ + "Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.", + "As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature pteranodon||Kyanite Pteranodon}", + "entries": [ + "This figurine becomes a {@creature pteranodon} for up to 8 hours. If your size is Medium or smaller, you can ride the pteranodon as a mount. Once it has been used, it can't be used again until 7 days have passed." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus", + "source": "BGG", + "page": 114, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.", + "As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.", + { + "type": "entries", + "name": "{@creature plesiosaurus||Pyrite Plesiosaurus}", + "entries": [ + "This figurine becomes a {@creature plesiosaurus} for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed.", + "While you are riding the plesiosaurus, you can use it to cast {@spell water breathing} at will." + ] + } + ], + "attachedSpells": [ + "water breathing" + ], + "hasFluffImages": true + }, + { + "name": "Pressure Capsule", + "source": "GoS", + "page": 229, + "rarity": "common", + "wondrous": true, + "entries": [ + "This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see \"{@book Unusual Environments|dmg|5|Unusual Environments}\" in chapter 5 of the Dungeon Master's Guide)." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Pride Silk", + "source": "EGW", + "page": 103, + "type": "G", + "rarity": "none", + "weight": 1, + "value": 10000, + "entries": [ + "The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk." + ] + }, + { + "name": "Pride Silk Outfit", + "source": "EGW", + "page": 103, + "type": "G", + "rarity": "none", + "weight": 4, + "value": 50000, + "entries": [ + "An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it." + ] + }, + { + "name": "Priest's Pack", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Priest's Pack|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 24, + "value": 1900, + "entries": [ + "Includes:", + { + "type": "list", + "items": [ + "a {@item backpack|phb}", + "a {@item blanket|phb}", + "10 {@item candle|phb|candles}", + "a {@item tinderbox|phb}", + "an alms box", + "2 blocks of incense", + "a censer", + "vestments", + "2 days of {@item Rations (1 day)|phb|rations}", + "a {@item waterskin|phb}." + ] + } + ], + "packContents": [ + "backpack|phb", + "blanket|phb", + { + "item": "candle|phb", + "quantity": 10 + }, + "tinderbox|phb", + { + "item": "rations (1 day)|phb", + "quantity": 2 + }, + "waterskin|phb", + { + "special": "alms box" + }, + { + "special": "block of incense", + "quantity": 2 + }, + { + "special": "censer" + }, + { + "special": "vestments" + } + ] + }, + { + "name": "Priest's Pack", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 29, + "value": 3300, + "entries": [ + "A Priest's Pack contains the following items: {@item Backpack|XPHB}, {@item Blanket|XPHB}, {@item Holy Water|XPHB}, {@item Lamp|XPHB}, 7 days of {@item Rations|XPHB}, {@item Robe|XPHB}, and {@item Tinderbox|XPHB}." + ], + "packContents": [ + "backpack|xphb", + "blanket|xphb", + "holy water|xphb", + "lamp|xphb", + { + "item": "rations|xphb", + "quantity": 7 + }, + "robe|xphb", + "tinderbox|xphb" + ] + }, + { + "name": "Primal Amulet", + "source": "XMtS", + "page": 19, + "rarity": "unknown (magic)", + "entries": [ + "This beaded jade necklace bears an ancient symbol of the River Heralds. When worn, the primal amulet allows its wearer to cast {@spell speak with animals}, {@spell locate object}, and {@spell pass without trace}. Once the amulet has been used to cast a spell, it can't be used to cast that spell again until the next dawn." + ] + }, + { + "name": "Prismari Primer", + "source": "SCC", + "page": 39, + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "The Prismari Primer is a magic textbook created at Strixhaven's Prismari College. The primer has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you make a Dexterity ({@skill Acrobatics}) or a Charisma ({@skill Performance}) check while holding the primer, you can expend 1 charge to give yourself a {@dice 1d4} bonus to the check, immediately after you roll the {@dice d20}.", + "In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma." + ] + }, + { + "name": "Prismari Trinket", + "source": "SCC", + "page": 32, + "type": "G", + "rarity": "none", + "entries": [ + "When you make your character, you may roll once on the Prismari Trinkets table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.", + { + "caption": "Prismari Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A pair of rose-tinted glasses with glittery frames" + ], + [ + "2", + "A stoppered glass bottle that, when opened, plays a brassy orchestral piece" + ], + [ + "3", + "A quartet of hovering water motes in a vial" + ], + [ + "4", + "A bandolier of watercolor paints" + ], + [ + "5", + "A tiara capped with a crystal that crackles with harmless lightning" + ], + [ + "6", + "An iridescent quill" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Prismatic Well", + "source": "NRH-AT", + "page": 8, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This well enhances the colors of the city of Harmony and invigorates the population. When the well is at full power, all good-aligned creatures that see the colors experience feelings of happiness and have advantage on all Charisma checks." + ] + }, + { + "name": "Professor Orb", + "source": "WDMM", + "page": 284, + "rarity": "rare", + "wondrous": true, + "sentient": true, + "weight": 5, + "entries": [ + "Each professor orb takes the form of a smooth, solid, 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light deep inside the sphere.", + "A Professor Orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the \"{@book Sentient Magic Items|DMG|7|Sentient Magic Items}\" section in chapter 7 of the {@book Dungeon Master's Guide|dmg}. Regardless of its disposition, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling {@dice 3d6} for each ability. The orb speaks, reads, and understands four languages, and can see and hear normally out to a range of 60 feet. Unlike most sentient items, the orb has no will of its own and can't initiate a conflict with the creature in possession of it.", + "A Professor Orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).", + "In addition to the knowledge it possesses, a professor orb can cast the {@spell mage hand} cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence." + ], + "attachedSpells": [ + "mage hand" + ] + }, + { + "name": "Professor Skant", + "source": "IDRotF", + "page": 315, + "_copy": { + "name": "Professor Orb", + "source": "WDMM" + }, + "entries": [ + "The {@item professor orb|WDMM} owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9 {@note (as a professor orb, it has an Intelligence of 18)}. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:", + { + "type": "list", + "items": [ + "The history of Netheril (see the \"{@adventure Fate of Netheril|IDRotF|17|Fate of Netheril}\" sidebar)", + "Vampirism and the traits of vampires", + "Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)", + "The {@creature tarrasque} (see the Monster Manual)" + ] + }, + "When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).", + "Professor Skant takes the form of a smooth, solid, 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light deep inside the sphere.", + "Professor Skant can see and hear normally out to a range of 60 feet. Unlike most sentient items, the orb has no will of its own and can't initiate a conflict with the creature in possession of it.", + "In addition to the knowledge it possesses, Professor Skant can cast the {@spell mage hand} cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence." + ] + }, + { + "name": "Propeller Helm", + "source": "WDMM", + "page": 251, + "rarity": "uncommon", + "reqAttune": "by a small humanoid", + "reqAttuneTags": [ + { + "creatureType": "humanoid", + "size": "S" + } + ], + "wondrous": true, + "entries": [ + "While worn, the helm allows its wearer to use an action to cast the {@spell levitate} spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a {@chance 50} chance that the helm loses its magic and becomes nonmagical." + ] + }, + { + "name": "Prosthetic Limb", + "source": "TCE", + "page": 134, + "otherSources": [ + { + "source": "ERLW", + "page": 278 + }, + { + "source": "EGW" + } + ], + "rarity": "common", + "wondrous": true, + "entries": [ + "This item replaces a lost limb-a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die." + ], + "hasFluffImages": true + }, + { + "name": "Protective Verses", + "source": "TCE", + "page": 134, + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "focus": [ + "Wizard" + ], + "entries": [ + "This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book's cover and cause it to lock as if you cast {@spell arcane lock} on it. When found, the book contains the following spells: {@spell arcane lock}, {@spell dispel magic}, {@spell globe of invulnerability}, {@spell glyph of warding}, {@spell Mordenkainen's private sanctum}, {@spell protection from evil and good||protection from evil}, and {@spell symbol}. It functions as a spellbook for you.", + "While you are holding the book, you can use it as a spellcasting focus for your wizard spells.", + "The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school.", + "When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you {@dice 2d10} temporary hit points." + ] + } + ], + "attachedSpells": [ + "arcane lock", + "dispel magic", + "globe of invulnerability", + "glyph of warding", + "mordenkainen's private sanctum", + "protection from evil and good", + "symbol" + ] + }, + { + "name": "Prying Blade", + "source": "XMtS", + "page": 19, + "rarity": "unknown (magic)", + "entries": [ + "A hooked blade useful on board a ship or as a cutting tool in the wilderness, this {@item +1 shortsword} grants its wielder advantage on Strength ({@skill Athletics}) checks to climb or to escape while {@condition restrained}." + ] + }, + { + "name": "Psi Crystal", + "source": "IDRotF", + "page": 315, + "rarity": "uncommon", + "reqAttune": "by a creature with an intelligence score of 3 or higher", + "reqAttuneTags": [ + { + "int": 3 + } + ], + "wondrous": true, + "entries": [ + "This crystal grants you telepathy for as long as you remain attuned to it. See the {@book introduction of the Monster Manual|MM|0|Telepathy} for rules on how this telepathy works.", + "The crystal also glows with a purplish inner light while you are attuned to it.", + "The higher your intelligence, the greater the light's intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).", + { + "type": "table", + "caption": "Psi Crystal Properties", + "colStyles": [ + "col-2 text-center", + "col-2 text-center", + "col-8" + ], + "colLabels": [ + "Intelligence Score", + "Range of Telepathy", + "Light Intensity" + ], + "rows": [ + [ + "3-7", + "15 feet", + "Dim light out to a range of 5 feet" + ], + [ + "8-11", + "30 feet", + "Bright light in a 5-foot radius and dim light for an additional 5 feet" + ], + [ + "12-15", + "60 feet", + "Bright light in a 10-foot radius and dim light for an additional 10 feet" + ], + [ + "16 or higher", + "120 feet", + "Bright light in a 15-foot radius and dim light for an additional 15 feet" + ] + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Psychic Absorbing Tattoo", + "source": "TCE", + "page": 119, + "resist": [ + "psychic" + ], + "detail1": "silver", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Absorbing Tattoo|TCE}" + ] + }, + { + "name": "Psychic Blade", + "source": "XPHB", + "page": 136, + "type": "M", + "rarity": "none", + "weaponCategory": "simple", + "property": [ + "F|XPHB", + "T|XPHB" + ], + "mastery": [ + "Vex|XPHB" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "Y" + }, + { + "name": "Purging Rod", + "source": "DoDk", + "page": 230, + "type": "RD|DMG", + "rarity": "uncommon", + "entries": [ + "Once per day while holding this rod, you can use an action to cast {@spell purge contamination|DoDk}. After casting the spell, roll {@dice 1d20}. On a 1, the rod melts into sludge." + ], + "attachedSpells": [ + "purge contamination|dodk" + ] + }, + { + "name": "Purple Worm Poison", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 200000, + "poison": true, + "entries": [ + "This poison must be harvested from a dead or {@condition incapacitated} {@creature purple worm}. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one." + ], + "poisonTypes": [ + "injury" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Puzzle Card", + "source": "BMT", + "page": 14, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can hold this card aloft and magically disable each trap within 60 feet of you that isn't behind {@quickref cover||3||total cover}. A trap, for the purpose of this property, includes any object or mechanism that would inflict a sudden effect that was intended by its maker to cause harm or inconvenience. If the trap is the effect of a spell, such as {@spell Alarm}, that trap is suppressed for 10 minutes instead of being disabled. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Pyremaul (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Pyremaul (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When Pyremaul reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack rolls increases to +2.", + "The extra fire damage dealt by the weapon increases to {@dice 2d6}.", + "As an action, you can slam Pyremaul into the ground to cast the {@spell burning hands} spell at 2nd level (save {@dc 15}). You can't use this property again until you finish a {@quickref resting|PHB|2|0|short or long rest}.", + "Whenever you score a critical hit with this weapon, the target must succeed on a {@dc 15} Strength {@quickref saving throws|PHB|2|1|saving throw} or be knocked {@condition prone}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeaponAttack": "+2", + "recharge": "restShort", + "attachedSpells": [ + "burning hands" + ], + "hasFluffImages": true + }, + { + "name": "Pyremaul (Dormant)", + "source": "TDCSR", + "page": 208, + "baseItem": "maul|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "weight": 10, + "weaponCategory": "martial", + "property": [ + "H", + "2H", + "Vst|TDCSR" + ], + "dmg1": "2d6", + "dmgType": "B", + "bonusWeaponAttack": "+1", + "entries": [ + "Forged from deep red iron, this massive hammer is set with a brilliant fire opal that shimmers with eternal flame. It is rumored to be currently wielded by {@book Grand Legate Phaestor, the fire giant ruler of Vulkanon|TDCSR|6|fire giants}, somewhere beneath the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While Pyremaul is in a dormant state, you gain a +1 bonus to attack rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra {@damage 1d6} fire damage.", + "Additionally, you can choose to have this weapon shed bright light in a 30-foot radius and dim light for an additional 30 feet (no action required)." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Pyremaul (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Pyremaul (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When Pyremaul reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack rolls increases to +3.", + "The extra fire damage dealt by the weapon increases to {@dice 3d6}.", + "When you cast {@spell burning hands} with the weapon, you do so at 3rd level and the save DC increases to 17.", + "When you score a critical hit with this weapon, the {@quickref saving throws|PHB|2|1|saving throw} to avoid being knocked {@condition prone} increases to 17. You also roll an extra {@damage 3d6} fire damage when determining the extra damage for the critical hit.", + "When you kill a creature with an attack using this weapon, you can take {@damage 10d10} fire damage and immolate the creature's corpse. This damage can't be reduced in any way, and you die if this damage reduces you to 0 hit points. The immolated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of ash. The creature can be restored to life only by means of a {@spell true resurrection} or a {@spell wish} spell. You can't use this property of the maul again until 7 days have passed." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeaponAttack": "+3", + "recharge": "special", + "hasFluffImages": true + }, + { + "name": "Pyroconverger", + "source": "GGR", + "page": 180, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.", + "As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking {@damage 4d6} fire damage on a failed save, or half as much damage on a successful one.", + "Each time you use the Pyroconverger, roll a {@dice d10} and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take {@damage 4d6} fire damage, and you can't use the Pyroconverger again until you finish a long rest." + ], + "hasFluffImages": true + }, + { + "name": "Pyxis of Pandemonium", + "source": "MOT", + "page": 197, + "rarity": "legendary", + "wondrous": true, + "curse": true, + "entries": [ + "A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the {@spell bless} spell until the creature finishes a short or long rest. The creature can't gain these benefits again until it finishes a long rest.", + "If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is {@condition charmed} by the vessel for 1 hour. The {@condition charmed} creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel's whispers for 24 hours." + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Calamity" + ], + "rows": [ + [ + "1", + "{@b Androphagia.} Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must begin its turn using the {@action Attack} action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success." + ], + [ + "2", + "{@b Bile Blight.} The vessel casts the {@spell harm} spell on each creature within 30 feet of it." + ], + [ + "3", + "{@b Flood.} The vessel casts the {@spell tsunami} spell at a point of the DM's choice within 120 feet of it." + ], + [ + "4", + "{@b Medusa's Gaze.} The vessel casts the {@spell flesh to stone} spell on each creature within 30 feet of it." + ], + [ + "5", + "{@b Labyrinth.} The vessel casts the {@spell maze} spell on each creature within 30 feet of it." + ], + [ + "6", + "{@b Nightmare.} Tendrils of shadow seep from the vessel and form into {@dice 1d4} {@creature shadow demon||shadow demons} (see the Monster Manual for their stat block), which appear in unoccupied spaces within 30 feet of it and are hostile." + ], + [ + "7", + "{@b Swarming Insects.} The vessel casts the {@spell insect plague} spell, centered on itself and with a radius of 30 feet." + ], + [ + "8", + "{@b Unbridled Revel.} The vessel casts the {@spell Otto's irresistible dance} spell on each creature within 30 feet of it." + ] + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Quaal's Feather Token, Anchor", + "source": "DMG", + "page": 188, + "srd": "Feather Token, Anchor", + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "entries": [ + "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.", + { + "name": "Anchor", + "type": "entries", + "entries": [ + "You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears." + ] + } + ] + }, + { + "name": "Quaal's Feather Token, Bird", + "source": "DMG", + "page": 188, + "srd": "Feather Token, Bird", + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "entries": [ + "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.", + { + "name": "Bird", + "type": "entries", + "entries": [ + "You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a {@creature roc}, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action." + ] + } + ] + }, + { + "name": "Quaal's Feather Token, Fan", + "source": "DMG", + "page": 188, + "srd": "Feather Token, Fan", + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "entries": [ + "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.", + { + "name": "Fan", + "type": "entries", + "entries": [ + "If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action." + ] + } + ] + }, + { + "name": "Quaal's Feather Token, Swan Boat", + "source": "DMG", + "page": 188, + "srd": "Feather Token, Swan Boat", + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "entries": [ + "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.", + { + "name": "Swan Boat", + "type": "entries", + "entries": [ + "You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action." + ] + } + ] + }, + { + "name": "Quaal's Feather Token, Tree", + "source": "DMG", + "page": 188, + "srd": "Feather Token, Tree", + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "entries": [ + "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.", + { + "name": "Tree", + "type": "entries", + "entries": [ + "You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius." + ] + } + ] + }, + { + "name": "Quaal's Feather Token, Whip", + "source": "DMG", + "page": 188, + "srd": "Feather Token, Whip", + "tier": "minor", + "rarity": "rare", + "wondrous": true, + "entries": [ + "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.", + { + "name": "Whip", + "type": "entries", + "entries": [ + "You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of {@hit 9}. On a hit, the target takes {@damage 1d6 + 5} force damage.", + "As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are {@condition incapacitated} or die." + ] + } + ] + }, + { + "name": "Quandrix Primer", + "source": "SCC", + "page": 39, + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "The Quandrix Primer is a magic textbook created at Strixhaven's Quandrix College. The primer has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you make an Intelligence ({@skill Arcana}) or an Intelligence ({@skill Nature}) check while holding the primer, you can expend 1 charge to give yourself a {@dice 1d4} bonus to the check, immediately after you roll the {@dice d20}.", + "In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma." + ] + }, + { + "name": "Quandrix Trinket", + "source": "SCC", + "page": 33, + "type": "G", + "rarity": "none", + "entries": [ + "When you make your character, you may roll once on the Quandrix Trinkets table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.", + { + "caption": "Quandrix Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A small succulent in a dodecahedral clay pot" + ], + [ + "2", + "A blue knit hat that looks a bit like a bottle folding in on itself" + ], + [ + "3", + "A model hypercube carved from green crystal, showcasing the fourth dimension" + ], + [ + "4", + "A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a famous Quandrix professor" + ], + [ + "5", + "A blue tetrahedron that, when tapped twice, projects a recording of an old mathematics lecture" + ], + [ + "6", + "A round bread roll cut so that someone could spread butter on both halves without ever lifting the knife" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Quarterstaff of the Acrobat", + "source": "UtHftLH", + "reprintedAs": [ + "Quarterstaff|XPHB" + ], + "baseItem": "quarterstaff|xphb", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V|XPHB", + "T|XPHB" + ], + "mastery": [ + "Topple|XPHB" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "bonusAc": "+5", + "staff": true, + "entries": [ + "You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.", + "While holding this weapon, you can cause it to emit green {@variantrule Dim Light|XPHB} out to 10 feet, either as a {@variantrule Bonus Action|XPHB} or after you roll {@variantrule Initiative|XPHB}, or you can extinguish the light as a {@variantrule Bonus Action|XPHB}.", + "While holding this weapon, you can take a {@variantrule Bonus Action|XPHB} to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot {@item pole|XPHB}, or reverting it a {@item Quarterstaff|XPHB}; the weapon will elongate only as far as the surrounding space allows.", + "In certain forms, the weapon has the following additional properties.", + { + "type": "entries", + "name": "Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only)", + "entries": [ + "While holding this weapon, you have {@variantrule Advantage|XPHB} on Dexterity ({@skill Acrobatics|XPHB}) checks." + ] + }, + { + "type": "entries", + "name": "Attack Deflection (Quarterstaff Form Only)", + "entries": [ + "When you are hit by an attack while holding the weapon, you can take a {@variantrule Reaction|XPHB} to twirl the weapon around you, gaining a +5 bonus to your {@variantrule Armor Class|XPHB} against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Ranged Weapon (Quarterstaff Form Only)", + "entries": [ + "This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand." + ] + } + ] + }, + { + "name": "Quartz", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "A transparent white, smoky gray, or yellow gemstone." + ] + }, + { + "name": "Quiver", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Quiver|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 100, + "entries": [ + "A quiver can hold up to 20 {@item arrow|phb|arrows}." + ], + "containerCapacity": { + "item": [ + { + "arrow|phb": 20 + } + ] + } + }, + { + "name": "Quiver", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 100, + "entries": [ + "A Quiver holds up to 20 Arrows." + ], + "containerCapacity": { + "item": [ + { + "arrow|xphb": 20 + } + ] + } + }, + { + "name": "Quiver of Ehlonna", + "source": "DMG", + "page": 189, + "srd": "Efficient Quiver", + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "weight": 2, + "entries": [ + "Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty {@item arrow|phb|arrows}, {@item crossbow bolt|phb|bolts}, or similar objects. The midsize compartment holds up to eighteen {@item javelin|phb|javelins} or similar objects. The longest compartment holds up to six long objects, such as bows, {@item quarterstaff|phb|quarterstaffs}, or {@item spear|phb|spears}.", + "You can draw any item the quiver contains as if doing so from a regular quiver or scabbard." + ], + "containerCapacity": { + "item": [ + { + "crossbow bolt|phb": 60, + "arrow|phb": 60 + }, + { + "javelin|phb": 18 + }, + { + "quarterstaff|phb": 6, + "spear|phb": 6 + } + ], + "weightless": true + }, + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Radiance", + "source": "CM", + "page": 87, + "type": "WD|DMG", + "rarity": "unknown (magic)", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "bonusSpellAttack": "+1", + "entries": [ + "While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore {@quickref Cover||3||half cover} when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.", + "While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the {@spell enhance ability} spell, choosing itself and no other creature as the spell's target. Once this property of the wand is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "enhance ability" + ] + }, + { + "name": "Radiant Absorbing Tattoo", + "source": "TCE", + "page": 119, + "resist": [ + "radiant" + ], + "detail1": "gold", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Absorbing Tattoo|TCE}" + ] + }, + { + "name": "Rain Catcher", + "source": "ToA", + "page": 32, + "type": "G", + "rarity": "none", + "weight": 5, + "value": 100, + "entries": [ + "A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons. The tarp and wooden frame fold up for easy transport." + ] + }, + { + "name": "Rakdos Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring, adorned with the symbol of Rakdos, allows you to cast {@spell hellish rebuke}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Rakdos' recognition and favor.", + "A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13)." + ], + "attachedSpells": [ + "hellish rebuke" + ], + "hasFluffImages": true + }, + { + "name": "Rakdos Keyrune", + "source": "GGR", + "page": 178, + "rarity": "uncommon", + "reqAttune": "by a member of the Rakdos guild", + "reqAttuneTags": [ + { + "background": "rakdos cultist|ggr" + } + ], + "wondrous": true, + "entries": [ + "This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a {@creature cackler|GGR} for up to 1 hour.", + "When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature cackler|GGR}. If there isn't enough space for the creature, the keyrune doesn't transform.", + "The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.", + "At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Rakdos Riteknife", + "source": "GGR", + "page": 180, + "baseItem": "dagger|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored to life only by a {@spell wish} spell. The dagger can hold a maximum of five souls.", + "For each soul imprisoned in the dagger, your attacks with it deal an extra {@damage 1d4} necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.", + "The dagger has the following additional properties.", + { + "type": "entries", + "name": "Siphon Vitality", + "entries": [ + "As a bonus action, you can release any number of stored souls from the dagger to regain {@dice 1d10} hit points per soul released." + ] + }, + { + "type": "entries", + "name": "Annihilation", + "entries": [ + "If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can't use this property again until you finish a long rest." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Ranseur of Torture", + "source": "CoA", + "page": 273, + "baseItem": "pike|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weight": 18, + "weaponCategory": "martial", + "property": [ + "H", + "R", + "2H" + ], + "dmg1": "1d10", + "dmgType": "P", + "bonusWeapon": "+3", + "entries": [ + "Forged of infernal iron and Hellfire through the help of Dispater, the Ranseur of Torture has been Belial's weapon of choice since he first became an archdevil.", + "It is so directly tied to him that one of his worshipped symbols is a two-pronged fork. The weapon never leaves his side, and he is a master at wielding it.", + "The Ranseur of Torture is a magic pike. You have a +3 bonus to attack and damage rolls made with this weapon, and it does {@damage 2d10} piercing damage instead of its regular damage. When you hit a good aligned creature with it, that creature takes an extra {@damage 1d10} necrotic damage.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Ranseur of Torture has the following random properties:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Wounding", + "entries": [ + "Damage dealt by the Ranseur of Torture is particularly dangerous, as it can only be restored through magical means. Resting, food, and medicine won't restore hit points removed by the pike. If the damage goes untreated for 7 days, the missing hit points are permanently removed, and can be recovered only through casting a {@spell Regenerate} or {@spell Wish} spell on the victim." + ] + }, + { + "type": "entries", + "name": "Execution", + "entries": [ + "If a creature with less than its full hit points is hit by this pike, the Ranseur of Torture deals {@dice 1d10} additional piercing damage. If a creature is killed by the pike, their soul is sent to Phlegethos and can be restored only through casting a {@spell Wish} spell on the victim." + ] + }, + { + "type": "entries", + "name": "Staggered", + "entries": [ + "Each time a creature takes damage from the Ranseur of Torture, they must make a Constitution save, with a DC equaling the damage they took. On a failed save, their movement speed is reduced by 5 feet until the end of their next turn. This penalty stacks, though movement speed can't be reduced below 0." + ] + }, + { + "type": "entries", + "name": "Interrupting", + "entries": [ + "Spellcasters damaged by the Ranseur of Torture have disadvantage on Constitution checks made to maintain {@status concentration} until the damage is healed. If a creature is {@status concentration||concentrating} on a spell when damaged by the ranseur, their {@status concentration} is immediately ended." + ] + }, + { + "type": "entries", + "name": "Destroying the Ranseur", + "entries": [ + "Only through the written consent of both Dispater and Belial can the Ranseur of Torture be destroyed. If either or both of the archdevils are dead, then the new archdevil to take their mantle must give permission in their stead. The two writs must be wrapped around each of the prongs of the weapon, then the weapon must be tossed into the Pit of Flame. If performed successfully, the Hellfire briefly burns a different hue." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Rations", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 2, + "value": 50, + "entries": [ + "Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See \"{@hazard Malnutrition|XPHB}\" for the risks of not eating." + ] + }, + { + "name": "Rations (1 day)", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Rations|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 2, + "value": 50, + "entries": [ + "Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts." + ] + }, + { + "name": "Raven's Slumber", + "source": "TDCSR", + "page": 197, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "This black crystal pendant is a magical gateway to a small pocket dimension. You can use the pendant as an improvised weapon to make a melee or ranged weapon attack against a Large or smaller creature. On a hit, the target must succeed on a {@dc 10} Wisdom {@quickref saving throws|PHB|2|1|saving throw} or be trapped within the crystal. A creature that wants to be trapped can intentionally fail this {@quickref saving throws|PHB|2|1|saving throw}.", + "Only one creature at a time can be held in a raven's slumber. That creature is aware of the passage of time and can see the world outside of this talisman as if through a window. You can release a held creature to an unoccupied space within 5 feet of you as a bonus action.", + "If a companion creature granted to you by a class feature, or a beast that you've tamed as a companion, is reduced to 0 hit points while within 100 feet of you, it is immediately drawn into the pendant and stabilized. If the pendant already holds a creature, this effect fails." + ] + }, + { + "name": "Ready Gunk", + "source": "GHLoE", + "page": 111, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This sticky paste is fashioned from the powdered bone armor of a {@creature bone trader|GHLoE}. When you treat a weapon, shield, or other item that can be wielded in one or two hands, you can use a bonus action to summon and equip it, as long as the item is within 30 feet of you. After using the magic of the paste three times, it loses its potency." + ] + }, + { + "name": "Reaper's Scream", + "source": "BGG", + "page": 115, + "baseItem": "morningstar|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "weight": 4, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+2", + "entries": [ + "The spikes of this iron morningstar glow with sickly, pale light. The death rune is inscribed on its shaft and inlaid with pearl.", + "You gain a +2 bonus to attack and damage rolls made with this weapon, and attacks with this weapon deal necrotic damage instead of piercing damage.", + "When you attack a creature with this weapon and roll a 20 on the attack roll, you gain 10 temporary hit points. Any creature that hits you with a melee attack while you have 1 or more of these temporary hit points takes 10 necrotic damage.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As a bonus action, you can invoke the weapon's rune, unleashing the screams of every creature slain by the weapon in one cacophonous burst. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of your next turn.", + "Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ] + }, + { + "name": "Red Chromatic Rose", + "source": "WBtW", + "page": 208, + "resist": [ + "fire" + ], + "detail1": "is wreathed in fire", + "rarity": "rare", + "wondrous": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Chromatic Rose|WBtW}" + ] + }, + { + "name": "Red Dragon Mask", + "source": "RoTOS", + "page": 4, + "resist": [ + "fire" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "grantsLanguage": true, + "entries": [ + "This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.", + { + "type": "entries", + "name": "Damage Absorption", + "entries": [ + "You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type." + ] + }, + { + "type": "entries", + "name": "Draconic Majesty", + "entries": [ + "While you are wearing no armor, you can add your Charisma bonus to your Armor Class." + ] + }, + { + "type": "entries", + "name": "Dragon Breath", + "entries": [ + "If you have a breath weapon that requires rest to recharge, it gains a recharge of 6." + ] + }, + { + "type": "entries", + "name": "Dragon Sight", + "entries": [ + "You gain {@sense darkvision} out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain {@sense blindsight} out to 30 feet for 5 minutes." + ] + }, + { + "type": "entries", + "name": "Dragon Tongue", + "entries": [ + "You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons." + ] + }, + { + "type": "entries", + "name": "Legendary Resistance", + "entries": [ + "(1/Day) If you fail a saving throw, you can choose to succeed instead." + ] + }, + { + "type": "entries", + "name": "Dragon Fire", + "entries": [ + "If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes {@damage 1d6} fire damage. A creature that can reach the burning target can use an action to extinguish the fire." + ] + } + ] + }, + { + "name": "Red Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "resist": [ + "fire" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.", + "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn." + ] + }, + { + "name": "Red Wizard Blade", + "source": "HAT-LMI", + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "legendary", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "entries": [ + "Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra {@damage 3d12} necrotic damage.", + "A creature reduced to 0 hit points by this weapon dies and can't be raised from the dead except by a deity or by a creature using a {@item tablet of reawakening|HAT-LMI} to cast the {@spell true resurrection} spell." + ], + "attachedSpells": [ + "true resurrection" + ], + "hasFluffImages": true + }, + { + "name": "Refined Delerium Dust", + "source": "DoDk", + "page": 231, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This pouch contains an ounce of purified and magically charged delerium dust. It may be ingested as an action. When you consume a full pouch, you gain advantage on spell attack rolls and saving throws against spells for one minute.", + "You gain one {@adventure level of contamination|DoDk|12} when you consume refined delerium dust." + ], + "miscTags": [ + "CNS" + ], + "hasFluffImages": true + }, + { + "name": "Reincarnation Dust", + "source": "EGW", + "page": 268, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the {@spell reincarnate} spell had been cast on the remains." + ], + "attachedSpells": [ + "reincarnate" + ] + }, + { + "name": "Reliquary", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Reliquary|XPHB" + ], + "type": "SCF", + "scfType": "holy", + "rarity": "none", + "weight": 2, + "value": 500 + }, + { + "name": "Reliquary", + "source": "XPHB", + "page": 226, + "freeRules2024": true, + "type": "SCF|XPHB", + "scfType": "holy", + "rarity": "none", + "weight": 2, + "value": 500, + "entries": [ + "For a Reliquary to be an effective Holy Symbol, it must be held." + ] + }, + { + "name": "Residuum", + "source": "TDCSR", + "page": 75, + "type": "TG", + "rarity": "unknown (magic)", + "weight": 1, + "value": 50000, + "entries": [ + "The sheer amount of leftover arcane power within the {@item whitestone|TDCSR} of the mountains is incredibly receptive to enchantment. Magic items that incorporate at least an ounce of {@item whitestone|TDCSR} into their construction require only one-quarter the creation time of other magic items. Some alchemists in {@book Emon|TDCSR|3|Emon, the City of Fellowship} have discovered that dissolving {@item whitestone|TDCSR} with specific acids can leave behind pure residuum, which can substitute for expensive spell components when such materials are not readily available.", + "If a spell has a component cost that consumes the component, its caster can substitute the required component for an amount of residuum of an equal value. One pound of pure residuum is worth approximately 500 gp in most markets, though it becomes extremely expensive and difficult to find outside of {@book Emon|TDCSR|3|Emon, the City of Fellowship} or the city of {@book Whitestone|TDCSR|3|Whitestone} itself.", + "Residuum can also be heated and blown into glass, forming a shimmering, greenish surface. Residuum slates or orbs can be used in stationary enchanting tables. Archmages willing to pay exorbitant rates\u2014easily 20,000 gp or more\u2014may acquire an {@item Residuum enchanting slate|TDCSR|enchanting slate} that can be used to expedite the creation of all magic items. Using such a table allows anyone crafting a magic item to do so in one-quarter of the usual time." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Residuum Enchanting Slate", + "source": "TDCSR", + "page": 75, + "type": "T", + "rarity": "unknown (magic)", + "wondrous": true, + "value": 2000000, + "entries": [ + "{@item Residuum|TDCSR} can also be heated and blown into glass, forming a shimmering, greenish surface. Residuum slates or orbs can be used in stationary enchanting tables. Archmages willing to pay exorbitant rates\u2014easily 20,000 gp or more\u2014may acquire an {@item Residuum enchanting slate|TDCSR|enchanting slate} that can be used to expedite the creation of all magic items. Using such a table allows anyone crafting a magic item to do so in one-quarter of the usual time." + ] + }, + { + "name": "Reszur", + "source": "PotA", + "page": 157, + "baseItem": "dagger|phb", + "type": "M", + "rarity": "uncommon", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this weapon, which doesn't make noise when it hits or cuts something.", + "The name \"Reszur\" is graven on the dagger's pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again." + ] + }, + { + "name": "Reveler's Concertina", + "source": "TCE", + "page": 134, + "type": "INS", + "rarity": "rare", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "bonusSpellSaveDc": "+2", + "entries": [ + "While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.", + "As an action, you can use the concertina to cast {@spell Otto's irresistible dance} from the item. This property of the concertina can't be used again until the next dawn." + ], + "attachedSpells": [ + "otto's irresistible dance" + ] + }, + { + "name": "Rhodochrosite", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "An opaque light pink gemstone." + ] + }, + { + "name": "Riding Horse", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Riding Horse|XPHB" + ], + "type": "MNT", + "rarity": "none", + "value": 7500, + "carryingCapacity": 480, + "speed": 60 + }, + { + "name": "Riding Horse", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "MNT|XPHB", + "rarity": "none", + "value": 7500, + "carryingCapacity": 480, + "speed": 60 + }, + { + "name": "Riding Saddle", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Riding Saddle|XPHB" + ], + "type": "TAH", + "rarity": "none", + "weight": 25, + "value": 1000 + }, + { + "name": "Riding Saddle", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "TAH|XPHB", + "rarity": "none", + "weight": 25, + "value": 1000, + "entries": [ + "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle." + ] + }, + { + "name": "Ring of Acid Resistance", + "source": "DMG", + "page": 192, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "resist": [ + "acid" + ], + "detail1": "pearl", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Ring of Resistance}" + ] + }, + { + "name": "Ring of Air Elemental Command", + "source": "DMG", + "page": 190, + "srd": true, + "type": "RG|DMG", + "resist": [ + "lightning" + ], + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "modifySpeed": { + "equal": { + "fly": "walk" + } + }, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 1}", + "charges": 5, + "entries": [ + "While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.", + "The ring has 5 charges. It regains {@dice 1d4 + 1} expended charges daily at dawn. Spells cast from the ring have a save DC of 17.", + "You can expend 2 of the ring's charges to cast {@spell dominate monster} on an {@creature air elemental}. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.", + "If you help slay an {@creature air elemental} while attuned to the ring, you gain access to the following additional properties:", + { + "type": "list", + "items": [ + "You have resistance to lightning damage.", + "You have a flying speed equal to your walking speed and can hover.", + "You can cast the following spells from the ring, expending the necessary number of charges: {@spell chain lightning} (3 charges), {@spell gust of wind} (2 charges), or {@spell wind wall} (1 charge)." + ] + } + ], + "attachedSpells": [ + "dominate monster", + "chain lightning", + "gust of wind", + "wind wall" + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Amity", + "source": "BGG", + "page": 115, + "type": "RG|DMG", + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "This ring is carved from hematite and bears an engraving of the friend rune.", + "When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.", + "You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.", + "A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit.", + "Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ] + }, + { + "name": "Ring of Animal Influence", + "source": "DMG", + "page": 189, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "rare", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:", + { + "type": "list", + "items": [ + "{@spell Animal friendship} (save DC 13)", + "{@spell Fear} (save DC 13), targeting only beasts that have an Intelligence of 3 or lower", + "{@spell Speak with animals}" + ] + } + ], + "attachedSpells": [ + "animal friendship", + "fear", + "speak with animals" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Cold Resistance", + "source": "DMG", + "page": 192, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "resist": [ + "cold" + ], + "detail1": "tourmaline", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Ring of Resistance}" + ] + }, + { + "name": "Ring of Collecting", + "source": "CoA", + "page": 268, + "type": "RG|DMG", + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "While wearing this ring you can use it to cast the {@spell Leomund's Tiny Hut} spell as an action. Once this property is used, it can't be used again until the next dawn. Additionally, as a bonus action, you can use the ring to disintegrate any nonmagical piece of art (drawing, painting, or sculpture) within 60 feet that is no larger than Medium-sized. That art now appears inside the tiny hut, for you to appreciate whenever you desire. If you try to remove this art from the tiny hut, it vanishes forever. You can steadily improve this space, but only be denying such beauty to the rest of the world. For every 1,000 gp of art acquired, the tiny hut increases in size by adding another foot to its radius and lasts one additional hour." + ], + "attachedSpells": [ + "Leomund's tiny hut" + ] + }, + { + "name": "Ring of Djinni Summoning", + "source": "DMG", + "page": 190, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "While wearing this ring, you can speak its command word as an action to summon a particular {@creature djinni} from the Elemental Plane of Air. The {@creature djinni} appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if {@status concentration||concentrating} on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.", + "While summoned, the {@creature djinni} is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the {@creature djinni} defends itself against attackers but takes no other actions.", + "After the {@creature djinni} departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the {@creature djinni} dies." + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Earth Elemental Command", + "source": "DMG", + "page": 190, + "srd": true, + "type": "RG|DMG", + "resist": [ + "acid" + ], + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 1}", + "charges": 5, + "entries": [ + "While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.", + "The ring has 5 charges. It regains {@dice 1d4 + 1} expended charges daily at dawn. Spells cast from the ring have a save DC of 17.", + "You can expend 2 of the ring's charges to cast {@spell dominate monster} on an {@creature earth elemental}. In addition, you can move in {@quickref difficult terrain||3} that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.", + "If you help slay an {@creature earth elemental} while attuned to the ring, you gain access to the following additional properties:", + { + "type": "list", + "items": [ + "You have resistance to acid damage.", + "You can move through solid earth or rock as if those areas were {@quickref difficult terrain||3}. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.", + "You can cast the following spells from the ring, expending the necessary number of charges: {@spell stone shape} (2 charges), {@spell stoneskin} (3 charges), or {@spell wall of stone} (3 charges)." + ] + } + ], + "attachedSpells": [ + "dominate monster", + "stone shape", + "stoneskin", + "wall of stone" + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Ring of Evasion", + "source": "DMG", + "page": 191, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Feather Falling", + "source": "DMG", + "page": 191, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Fire Elemental Command", + "source": "DMG", + "page": 190, + "srd": true, + "type": "RG|DMG", + "immune": [ + "fire" + ], + "resist": [ + "fire" + ], + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 1}", + "charges": 5, + "entries": [ + "While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire.", + "The ring has 5 charges. It regains {@dice 1d4 + 1} expended charges daily at dawn. Spells cast from the ring have a save DC of 17.", + "You can expend 2 of the ring's charges to cast {@spell dominate monster} on a {@creature fire elemental}. In addition, you have resistance to fire damage. You can also speak and understand Ignan.", + "If you help slay a {@creature fire elemental} while attuned to the ring, you gain access to the following additional properties:", + { + "type": "list", + "items": [ + "You are immune to fire damage.", + "You can cast the following spells from the ring, expending the necessary number of charges: {@spell burning hands} (1 charge), {@spell fireball} (2 charges), and {@spell wall of fire} (3 charges)." + ] + } + ], + "attachedSpells": [ + "dominate monster", + "burning hands", + "fireball", + "wall of fire" + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Ring of Fire Resistance", + "source": "DMG", + "page": 192, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "resist": [ + "fire" + ], + "detail1": "garnet", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Ring of Resistance}" + ] + }, + { + "name": "Ring of Force Resistance", + "source": "DMG", + "page": 192, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "resist": [ + "force" + ], + "detail1": "sapphire", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Ring of Resistance}" + ] + }, + { + "name": "Ring of Free Action", + "source": "DMG", + "page": 191, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "While you wear this ring, {@quickref difficult terrain||3} doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be {@condition paralyzed} or {@condition restrained}." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Invisibility", + "source": "DMG", + "page": 191, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "While wearing this ring, you can turn {@condition invisible} as an action. Anything you are wearing or carrying is {@condition invisible} with you. You remain {@condition invisible} until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again." + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Jumping", + "source": "DMG", + "page": 191, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "While wearing this ring, you can cast the {@spell jump} spell from it as a bonus action at will, but can target only yourself when you do so." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "attachedSpells": [ + "jump" + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "Ring of Lightning Resistance", + "source": "DMG", + "page": 192, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "resist": [ + "lightning" + ], + "detail1": "citrine", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Ring of Resistance}" + ] + }, + { + "name": "Ring of Mind Shielding", + "source": "DMG", + "page": 191, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.", + "You can use an action to cause the ring to become {@condition invisible} until you use another action to make it visible, until you remove the ring, or until you die.", + "If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Necrotic Resistance", + "source": "DMG", + "page": 192, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "resist": [ + "necrotic" + ], + "detail1": "jet", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Ring of Resistance}" + ] + }, + { + "name": "Ring of Obscuring", + "source": "EGW", + "page": 269, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains {@dice 1d3} expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the {@spell fog cloud} spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no {@status concentration} required)." + ], + "attachedSpells": [ + "fog cloud" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Poison Resistance", + "source": "DMG", + "page": 192, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "resist": [ + "poison" + ], + "detail1": "amethyst", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Ring of Resistance}" + ] + }, + { + "name": "Ring of Protection", + "source": "DMG", + "page": 191, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "entries": [ + "You gain a +1 bonus to AC and saving throws while wearing this ring." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Psychic Resistance", + "source": "DMG", + "page": 192, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "resist": [ + "psychic" + ], + "detail1": "jade", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Ring of Resistance}" + ] + }, + { + "name": "Ring of Puzzler's Wit", + "source": "BMT", + "page": 37, + "type": "RG|DMG", + "rarity": "uncommon", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 - 1}", + "charges": 3, + "entries": [ + "This gold ring bears a fluorite stone and is enchanted to sharpen the wearer's mind.", + "The ring has 3 charges and regains {@dice 1d4 - 1} expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check." + ] + }, + { + "name": "Ring of Radiant Resistance", + "source": "DMG", + "page": 192, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "resist": [ + "radiant" + ], + "detail1": "topaz", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Ring of Resistance}" + ] + }, + { + "name": "Ring of Red Fury", + "source": "CRCotN", + "page": 214, + "type": "RG|DMG", + "rarity": "very rare", + "reqAttune": true, + "modifySpeed": { + "equal": { + "swim": "walk" + } + }, + "entries": [ + "This ring has a stripe of ruidium running through it. While wearing the ring, you gain the following benefits:", + { + "type": "list", + "items": [ + "You can breathe water.", + "You gain a swimming speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Ruidium Rage", + "entries": [ + "As a bonus action, you can use the ring to gain the following benefits, which last for 1 minute or until you are {@condition incapacitated}:", + { + "type": "list", + "items": [ + "You have advantage on Strength checks and Strength saving throws.", + "When you hit with an attack, you can add your proficiency bonus to the damage roll.", + "Difficult terrain doesn't cost you extra movement, and you are immune to the {@condition paralyzed} and {@condition restrained} conditions." + ] + }, + "You can't use this property of the ring again until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Ruidium Corruption", + "entries": [ + "When you use the Ruidium Rage property of the ring, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of {@condition exhaustion}. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save." + ] + }, + { + "type": "entries", + "name": "If Ruidium Is Destroyed", + "entries": [ + "If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and the ring of red fury becomes a {@item ring of free action}." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Ring of Regeneration", + "source": "DMG", + "page": 191, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "While wearing this ring, you regain {@dice 1d6} hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after {@dice 1d6 + 1} days if you have at least 1 hit point the whole time." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Shooting Stars", + "source": "DMG", + "page": 192, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "very rare", + "reqAttune": "outdoors at night", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "While wearing this ring in dim light or darkness, you can cast {@spell dancing lights} and {@spell light} from the ring at will. Casting either spell from the ring requires an action.", + "The ring has 6 charges for the following other properties. The ring regains {@dice 1d6} expended charges daily at dawn.", + { + "name": "Faerie Fire", + "type": "entries", + "entries": [ + "You can expend 1 charge as an action to cast {@spell faerie fire} from the ring." + ] + }, + { + "name": "Ball Lightning", + "type": "entries", + "entries": [ + "You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.", + "Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if {@status concentration||concentrating} on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.", + "As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = {@dice 2d4}, 3 spheres = {@dice 2d6}, 2 spheres = {@dice 5d4}, 1 sphere = {@dice 4d12})" + ] + }, + { + "name": "Shooting Stars", + "type": "entries", + "entries": [ + "You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking {@damage 5d4} fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "attachedSpells": [ + "dancing lights", + "faerie fire", + "light" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Spell Storing", + "source": "DMG", + "page": 192, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains {@dice 1d6 - 1} levels of stored spells chosen by the DM.", + "Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.", + "While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Spell Turning", + "source": "DMG", + "page": 193, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster." + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Swimming", + "source": "DMG", + "page": 193, + "srd": true, + "type": "RG|DMG", + "tier": "minor", + "rarity": "uncommon", + "modifySpeed": { + "static": { + "swim": 40 + } + }, + "entries": [ + "You have a swimming speed of 40 feet while wearing this ring." + ], + "lootTables": [ + "Magic Item Table B" + ] + }, + { + "name": "Ring of Telekinesis", + "source": "DMG", + "page": 193, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "While wearing this ring, you can cast the {@spell telekinesis} spell at will, but you can target only objects that aren't being worn or carried." + ], + "attachedSpells": [ + "telekinesis" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Temporal Salvation", + "source": "EGW", + "page": 269, + "type": "RG|DMG", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to {@dice 3d6} + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of {@condition exhaustion}, reduce your level of {@condition exhaustion} by 1. Once the ring is used, it turns to dust and is destroyed." + ] + }, + { + "name": "Ring of the Copycat", + "source": "CoA", + "page": 268, + "type": "RG|DMG", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "You gain the ability to channel energy from allies to cast spells, even if you normally can't. When an ally within 60 feet of you casts a spell that you normally can't cast and that requires 10 gp or fewer in material components, you may use a reaction to cast that spell. When cast in this way, the spell is cast using your ally's spellcasting ability, spell save DC, and spell attack bonus, as needed. You decide this cloned spell's target, as specified in the spell's description, and the spell originates from you. After you use this ability, your ally can't cast this spell again until they finish a long rest." + ] + }, + { + "name": "Ring of the Orator", + "source": "PaBTSO", + "page": 219, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening creatures don't understand, you can make the creatures understand what you're saying. You must be able to see the creatures to make them understand. The ring regains {@dice 1d6} expended charges daily at dawn." + ], + "hasFluffImages": true + }, + { + "name": "Ring of the Ram", + "source": "DMG", + "page": 193, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes {@damage 2d10} force damage and is pushed 5 feet away from you.", + "Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Three Wishes", + "source": "DMG", + "page": 193, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "legendary", + "entries": [ + "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the {@spell wish} spell from it. The ring becomes nonmagical when you use the last charge." + ], + "attachedSpells": [ + "wish" + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Thunder Resistance", + "source": "DMG", + "page": 192, + "srd": true, + "basicRules": true, + "type": "RG|DMG", + "resist": [ + "thunder" + ], + "detail1": "spinel", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Ring of Resistance}" + ] + }, + { + "name": "Ring of Treachery", + "source": "CoA", + "page": 269, + "type": "RG|DMG", + "rarity": "very rare", + "reqAttune": true, + "recharge": "restLong", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This ring has 3 charges. While wearing this ring, when you're damaged, you may use a reaction to expend a charge and transfer that damage to a random creature (which could include an ally) within 60 feet. All charges are restored when you finish a long rest." + ] + }, + { + "name": "Ring of Truth Telling", + "source": "WDH", + "page": 192, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "While wearing this ring, you have advantage on Wisdom ({@skill Insight}) checks to determine whether someone is lying to you." + ] + }, + { + "name": "Ring of Warmth", + "source": "DMG", + "page": 193, + "srd": true, + "type": "RG|DMG", + "resist": [ + "cold" + ], + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit." + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Water Elemental Command", + "source": "DMG", + "page": 190, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 1}", + "charges": 5, + "entries": [ + "While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water.", + "The ring has 5 charges. It regains {@dice 1d4 + 1} expended charges daily at dawn. Spells cast from the ring have a save DC of 17.", + "You can expend 2 of the ring's charges to cast {@spell dominate monster} on a {@creature water elemental}. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.", + "If you help slay a {@creature water elemental} while attuned to the ring, you gain access to the following additional properties:", + { + "type": "list", + "items": [ + "You can breathe underwater and have a swimming speed equal to your walking speed.", + "You can cast the following spells from the ring, expending the necessary number of charges: {@spell create or destroy water} (1 charge), {@spell control water} (3 charges), {@spell ice storm} (2 charges), or {@spell wall of ice} (3 charges)." + ] + } + ], + "attachedSpells": [ + "dominate monster", + "create or destroy water", + "control water", + "ice storm", + "wall of ice" + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Ring of Water Walking", + "source": "DMG", + "page": 193, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "uncommon", + "entries": [ + "While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Winter", + "source": "ToA", + "page": 207, + "type": "RG|DMG", + "immune": [ + "cold" + ], + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 1, + "recharge": "dawn", + "rechargeAmount": 12, + "charges": 12, + "entries": [ + "{@creature Artus Cimber|ToA} has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can't melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to this ring.", + "The Ring of Winter is sentient and tries to take control of any creature that wears it (see \"Sentient Magic Items\" chapter 7 of the Dungeon Master's Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring the wearer's doom.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others." + ] + }, + { + "type": "entries", + "name": "Nondetection", + "entries": [ + "The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors." + ] + }, + { + "type": "entries", + "name": "Frozen Time", + "entries": [ + "As long as you wear the ring, you don't age naturally. This effect is similar to suspended animation, in that your age doesn't catch up to you once the ring is removed. The ring doesn't protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a {@creature ghost}." + ] + }, + { + "type": "entries", + "name": "Cold Immunity", + "entries": [ + "While attuned to and wearing the ring, you have immunity to cold damage and don't suffer any ill effects from extreme cold (see chapter 5 of the Dungeon's Master Guide)." + ] + }, + { + "type": "entries", + "name": "Magic", + "entries": [ + "The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:", + { + "type": "list", + "items": [ + "You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.", + "You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: {@spell Bigby's hand} (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), {@spell cone of cold} (2 charges), flesh to ice (3 charges; as {@spell flesh to stone} except that the target turns to solid ice with the density and durability of stone), {@spell ice storm} (2 charges), {@spell Otiluke's freezing sphere} (3 charges), {@spell sleet storm} (1 charge), {@spell spike growth} (1 charge; the spikes are made of ice), or {@spell wall of ice} (2 charges).", + "You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: {@condition charmed}, {@condition exhaustion}, {@condition frightened}, {@condition paralyzed}, {@condition petrified}, and {@condition poisoned}. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 ({@dice 1d10}) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary." + ] + } + ] + }, + { + "type": "entries", + "name": "Other Properties", + "entries": [ + "The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can't break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a {@creature djinni} in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as the mighty ice primordial named Cryonax." + ] + }, + { + "type": "entries", + "name": "Destroying the Ring", + "entries": [ + "The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever." + ] + } + ], + "attachedSpells": [ + "cone of cold", + "ice storm", + "Otiluke's freezing sphere", + "sleet storm", + "wall of ice", + "Bigby's hand", + "flesh to stone", + "spike growth" + ], + "hasFluffImages": true + }, + { + "name": "Ring of X-ray Vision", + "source": "DMG", + "page": 193, + "srd": true, + "type": "RG|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.", + "Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of {@condition exhaustion}." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Robe", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 4, + "value": 100, + "entries": [ + "A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols." + ] + }, + { + "name": "Robe of Eyes", + "source": "DMG", + "page": 193, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:", + { + "type": "list", + "items": [ + "The robe lets you see in all directions, and you have advantage on Wisdom ({@skill Perception}) checks that rely on sight.", + "You have {@sense darkvision} out to a range of 120 feet.", + "You can see {@condition invisible} creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet." + ] + }, + "The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.", + "A {@spell light} spell cast on the robe or a {@spell daylight} spell cast within 5 feet of the robe causes you to be {@condition blinded} for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for {@spell light} or DC 15 for {@spell daylight}), ending the blindness on a success." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Robe of Scintillating Colors", + "source": "DMG", + "page": 194, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This robe has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become {@condition stunned} until the effect ends." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Robe of Serpents", + "source": "SKT", + "page": 236, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with {@dice 1d4 + 3} stylized serpents, all brightly colored.", + "As a bonus action on your turn, you can transform one of the robe's serpents into a {@creature giant poisonous snake}. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment." + ] + }, + { + "name": "Robe of Stars", + "source": "DMG", + "page": 194, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusSavingThrow": "+1", + "entries": [ + "This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.", + "Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast {@spell magic missile} as a 5th-level spell. Daily at dusk, {@dice 1d6} removed stars reappear on the robe.", + "While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space." + ], + "attachedSpells": [ + "magic missile" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Robe of Summer", + "source": "TftYP", + "page": 229, + "resist": [ + "cold" + ], + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "entries": [ + "This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes." + ] + }, + { + "name": "Robe of the Archmagi", + "source": "DMG", + "page": 194, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "entries": [ + "This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.", + "You gain these benefits while wearing the robe:", + { + "type": "list", + "items": [ + "If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.", + "You have advantage on saving throws against spell and other magical effects.", + "Your spell save DC and spell attack bonus each increase by 2." + ] + } + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Robe of Useful Items", + "source": "DMG", + "page": 195, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.", + "The robe has two of each of the following patches:", + { + "type": "list", + "items": [ + "Dagger", + "Bullseye lantern (filled and lit)", + "Steel mirror", + "10-foot pole", + "Hempen rope (50 feet, coiled)", + "Sack" + ] + }, + "In addition, the robe has {@dice 4d4} other patches. The DM chooses the patches or determines them randomly.", + { + "type": "table", + "colLabels": [ + "{@dice d100}", + "Patch" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01-08", + "Bag of 100 gp" + ], + [ + "09-15", + "Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp" + ], + [ + "16-22", + "Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself" + ], + [ + "23-30", + "10 gems worth 100 gp each" + ], + [ + "31-44", + "Wooden ladder (24 feet long)" + ], + [ + "45-51", + "A {@creature riding horse} with saddle bags" + ], + [ + "52-59", + "Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you" + ], + [ + "60-68", + "4 {@item potion of healing||potions of healing}" + ], + [ + "69-75", + "{@item Rowboat} (12 feet long)" + ], + [ + "76-83", + "Spell scroll containing one spell of 1st to 3rd level" + ], + [ + "84-90", + "2 {@creature mastiff||mastiffs}" + ], + [ + "91-96", + "Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach" + ], + [ + "97-00", + "{@item Portable ram|phb}" + ] + ] + } + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Robes", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Robe|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 4, + "value": 100 + }, + { + "name": "Robot Controller", + "source": "QftIS", + "type": "G", + "rarity": "none", + "charges": 3, + "entries": [ + "This small handheld device features a glass pane with a glowing display that responds to your touch.", + "The controller is powered by an {@item energy cell} stored in the device. Placing a full {@item energy cell} in the device gives the device 3 charges.", + "As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:", + { + "name": "Control", + "type": "entries", + "entries": [ + "One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the {@condition charmed} condition for 1 minute. While {@condition charmed} in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the {@condition charmed} Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success." + ] + }, + { + "name": "Disrupt", + "type": "entries", + "entries": [ + "Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the {@condition incapacitated} condition for 1 minute. An {@condition incapacitated} Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Replacing the Energy Cell", + "type": "entries", + "entries": [ + "While the device has charges remaining, its {@item energy cell} can't be removed. Once the device has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Rod of Absorption", + "source": "DMG", + "page": 195, + "srd": true, + "type": "RD|DMG", + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 2, + "entries": [ + "While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy\u2014not the spell itself\u2014is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.", + "When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.", + "If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.", + "A newly found rod has {@dice 1d10} levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Rod of Alertness", + "source": "DMG", + "page": 196, + "srd": true, + "type": "RD|DMG", + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 2, + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "entries": [ + "This rod has a flanged head and the following properties.", + { + "name": "Alertness", + "type": "entries", + "entries": [ + "While holding the rod, you have advantage on Wisdom ({@skill Perception}) checks and on rolls for initiative." + ] + }, + { + "name": "Spells", + "type": "entries", + "entries": [ + "While holding the rod, you can use an action to cast one of the following spells from it: {@spell detect evil and good}, {@spell detect magic}, {@spell detect poison and disease}, or {@spell see invisibility}." + ] + }, + { + "name": "Protective Aura", + "type": "entries", + "entries": [ + "As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any {@condition invisible} hostile creature that is also in the bright light.", + "The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn." + ] + } + ], + "attachedSpells": [ + "detect evil and good", + "detect magic", + "detect poison and disease", + "see invisibility" + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Rod of Hellish Flames", + "source": "BMT", + "page": 37, + "type": "RD|DMG", + "resist": [ + "fire", + "necrotic" + ], + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "Glowing cinders orbit the flanged head of this black iron rod.", + "This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hellish Resistance", + "entries": [ + "You have resistance to fire and necrotic damage." + ] + }, + { + "type": "item", + "name": "Searing Rebuke", + "entries": [ + "You can cast the {@spell Hellish Rebuke} spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can't cast the spell again until the next dawn." + ] + }, + { + "type": "item", + "name": "Surge of Brimstone", + "entries": [ + "Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can't be used again until the next dawn." + ] + } + ] + } + ], + "attachedSpells": [ + "hellish rebuke" + ] + }, + { + "name": "Rod of Lordly Might", + "source": "DMG", + "page": 196, + "srd": true, + "baseItem": "mace|phb", + "type": "RD|DMG", + "typeAlt": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "weight": 2, + "bonusWeapon": "+3", + "entries": [ + "This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.", + { + "name": "Six Buttons", + "type": "entries", + "entries": [ + "You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.", + "If you press button 1, the rod becomes a {@item flame tongue} as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).", + "If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.", + "If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.", + "If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.", + "If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.", + "If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it." + ] + }, + { + "name": "Drain Life", + "type": "entries", + "entries": [ + "When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra {@damage 4d6} necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn." + ] + }, + { + "name": "Paralyze", + "type": "entries", + "entries": [ + "When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn." + ] + }, + { + "name": "Terrify", + "type": "entries", + "entries": [ + "While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is {@condition frightened} of you for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn." + ] + } + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Rod of Mercurial Form", + "source": "TDCSR", + "page": 197, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This humble steel rod is engraved with tiny symbols representing different weapons, as well as the monogram \"T.D.\" A creature holding this rod can speak the name of any simple or martial weapon aloud as a bonus action, causing the rod to transform into an ordinary weapon of that type. When in the form of a ranged weapon, this rod magically creates its own ammunition, which disappears after a ranged attack hits or misses." + ] + }, + { + "name": "Rod of Resurrection", + "source": "DMG", + "page": 197, + "type": "RD|DMG", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a cleric, druid, or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "druid" + }, + { + "class": "paladin" + } + ], + "weight": 2, + "recharge": "dawn", + "rechargeAmount": 1, + "charges": 5, + "entries": [ + "The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: {@spell heal} (expends 1 charge) or {@spell resurrection} (expends 5 charges).", + "The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a {@dice d20}. On a 1, the rod disappears in a burst of radiance." + ], + "attachedSpells": [ + "heal", + "resurrection" + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Rod of Retribution", + "source": "EGW", + "page": 269, + "type": "RD|DMG", + "rarity": "uncommon", + "reqAttune": true, + "weight": 2, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.", + "When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes {@damage 2d10} lightning damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Rod of Rulership", + "source": "DMG", + "page": 197, + "srd": true, + "type": "RD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "weight": 2, + "entries": [ + "You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by you for 8 hours. While {@condition charmed} in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be {@condition charmed} in this way. The rod can't be used again until the next dawn." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Rod of Security", + "source": "DMG", + "page": 197, + "srd": true, + "type": "RD|DMG", + "tier": "major", + "rarity": "very rare", + "weight": 2, + "entries": [ + "While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.", + "For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).", + "When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Rod of Seven Parts", + "source": "VEoR", + "page": 8, + "baseItem": "quarterstaff|PHB", + "type": "RD|DMG", + "rarity": "artifact", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 3}", + "charges": 7, + "entries": [ + "Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named {@creature Miska the Wolf-Spider|VEoR} eventually pushed the primordials' enemies to the brink of annihilation.", + "Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law. The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Seven Parts.", + { + "type": "entries", + "name": "Possessing the Broken Rod", + "entries": [ + "The rod can't be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn't gain any other abilities.", + "Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed on the Rod Pieces table. Once that piece of the rod has been used to cast a spell, it can't be used that way again until the next dawn." + ] + }, + { + "type": "table", + "caption": "Rod Pieces", + "colStyles": [ + "col-2", + "col-10" + ], + "colLabels": [ + "Piece", + "Spell" + ], + "rows": [ + [ + "First", + "{@spell Commune}" + ], + [ + "Second", + "{@spell Arcane Gate}" + ], + [ + "Third", + "{@spell Reverse Gravity} (spell save DC 18)" + ], + [ + "Fourth", + "{@spell Regenerate}" + ], + [ + "Fifth", + "{@spell Find the Path}" + ], + [ + "Sixth", + "{@spell Mirage Arcane}" + ], + [ + "Seventh", + "{@spell Simulacrum}" + ] + ] + }, + { + "type": "entries", + "name": "Possessing the Whole Rod", + "entries": [ + "Once all seven pieces are reassembled, a creature can attune to the Rod of Seven Parts. While attuned to the rod, you gain the following benefits:" + ] + }, + { + "type": "entries", + "name": "Magic Weapon", + "entries": [ + "The Rod of Seven Parts functions for you as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it." + ] + }, + { + "type": "entries", + "name": "Rod Spellcasting", + "entries": [ + "The Rod of Seven Parts has 7 charges and regains {@dice 1d4 + 3} expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast any of the spells in the Rod Pieces table. You can also use an action to cast {@spell Detect Evil and Good} from the rod without using any charges." + ] + }, + { + "type": "entries", + "name": "Ultimate Law", + "entries": [ + "If you are not of a lawful alignment, you find your worldview shifting toward keeping a personal code. You are more apt to keep your promises, follow through on your declarations, and adhere to your beliefs." + ] + }, + { + "type": "entries", + "name": "Destroying the Rod", + "entries": [ + "The only way to destroy the Rod of Seven Parts is to immerse the assembled rod in lava in the Abyss. It must remain in the lava for fifty years before it finally is consumed.", + "A piece of the rod may be temporarily destroyed in this way, but each piece re-forms one year after it has succumbed. A re-formed piece teleports to a random place in the multiverse." + ] + } + ], + "attachedSpells": [ + "commune", + "arcane gate", + "reverse gravity", + "regenerate", + "find the path", + "mirage arcane", + "simulacrum", + "detect evil and good" + ], + "hasFluffImages": true + }, + { + "name": "Rod of the Vonindod", + "source": "SKT", + "page": 236, + "type": "RD|DMG", + "rarity": "rare", + "reqAttune": true, + "weight": 100, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "entries": [ + "The {@creature fire giant} Duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a {@creature fire giant||fire giant's} hand. The rod has two prongs at one end and a molded handle grip on the opposite end.", + "The rod has 10 charges and regains {@dice 1d6 + 4} of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the {@spell locate object} spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles." + ], + "attachedSpells": [ + "locate object" + ] + }, + { + "name": "Rogue Card", + "source": "BMT", + "page": 14, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "When you hit a target with a weapon attack while holding this card, you can deal an extra {@damage 6d6} force damage to that target. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Rogue's Mantle", + "source": "BMT", + "page": 37, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Darkvision", + "entries": [ + "You gain {@sense darkvision} within a range of 60 feet. If you already have {@sense darkvision}, the mantle increases your {@sense darkvision}'s range by 60 feet instead." + ] + }, + { + "type": "item", + "name": "Move in Shadows", + "entries": [ + "While you are in {@quickref Vision and Light||2||dim light} or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in {@quickref Vision and Light||2||dim light} or darkness. You then have advantage on the first melee attack you make before the end of the turn." + ] + }, + { + "type": "item", + "name": "Willful Enmity", + "entries": [ + "You can cast the {@spell Antagonize|BMT} spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn." + ] + } + ] + } + ], + "attachedSpells": [ + "antagonize|bmt" + ] + }, + { + "name": "Rope", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 5, + "value": 100, + "entries": [ + "As a {@action Utilize|XPHB} action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity ({@skill Sleight of Hand|XPHB}) check. The Rope can be burst with a successful DC 20 Strength ({@skill Athletics|XPHB}) check.", + "You can bind an unwilling creature with the Rope only if the creature has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition. If the creature's legs are bound, the creature has the {@condition Restrained|XPHB} condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity ({@skill Acrobatics|XPHB}) check as an action." + ] + }, + { + "name": "Rope of Climbing", + "source": "DMG", + "page": 197, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "weight": 3, + "entries": [ + "This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.", + "If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.", + "The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table B" + ] + }, + { + "name": "Rope of Entanglement", + "source": "DMG", + "page": 197, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 3, + "entries": [ + "This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become {@condition restrained}.", + "You can release the creature by using a bonus action to speak a second command word. A target {@condition restrained} by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer {@condition restrained} by the rope.", + "The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Rope of Mending", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed." + ] + }, + { + "name": "Rotor of Return", + "source": "AI", + "page": 221, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusSavingThrow": "+1", + "entries": [ + "While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days.", + { + "type": "entries", + "name": "Borrow Object", + "entries": [ + "You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, \"{@book Equipment|PHB|5},\" of the Player's Handbook, or any similar item selected with the DM's permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature's longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Recall Code", + "entries": [ + "As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor's point of return as long as you are within 500 feet of that point. Once you use the rotor of return to teleport, this feature cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Part of a Whole", + "entries": [ + "While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM." + ] + } + ] + }, + { + "name": "Rowboat", + "source": "DMG", + "page": 119, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Rowboat|XPHB" + ], + "type": "SHP", + "rarity": "none", + "weight": 100, + "value": 5000, + "crew": 1, + "vehAc": 11, + "vehHp": 50, + "vehSpeed": 1.5, + "capPassenger": 3, + "entries": [ + "Keelboats and rowboats are used on lakes and rivers, If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land." + ], + "seeAlsoVehicle": [ + "Rowboat" + ] + }, + { + "name": "Rowboat", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "SHP|XPHB", + "rarity": "none", + "value": 5000, + "crew": 1, + "vehAc": 11, + "vehHp": 50, + "vehSpeed": 1.5, + "capPassenger": 3, + "seeAlsoVehicle": [ + "Rowboat" + ] + }, + { + "name": "Ruby", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 500000, + "entries": [ + "A transparent clear red to deep crimson gemstone." + ] + }, + { + "name": "Ruby of the War Mage", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "focus": true, + "entries": [ + "Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an {@spell antimagic field} causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends." + ] + }, + { + "name": "Ruby Rod of Asmodeus", + "source": "CoA", + "page": 274, + "type": "RD|DMG", + "rarity": "artifact", + "reqAttune": true, + "bonusWeapon": "+2", + "recharge": "dusk", + "rechargeAmount": "{@dice 6d6}", + "charges": 66, + "entries": [ + "Asmodeus's Ruby Rod is said to have been constructed from a shard of pure evil, a ruby soaked in the blood of the innocents, the drool from a draconic deity, and the tears of 777 angels. It is a magic rod that functions as a morningstar and you have a +2 bonus to attack and damage rolls made with it. All damage dealt with it is converted to necrotic, and when you hit a good aligned creature, that creature takes an extra {@damage 2d12} necrotic damage.", + "The Ruby Rod of Asmodeus has 66 charges and regains {@dice 6d6} charges each nightfall. Asmodeus is always capable of perceiving through the rod and knows the exact location of any creature attuned to it. If a creature uses the special abilities of the rod without Asmodeus's permission, they take {@damage 2d12} necrotic damage each use, doubled if they're good aligned. This damage ignores resistances and immunities, and if it kills the user, Asmodeus permanently claims their soul.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Ruby Rod of Asmodeus has the following random properties:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "2 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} properties" + ] + }, + "Asmodeus is immune to the detrimental properties of the weapon." + ] + }, + { + "type": "entries", + "name": "Bow to the King", + "entries": [ + "You may use an action to expend 33 charges to use the rod to force all creatures within a 150-foot-radius to bow to you. A creature must succeed on a DC 21 Charisma saving throw or be forced to kneel for up to 1 hour. Creatures immune to the {@condition charmed} condition have advantage on their save. Each time a kneeling creature takes damage, they may repeat the save, ending the effect on a success. The effect also ends early for kneeling creatures if they're touched by the Ruby Rod." + ] + }, + { + "type": "entries", + "name": "Acid, Cold, and Lightning", + "entries": [ + "At a cost of 9 charges each use, you may use an action to trigger one of the following effects:", + { + "type": "list", + "items": [ + "You project acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking {@damage 12d8} acid damage on a failed save, or half as much damage on a successful one.", + "You project an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking {@damage 12d8} cold damage on a failed save, or half as much damage on a successful one.", + "You shoot lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking {@damage 12d10} lightning damage on a failed save, or half as much damage on a successful one." + ] + } + ] + }, + { + "type": "entries", + "name": "Reactions", + "entries": [ + "As a reaction to suffering a detrimental effect, you may cast {@spell Lesser Restoration} (expending 3 charges) or {@spell Greater Restoration} (expending 12 charges.)", + "Additionally, if you're the sole target of a spell, you may use a reaction to attempt to use the rod to absorb the spell and cancel its effect. You roll {@dice 1d20 + 2}, and if the result is higher than the spell level + 10, the spell is absorbed into the rod. The rod regains charges equal to the spell level it absorbed. If the absorbed charges go over the maximum of 66 charges, it overloads, dealing {@damage 1d6} necrotic damage per charge to you and expending all charges." + ] + }, + { + "type": "entries", + "name": "Destroying the Rod", + "entries": [ + "While Asmodeus lives, the Ruby Rod of Asmodeus can't be destroyed, and if attempted it simply returns to Asmodeus. If he were defeated, the rod could be destroyed by bringing it to the Abyss from whence it was created, then performing a ritual known only to Asmodeus." + ] + } + ], + "attachedSpells": [ + "lesser restoration", + "greater restoration" + ], + "hasFluffImages": true + }, + { + "name": "Ruby Weave Gem", + "source": "FTD", + "page": 24, + "rarity": "legendary", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "focus": [ + "Artificer", + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer", + "Warlock", + "Wizard" + ], + "entries": [ + "While you are holding this gem, you can use it as a spellcasting focus for your spells.", + "The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 500 gp per charge expended.", + "When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest." + ] + }, + { + "name": "Ruidium Shield", + "source": "CRCotN", + "page": 215, + "baseItem": "shield|PHB", + "type": "S", + "resist": [ + "psychic" + ], + "rarity": "very rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "bonusAc": "+2", + "modifySpeed": { + "equal": { + "swim": "walk" + } + }, + "entries": [ + "Tendrils of ruidium extend across the metal surface of this shield. While this shield is on your person, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to psychic damage.", + "You can breathe water.", + "You gain a swimming speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Psychic Reflection", + "entries": [ + "When you take psychic damage while holding the shield, you can use your reaction to choose another creature you can see within 30 feet of you. That creature takes the psychic damage you would have taken." + ] + }, + { + "type": "entries", + "name": "Ruidium Corruption", + "entries": [ + "When you use the shield's Psychic Reflection property, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of {@condition exhaustion}. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save." + ] + }, + { + "type": "entries", + "name": "If Ruidium Is Destroyed", + "entries": [ + "If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium shield becomes a {@item +2 shield}." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Ruin Card", + "source": "BMT", + "page": 15, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card and use it to cast the {@spell Disintegrate} spell (save {@dc 17}). Once this property is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "disintegrate" + ], + "hasFluffImages": true + }, + { + "name": "Ruin's Wake (Awakened)", + "source": "EGW", + "_copy": { + "name": "Ruin's Wake (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the spear reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to {@dice 2d8}.", + "When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking {@damage 8d6} lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to your hand. This property can't be used again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+2", + "hasFluffImages": true + }, + { + "name": "Ruin's Wake (Dormant)", + "source": "EGW", + "page": 277, + "baseItem": "spear|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 3, + "weaponCategory": "simple", + "property": [ + "T", + "V", + "Vst|TDCSR" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "bonusWeapon": "+1", + "entries": [ + "This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "A slaughter-loving {@creature balor} named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence." + ] + }, + { + "type": "entries", + "name": "Dormant", + "entries": [ + "The spear grants the following benefits in its dormant state:", + { + "type": "list", + "items": [ + "You can speak, read, and write Abyssal and Orc.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 1d8} piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand.", + "As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin's Wake with advantage against the attacker. You can't use this property again until you finish a short or long rest." + ] + } + ] + }, + { + "type": "inset", + "name": "Betrayer Artifact Properties", + "entries": [ + "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Ruin's Wake (Exalted)", + "source": "EGW", + "_copy": { + "name": "Ruin's Wake (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the spear reaches an exalted state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can't be used again until the next dawn.", + "When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can't be used again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+3", + "hasFluffImages": true + }, + { + "name": "Ruinblade", + "source": "IMR", + "page": 95, + "baseItem": "greatsword|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "curse": true, + "sentient": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+2", + "entries": [ + "Ruinblade is a unique weapon possessed by {@creature Moghadam|IMR}, the architect of the Tomb of Horrors. A symbol of his authority, Moghadam carries the weapon during the time frame of the adventure to intimidate the tomb's workers. (In later years, after {@creature Acererak|ToA} trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to use the weapon as his own phylactery.)", + "A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay.", + "You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack deals an extra {@damage 1d8} force damage.", + "In addition, the weapon has the following properties:", + { + "type": "entries", + "name": "Blighted Ruin", + "entries": [ + "You can cast the {@spell blight} spell from the weapon (DC 15). Once used, this property of the weapon can't be used until the next dawn." + ] + }, + { + "type": "entries", + "name": "Destructive Ruin", + "entries": [ + "You can cast the {@spell disintegrate} spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this property of the weapon can't be used until dawn seven days later." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a {@spell remove curse} spell or similar magic, you are unwilling to part with the weapon.", + "The weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict arises between you and the weapon at the end of the seventh day." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Ruinblade is a sentient lawful evil weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 16. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned to it, Ruinblade also understands every language you know." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively engaged in acts of destruction, but worsens if the blade is left inactive too long.", + "The weapon's purpose is to ruin and unmake existing objects, so that its owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before." + ] + } + ], + "attachedSpells": [ + "blight", + "disintegrate" + ] + }, + { + "name": "Ruinous Flail", + "source": "BMT", + "page": 37, + "baseItem": "flail|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "B", + "bonusWeapon": "+1", + "entries": [ + "This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures.", + "Additionally, when you hit a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes {@damage 2d4} necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can't be used again until the next dawn." + ] + }, + { + "name": "Ruinstone", + "source": "DC", + "rarity": "artifact", + "wondrous": true, + "entries": [ + "A fiery red crystal the size of a human palm.", + "Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities here are broad, but in combat it's simplest to allow them the opportunity to \"rewind\" one action and take it again, or to reroll a failed saving throw (if it can still take actions).", + "Each use of the artifact has a terrible side effect: someone known to the wielder is also erased from reality. After the villain uses the ruinstone, roll a {@dice d20}: on a 5-20, one of their allies disintegrates, on an 1-4, one of the player characters disintegrates.", + "If a creature bound its soul to the ruinstone in the \"Thalivar's Beacon\" quest, the artifact explodes when used and the creature who is bound to it disintegrates, disappearing from reality and can only be brought back with a {@spell wish} spell, or similar magic." + ] + }, + { + "name": "Ryath Root", + "source": "ToA", + "page": 205, + "type": "G", + "rarity": "unknown", + "value": 5000, + "entries": [ + "Any creature that ingests a ryath root gains {@dice 2d4} temporary hit points. A creature that consumes more than one ryath root in a 24-hour period must succeed on a DC 13 Constitution saving throw or suffer the {@condition poisoned} condition for 1 hour." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Sack", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sack|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 0.5, + "value": 1, + "entries": [ + "A sack can hold up to 1 cubic foot or 30 pounds of gear." + ], + "containerCapacity": { + "weight": [ + 30 + ] + } + }, + { + "name": "Sack", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 0.5, + "value": 1, + "entries": [ + "A Sack holds up to 30 pounds within 1 cubic foot." + ], + "containerCapacity": { + "weight": [ + 30 + ] + } + }, + { + "name": "Saddle of the Cavalier", + "source": "DMG", + "page": 199, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage." + ], + "lootTables": [ + "Magic Item Table B" + ] + }, + { + "name": "Saddlebags", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TAH", + "rarity": "none", + "weight": 8, + "value": 400 + }, + { + "name": "Saffron", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 1500 + }, + { + "name": "Sage Card", + "source": "BMT", + "page": 15, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card and use it to cast the {@spell Contact Other Plane} spell. When you cast the spell in this way, your questions are answered by the mysterious figure depicted on the card. Once this property is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "contact other plane" + ], + "hasFluffImages": true + }, + { + "name": "Sage's Mirror", + "source": "CoA", + "page": 269, + "rarity": "rare", + "wondrous": true, + "recharge": "dusk", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This item has 3 charges and regains all charges at dusk. You can use an action and expend 1 of the mirror's charges to cast one of the following spells:", + { + "type": "list", + "items": [ + "{@spell Find the Path}", + "{@spell Legend Lore}" + ] + }, + "With each use, it is apparent that the information gleaned from the mirror comes from a chamber in the Nine Hells where sages and scholars are tortured for the answers to each question." + ], + "attachedSpells": [ + "find the path", + "legend lore" + ] + }, + { + "name": "Sage's Signet (Bear)", + "source": "BMT", + "page": 37, + "type": "RG|DMG", + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.", + "While wearing the Sage's Signet, you can cast the {@spell Enlarge/Reduce} and {@spell Polymorph} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn." + ], + "attachedSpells": [ + "augury", + "enlarge/reduce", + "polymorph" + ] + }, + { + "name": "Sage's Signet (Hart)", + "source": "BMT", + "page": 37, + "type": "RG|DMG", + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.", + "While wearing the Sage's Signet, you can cast the {@spell Aura of Vitality} and {@spell Mass Cure Wounds} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn." + ], + "attachedSpells": [ + "augury", + "aura of vitality", + "mass cure wounds" + ] + }, + { + "name": "Sage's Signet (Lion)", + "source": "BMT", + "page": 37, + "type": "RG|DMG", + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.", + "While wearing the Sage's Signet, you can cast the {@spell Destructive Wave} and {@spell Fireball} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn." + ], + "attachedSpells": [ + "augury", + "destructive wave", + "fireball" + ] + }, + { + "name": "Sage's Signet (Serpent)", + "source": "BMT", + "page": 37, + "type": "RG|DMG", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.", + "While wearing the Sage's Signet, you can cast the {@spell Fear} and {@spell Hex} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn." + ], + "attachedSpells": [ + "augury", + "fear", + "hex" + ] + }, + { + "name": "Sage's Signet (Songbird)", + "source": "BMT", + "page": 37, + "type": "RG|DMG", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.", + "While wearing the Sage's Signet, you can cast the {@spell Charm Person} and {@spell Hypnotic Pattern} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn." + ], + "attachedSpells": [ + "augury", + "charm person", + "hypnotic pattern" + ] + }, + { + "name": "Sage's Signet (Wolf)", + "source": "BMT", + "page": 37, + "type": "RG|DMG", + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.", + "While wearing the Sage's Signet, you can cast the {@spell Freedom of Movement} and {@spell Pass without Trace} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn." + ], + "attachedSpells": [ + "augury", + "freedom of movement", + "pass without trace" + ] + }, + { + "name": "Sailing Ship", + "source": "DMG", + "page": 119, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sailing Ship|XPHB" + ], + "type": "SHP", + "rarity": "none", + "value": 1000000, + "crew": 20, + "vehAc": 15, + "vehHp": 300, + "vehDmgThresh": 15, + "vehSpeed": 2, + "capPassenger": 20, + "capCargo": 100, + "seeAlsoVehicle": [ + "Sailing Ship" + ] + }, + { + "name": "Sailing Ship", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "SHP|XPHB", + "rarity": "none", + "value": 1000000, + "crew": 20, + "vehAc": 15, + "vehHp": 300, + "vehDmgThresh": 15, + "vehSpeed": 2, + "capPassenger": 20, + "capCargo": 100, + "seeAlsoVehicle": [ + "Sailing Ship" + ] + }, + { + "name": "Saint Markovia's Thighbone", + "source": "CoS", + "page": 222, + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "entries": [ + "Saint Markovia's thighbone has the properties of a {@item mace of disruption}. If it scores one or more hits against a {@creature vampire} or a {@creature vampire spawn} in the course of a single battle, the thighbone crumbles into dust once the battle concludes.", + "As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.", + "Markovia had long considered Strahd a mad tyrant, but only after his transformation into a {@creature vampire} did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of {@creature vampire spawn} to her abbey. They confronted Markovia and were destroyed to a one.", + "Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.", + "The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.", + "{@item Mace of Disruption}. When you hit a fiend or an undead with this magic weapon, that creature takes an extra {@damage 2d6} radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes {@condition frightened} of you until the end of your next turn.", + "While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet." + ], + "hasFluffImages": true + }, + { + "name": "Saint Vitruvio's Phylactery", + "source": "DoDk", + "page": 233, + "rarity": "rare", + "reqAttune": "by a bard, cleric, druid, or paladin", + "reqAttuneTags": [ + { + "class": "bard" + }, + { + "class": "cleric" + }, + { + "class": "druid" + }, + { + "class": "paladin" + } + ], + "wondrous": true, + "entries": [ + "You can use an action to cast one of the following spells from the phylactery: {@spell bless}, {@spell death ward}, {@spell greater restoration}, {@spell prayer of healing}, or {@spell revivify}. The spells use your spellcasting ability and spell save DC. Once the phylactery has been used to cast a spell, it can't be used to cast that spell again until the next dawn.", + { + "type": "entries", + "name": "Crown Authority", + "entries": [ + "A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.", + "As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours." + ] + }, + { + "type": "entries", + "name": "Relics of Saint Vitruvio", + "entries": [ + "These holy relics of the Sacred Flame were wielded by Saint Vitruvio and are kept in several religious sites throughout Drakkenheim. The Knights of the Silver Order and the Followers of the Falling Fire now seek these relics. Not only do both factions revere Saint Vitruvio, both wish to use these relics to help advance their goals in Drakkenheim.", + "A character attuned to three Relics of Saint Vitruvio may cast the {@spell heal} spell three times per day, after which they must finish a long rest before they may do so again. In addition, that character gains the ability to attune to two additional magic items so long as those magic items are both Relics of Saint Vitruvio." + ] + } + ], + "attachedSpells": [ + "heal", + "bless", + "death ward", + "greater restoration", + "prayer of healing", + "revivify" + ] + }, + { + "name": "Salt", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 5 + }, + { + "name": "Sanctum Amulet", + "source": "BGG", + "page": 116, + "resist": [ + "necrotic" + ], + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.", + "While wearing this item, you have resistance to necrotic damage. Additionally, you can cast the {@spell spare the dying} cantrip using either an action or a bonus action.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item's rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.", + "Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ], + "attachedSpells": [ + "spare the dying" + ] + }, + { + "name": "Sapphire Buckler", + "source": "FTD", + "page": 24, + "baseItem": "shield|PHB", + "type": "S", + "resist": [ + "psychic", + "thunder" + ], + "rarity": "very rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "entries": [ + "This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal {@damage 2d6} thunder damage to that creature.", + "As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "Sardonyx", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "An opaque bands of red and white gemstone." + ] + }, + { + "name": "Sarlona Trinket", + "source": "ERLW", + "page": 138, + "type": "G", + "rarity": "none", + "entries": [ + { + "caption": "Trinkets from Sarlona", + "colLabels": [ + "d8", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A polished crystal sphere; when you clutch it in your fist, a telepathic voice recites a story in your mind" + ], + [ + "2", + "A teardrop pendant made from polished shell; when you hold it, you see the image of a young Riedran man" + ], + [ + "3", + "A six-sided crystal die; when you roll it, you feel a surge of emotion for six seconds" + ], + [ + "4", + "A sealed vial filled with faintly luminescent blue mist" + ], + [ + "5", + "A crystal disk engraved with a labyrinthine pattern" + ], + [ + "6", + "A leather-bound collection of kalashtar poetry called {@i Shards of the Light}" + ], + [ + "7", + "A sphere of polished crystal; when you hold it in your palm, you feel that it knows you and understands you" + ], + [ + "8", + "A cup and ball toy; when you successfully catch the ball in the cup, you feel a momentary surge of joy" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Scarab of Protection", + "source": "DMG", + "page": 199, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "charges": 12, + "entries": [ + "If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:", + { + "type": "list", + "items": [ + "You have advantage on saving throws against spells.", + "The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended." + ] + } + ], + "lootTables": [ + "Magic Item Table I" + ], + "miscTags": [ + "CNS" + ], + "hasFluffImages": true + }, + { + "name": "Sceptre of Saint Vitruvio", + "source": "DoDk", + "page": 234, + "type": "M", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: {@spell guiding bolt} (1 charge), {@spell flaming sphere} (2 charges), or {@spell flame strike} (5 charges). The staff regains {@dice 1d6 + 4} expended charges daily at dawn.", + { + "type": "entries", + "name": "Relics of Saint Vitruvio", + "entries": [ + "These holy relics of the Sacred Flame were wielded by Saint Vitruvio and are kept in several religious sites throughout Drakkenheim. The Knights of the Silver Order and the Followers of the Falling Fire now seek these relics. Not only do both factions revere Saint Vitruvio, both wish to use these relics to help advance their goals in Drakkenheim.", + "A character attuned to three Relics of Saint Vitruvio may cast the {@spell heal} spell three times per day, after which they must finish a long rest before they may do so again. In addition, that character gains the ability to attune to two additional magic items so long as those magic items are both Relics of Saint Vitruvio." + ] + } + ], + "attachedSpells": [ + "heal", + "guiding bolt", + "flaming sphere", + "flame strike" + ], + "hasFluffImages": true + }, + { + "name": "Scholar's Pack", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Scholar's Pack|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 10, + "value": 4000, + "entries": [ + "Includes:", + { + "type": "list", + "items": [ + "a {@item backpack|phb}", + "a {@item book|phb} of lore", + "a {@item Ink (1-ounce bottle)|phb|bottle of ink}", + "an {@item ink pen|phb}", + "10 {@item Parchment (one sheet)|phb|sheets of parchment}", + "a little bag of sand", + "a small knife." + ] + } + ], + "packContents": [ + "backpack|phb", + "book|phb", + "ink (1-ounce bottle)|phb", + "ink pen|phb", + "parchment (one sheet)|phb", + { + "special": "little bag of sand" + }, + { + "special": "small knife" + } + ] + }, + { + "name": "Scholar's Pack", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 22, + "value": 4000, + "entries": [ + "A Scholar's Pack contains the following items: {@item Backpack|XPHB}, {@item Book|XPHB}, {@item Ink|XPHB}, {@item Ink Pen|XPHB}, {@item Lamp|XPHB}, 10 flasks of {@item Oil|XPHB}, 10 sheets of {@item Parchment|XPHB}, and {@item Tinderbox|XPHB}." + ], + "packContents": [ + "backpack|xphb", + "book|xphb", + "ink|xphb", + "ink pen|xphb", + "lamp|xphb", + { + "item": "oil|xphb", + "quantity": 10 + }, + { + "item": "parchment|xphb", + "quantity": 10 + }, + "tinderbox|xphb" + ] + }, + { + "name": "Scimitar of Speed", + "source": "DMG", + "page": 199, + "srd": true, + "baseItem": "scimitar|phb", + "type": "M", + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "L" + ], + "dmg1": "1d6", + "dmgType": "S", + "bonusWeapon": "+2", + "entries": [ + "You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Scissors of Shadow Snipping", + "source": "WBtW", + "page": 213, + "rarity": "rare", + "reqAttune": "by a fey or a spellcaster", + "reqAttuneTags": [ + { + "creatureType": "fey" + }, + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can't be used again until the next dawn.", + "The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:", + { + "type": "list", + "items": [ + "You control the shadow's movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is {@condition invisible} in darkness. It can't speak, and it doesn't require air, sleep, or nourishment.", + "You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the {@creature shadow} stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow's Strength Drain attack does not die but falls {@condition unconscious} instead. The creature regains consciousness and all its Strength after finishing a short or long rest." + ] + }, + "A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly." + ] + }, + { + "name": "Scorpion Armor", + "source": "ToA", + "page": 208, + "type": "HA", + "rarity": "rare", + "reqAttune": true, + "curse": true, + "weight": 65, + "ac": 18, + "strength": "15", + "entries": [ + "This suit of plate armor is fashioned from {@creature giant scorpion} chitin. While wearing this armor, you gain the following benefits:", + { + "type": "list", + "items": [ + "The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't {@condition incapacitated}.", + "The armor doesn't impose disadvantage on your Dexterity ({@skill Stealth}) checks.", + "The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide)." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 ({@damage 10d10 + 45}) poison damage on a failed save, or half as much damage on a successful one. Only a {@spell wish} spell can remove the armor's curse." + ] + } + ] + }, + { + "name": "Scorpion Ship", + "source": "AAG", + "page": 42, + "type": "SPC|AAG", + "rarity": "none", + "value": 2500000, + "crew": 12, + "vehAc": 19, + "vehHp": 250, + "vehDmgThresh": 15, + "vehSpeed": 3.5, + "capCargo": 12, + "entries": [ + "Scorpion ships are archaic metal warships that have never lost their popularity, largely because of their versatility. Articulated legs enable a scorpion ship to land safely on the ground and move across a solid surface at a walking speed of 30 feet. The ship can't float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail. The ship's two claws are relatively inefficient in combat, but a claw that grabs a creature can quickly take it out of action." + ], + "seeAlsoVehicle": [ + "Scorpion Ship|AAG" + ] + }, + { + "name": "Scourge of Shadow", + "source": "CoA", + "page": 275, + "baseItem": "whip|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+3", + "critThreshold": 18, + "entries": [ + "Said to be a gift to Glasya from Asmodeus, the Scourge of Shadow is a multi-headed whip constructed from infernal iron. The scourge is nigh-in- destructible, and Glasya carries it with her wherever she goes. When she wields the whip in battle, it shrouds her in an aura of shadow.", + "The Scourge of Shadow is a magic whip. You have a +3 bonus to attack and damage rolls made with this weapon, and it does {@damage 3d4} slashing damage instead of its regular damage. When you hit a good aligned creature with it, that creatures takes an extra {@damage 4d4} necrotic damage.", + "Whenever an unattuned creature attacks with the weapon, it deals {@damage 2d4} necrotic damage, ignoring resistances and immunities, to them, but otherwise functions normally.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Scourge of Shadow has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Keen", + "entries": [ + "The whip scores a critical on a roll of 18, 19, or 20. When it scores a critical, its damage dice are upgraded to {@dice 3d6} instead of {@dice 3d4} for the duration of the attack. If attacking a good aligned creature, or attacking with the weapon unattuned, the necrotic damage dice are also increased to a {@dice d6} instead of a {@dice d4}." + ] + }, + { + "type": "entries", + "name": "Fast Reflexes", + "entries": [ + "While attuned to the Scourge of Shadow, you gain advantage on initiative rolls, and you add your Charisma and Dexterity modifiers to the roll. You may use either your Strength, Dexterity, or Charisma modifier for the attack and damage rolls (the same modifier must be used for both attack and damage)." + ] + }, + { + "type": "entries", + "name": "Veil of Shadow", + "entries": [ + "You're protected by a field of shadow that makes you resistant to radiant and necrotic damage. While in {@quickref Vision and Light||2||dim light} or darkness you gain {@sense blindsight} out to 60 feet and Dexterity ({@skill Stealth}) checks are made with advantage." + ] + }, + { + "type": "entries", + "name": "Destroying the Scourge", + "entries": [ + "Though the process is known only to Glasya and Asmodeus, the Scourge of Shadow can be destroyed. It must be taken to the Pit of Fire in Phlegethos. The scourge, along with the body of an archdevil, must be thrown into the Hellfire together. As they hit the flames, a spell of Darkness must be cast at 9th level on the scourge. If each part of the ritual is performed correctly, the whip disintegrates within the Hellfire." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Scribe's Pen", + "source": "ERLW", + "page": 278, + "rarity": "common", + "reqAttune": "by a creature with the Mark of Scribing", + "reqAttuneTags": [ + { + "race": "gnome (mark of scribing)|erlw" + } + ], + "wondrous": true, + "entries": [ + "You can use this pen to write on any surface. You decide whether the writing is visible or {@condition invisible}, but the writing is always visible to a person with the Mark of Scribing.", + "Any creature with the Mark of Scribing can use an action to touch the {@condition invisible} writing, making it visible to all.", + "If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days." + ] + }, + { + "name": "Scroll of Protection from Aberrations", + "source": "DMG", + "page": 199, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "entries": [ + "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Scroll of Protection from Beasts", + "source": "DMG", + "page": 199, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "entries": [ + "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Scroll of Protection from Celestials", + "source": "DMG", + "page": 199, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "entries": [ + "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Scroll of Protection from Elementals", + "source": "DMG", + "page": 199, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "entries": [ + "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Scroll of Protection from Fey", + "source": "DMG", + "page": 199, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "entries": [ + "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Scroll of Protection from Fiends", + "source": "DMG", + "page": 199, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "entries": [ + "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Scroll of Protection from Plants", + "source": "DMG", + "page": 199, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "entries": [ + "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Scroll of Protection from Undead", + "source": "DMG", + "page": 199, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "entries": [ + "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Scroll of Tarrasque Summoning", + "source": "IDRotF", + "page": 315, + "type": "SC|DMG", + "rarity": "legendary", + "entries": [ + "Using an action to read the scroll causes the {@creature tarrasque} (see the creature's entry in the Monster Manual) to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Scroll of the Comet", + "source": "IDRotF", + "page": 315, + "type": "SC|DMG", + "rarity": "legendary", + "entries": [ + "By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted.", + "The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking {@damage 30d10} force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren't being worn or held." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Sealing Wax", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "value": 50 + }, + { + "name": "Secondhand Steal Trinket", + "source": "BMT", + "page": 108, + "type": "G", + "rarity": "none", + "entries": [ + { + "caption": "Secondhand Steals", + "colLabels": [ + "d8", + "Secondhand Steal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A pair of small, rose-tinted glasses with round lenses" + ], + [ + "2", + "A droopy potted plant in an old boot" + ], + [ + "3", + "A rusty metal goblet shaped like a frog opening its mouth to the sky" + ], + [ + "4", + "A wide-brimmed, palm-frond sunhat that has been chewed on" + ], + [ + "5", + "A utensil shaped like a fork on one end and a spoon on the other" + ], + [ + "6", + "A thick, sun-yellowed book on seasonal agriculture written in Halfling" + ], + [ + "7", + "A well-used squeaky toy in the shape of a garden gnome with a red hat" + ], + [ + "8", + "A glass statuette of a rust monster" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Seeker Dart", + "source": "PotA", + "page": 223, + "baseItem": "dart|phb", + "type": "R", + "rarity": "uncommon", + "weight": 0.25, + "weaponCategory": "simple", + "property": [ + "F", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "entries": [ + "This small dart is decorated with designs like windy spirals that span the length of its shaft.", + "When you whisper the word \"seek\" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.", + "When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take {@damage 1d4} piercing damage and {@damage 3d4} lightning damage. The dart's magic is then spent, and it becomes an ordinary dart." + ] + }, + { + "name": "Sekolahian Worshiping Statuette", + "source": "GoS", + "page": 229, + "rarity": "common", + "wondrous": true, + "entries": [ + "Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour." + ] + }, + { + "name": "Selesnya Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring, adorned with the symbol of Selesnya, allows you to cast {@spell charm person}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Selesnya's recognition and favor.", + "A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13)." + ], + "attachedSpells": [ + "charm person" + ], + "hasFluffImages": true + }, + { + "name": "Selesnya Keyrune", + "source": "GGR", + "page": 178, + "rarity": "rare", + "reqAttune": "by a member of the Selesnya guild", + "reqAttuneTags": [ + { + "background": "selesnya initiate|ggr" + } + ], + "wondrous": true, + "entries": [ + "Carved from white and green marble in the shape of a wolf's head, this keyrune transforms into a {@creature dire wolf}. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can't speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically.", + "When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature dire wolf}. If there isn't enough space for the creature, the keyrune doesn't transform.", + "The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.", + "At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Sending Stone", + "source": "AI", + "page": 33, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence ({@skill Arcana}) check to establish contact. Once the stone is successfully used, it can't be used again until the next dawn.", + "Making contact with another secretarian assumes that they are in possession of their own sending stone.", + { + "type": "table", + "caption": "Quirks of Your Sending Stone", + "colLabels": [ + "d8", + "quirk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "It's a flip stone." + ], + [ + "2", + "It gets great reception everywhere except in your headquarters." + ], + [ + "3", + "It sometimes picks up other magical conversations." + ], + [ + "4", + "It's the perfect size, shape, and weight to be used as a skipping stone." + ], + [ + "5", + "It heats up when you use it, to the extent that it once burned through your gloves." + ], + [ + "6", + "It has an obnoxious ringtone that you can't work out how to change." + ], + [ + "7", + "It fails to notify you of incoming messages except for a faint pulsating glow." + ], + [ + "8", + "It's voice activated, so that every time you talk to someone, it tries to send a message to someone else." + ] + ] + }, + { + "type": "entries", + "name": "Rumor Mill", + "entries": [ + "Also at rank 2, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence ({@skill History}) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization's many contacts." + ] + }, + { + "type": "entries", + "name": "Improved Rumor Mill", + "entries": [ + "At rank 3, when you use your Rumor Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Sending Stones", + "source": "DMG", + "page": 199, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the {@spell sending} spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.", + "Once {@spell sending} is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "attachedSpells": [ + "sending" + ], + "lootTables": [ + "Magic Item Table C" + ], + "hasFluffImages": true + }, + { + "name": "Sensory Stone", + "source": "SatO", + "page": 13, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This small, smooth stone contains the essence of a single experience.", + "As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment.", + { + "type": "entries", + "name": "Record Sensation", + "entries": [ + "You can use your reaction to record a short sensation lasting no longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of that experience into the stone. This replaces any sensation already stored within the stone." + ] + }, + { + "type": "entries", + "name": "Siphon Sensation", + "entries": [ + "As a bonus action, you can draw on the stone's magic to end the charmed or frightened condition on yourself, destroying the stone in the process." + ] + } + ] + }, + { + "name": "Sentinel Shield", + "source": "DMG", + "page": 199, + "type": "S", + "tier": "major", + "rarity": "uncommon", + "weight": 6, + "ac": 2, + "entries": [ + "While holding this shield, you have advantage on initiative rolls and Wisdom ({@skill Perception}) checks. The shield is emblazoned with a symbol of an eye." + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + { + "name": "Serpent Scale Armor", + "source": "CM", + "page": 98, + "baseItem": "scale mail|PHB", + "type": "MA", + "rarity": "uncommon", + "weight": 45, + "ac": 14, + "dexterityMax": null, + "entries": [ + "This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity ({@skill Stealth}) checks." + ] + }, + { + "name": "Serpent Venom", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 20000, + "poison": true, + "entries": [ + "This poison must be harvested from a dead or {@condition incapacitated} {@creature giant poisonous snake}. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one." + ], + "poisonTypes": [ + "injury" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Serpent's Fang", + "source": "CM", + "page": 98, + "baseItem": "longsword|PHB", + "type": "M", + "rarity": "rare", + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "entries": [ + "This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra {@damage 1d10} poison damage to any target it hits." + ] + }, + { + "name": "Shadowfell Brand Tattoo", + "source": "TCE", + "page": 134, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo is dark in color and abstract.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Shadow Essence", + "entries": [ + "You gain {@sense darkvision} with a range of 60 feet, and you have advantage on Dexterity ({@skill Stealth}) checks." + ] + }, + { + "type": "entries", + "name": "Shadowy Defense", + "entries": [ + "When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset." + ] + } + ] + }, + { + "name": "Shadowfell Shard", + "source": "TCE", + "page": 135, + "rarity": "rare", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "weight": 1, + "focus": [ + "Sorcerer" + ], + "entries": [ + "This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.", + "When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability." + ], + "hasFluffImages": true + }, + { + "name": "Shard", + "source": "WDH", + "page": 169, + "type": "$C", + "rarity": "none", + "value": 10, + "entries": [ + "Silver coin, slightly smaller than the nib (1 shard = 10 {@item nib|wdh|nibs})" + ] + }, + { + "name": "Shard of the Ise Rune", + "source": "SKT", + "page": 236, + "resist": [ + "fire" + ], + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.", + { + "name": "Frigid Touch", + "type": "entries", + "entries": [ + "As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Frost Friend", + "type": "entries", + "entries": [ + "You have resistance to fire damage." + ] + }, + { + "name": "Icy Mantle", + "type": "entries", + "entries": [ + "As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Winters Howl", + "type": "entries", + "entries": [ + "As an action, you can cast {@spell sleet storm} (spell save DC 17). You regain this ability after you finish a short or long rest." + ] + }, + { + "name": "Gift of Frost", + "type": "entries", + "entries": [ + "You can transfer the shard's magic to a nonmagical item\u2014a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Cloak", + "entry": "The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity ({@skill Stealth}) checks made while in snowy terrain." + }, + { + "type": "item", + "name": "Boots", + "entry": "The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore {@quickref difficult terrain||3} while walking, and you can walk on water." + } + ] + } + ] + } + ], + "attachedSpells": [ + "sleet storm" + ] + }, + { + "name": "Shard of Xeluan", + "source": "KftGV", + "page": 134, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "curse": true, + "ability": { + "str": 4 + }, + "bonusSpellAttack": "+1", + "entries": [ + "This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.", + { + "type": "entries", + "name": "Empowered Magic", + "entries": [ + "While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls." + ] + }, + { + "type": "entries", + "name": "Enhanced Strength", + "entries": [ + "Your Strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "Attuning to this item extends its curse to you. You remain cursed until you are targeted by a {@spell remove curse} spell or similar magic, or until the shard is reattached to Xeluan's {@condition petrified} heart.", + "The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you." + ] + }, + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Misfortune" + ], + "rows": [ + [ + "1", + "You accidentally cut yourself with the shard and are {@condition poisoned} until the next dawn." + ], + [ + "2", + "You experience a vision of an ancient calamity\u2014a beautiful city threatened by crumbling mountains and erupting volcanoes\u2014and are {@condition stunned} until the end of your next turn." + ], + [ + "3", + "For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 16 Dexterity saving throw or be knocked {@condition prone}." + ], + [ + "4", + "The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 ({@damage 1d4 + 1}) force damage to the target." + ], + [ + "5", + "Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you." + ], + [ + "6", + "Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks." + ] + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Shard Solitaire (Black Sapphire)", + "source": "KftGV", + "page": 193, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.", + { + "type": "entries", + "name": "Rift Step", + "entries": [ + "As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.", + "When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The black sapphire shard solitaire can be used to cast the following spells: {@spell banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge), {@spell blight} (3 charges), {@spell finger of death} (6 charges)." + ] + } + ], + "attachedSpells": [ + "mirror image", + "banishment", + "blight", + "finger of death" + ], + "hasFluffImages": true + }, + { + "name": "Shard Solitaire (Diamond)", + "source": "KftGV", + "page": 193, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.", + { + "type": "entries", + "name": "Rift Step", + "entries": [ + "As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.", + "When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The diamond shard solitaire can be used to cast the following spells: {@spell banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge), {@spell ice storm} (3 charges), {@spell simulacrum} (6 charges; the duplicate created by the spell has the same number of hit points as the creature it imitates)." + ] + } + ], + "attachedSpells": [ + "mirror image", + "banishment", + "ice storm", + "simulacrum" + ], + "hasFluffImages": true + }, + { + "name": "Shard Solitaire (Jacinth)", + "source": "KftGV", + "page": 193, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.", + { + "type": "entries", + "name": "Rift Step", + "entries": [ + "As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.", + "When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The jacinth shard solitaire can be used to cast the following spells: {@spell banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge), {@spell fireball} (2 charges), {@spell fire storm} (6 charges)." + ] + } + ], + "attachedSpells": [ + "mirror image", + "banishment", + "fireball", + "fire storm" + ], + "hasFluffImages": true + }, + { + "name": "Shard Solitaire (Rainbow Pearl)", + "source": "KftGV", + "page": 193, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.", + { + "type": "entries", + "name": "Rift Step", + "entries": [ + "As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.", + "When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The rainbow pearl shard solitaire can be used to cast the following spells: {@spell banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge), {@spell prismatic spray} (6 charges), {@spell water breathing} (2 charges)." + ] + } + ], + "attachedSpells": [ + "mirror image", + "banishment", + "prismatic spray", + "water breathing" + ], + "hasFluffImages": true + }, + { + "name": "Shard Solitaire (Ruby)", + "source": "KftGV", + "page": 193, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.", + { + "type": "entries", + "name": "Rift Step", + "entries": [ + "As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.", + "When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The ruby shard solitaire can be used to cast the following spells: {@spell banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge), {@spell fly} (2 charges), {@spell teleport} (6 charges)." + ] + } + ], + "attachedSpells": [ + "mirror image", + "banishment", + "fly", + "teleport" + ], + "hasFluffImages": true + }, + { + "name": "Shatterspike", + "source": "TftYP", + "page": 229, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "uncommon", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon." + ] + }, + { + "name": "Shatterstick", + "source": "BGDIA", + "page": 99, + "type": "OTH", + "rarity": "unknown", + "weight": 4, + "entries": [ + "A shatterstick is a nonmagical, 12-inch-long, 4-pound stake made of blue-tinged infernal iron mined on Cania, the eighth layer of the Nine Hells. When embedded in earth or pounded into solid rock, the stake emits a seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 ({@damage 10d6}) bludgeoning damage." + ] + }, + { + "name": "Sheep", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "value": 200 + }, + { + "name": "Shield Guardian Amulet", + "source": "IDRotF", + "page": 149, + "rarity": "rare", + "reqAttune": "by a humanoid", + "reqAttuneTags": [ + { + "creatureType": "humanoid" + } + ], + "wondrous": true, + "entries": [ + "The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A {@spell detect magic} spell reveals a magical aura of enchantment around the amulet.", + "Every {@creature shield guardian} has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is {@condition incapacitated} until a replacement amulet is created.", + "A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.", + "A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.", + "A humanoid that attunes to this amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same plane of existence. As an action, the amulet's attuned wearer can try to reactivate the shield guardian, doing so with a successful DC 20 Intelligence ({@skill Arcana}) check. Reactivation can only be attempted while the amulet and guardian are within 10 feet of each other." + ], + "hasFluffImages": true + }, + { + "name": "Shield of Expression", + "source": "XGE", + "page": 139, + "type": "S", + "tier": "minor", + "rarity": "common", + "weight": 6, + "ac": 2, + "entries": [ + "The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression." + ] + }, + { + "name": "Shield of Far Sight", + "source": "VGM", + "page": 81, + "type": "S", + "rarity": "rare", + "weight": 6, + "ac": 2, + "entries": [ + "A {@creature mind flayer} skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the {@creature mind flayer} can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the {@creature mind flayer} can see through the shield's eye, which has {@sense darkvision} out to a range of 60 feet. While peering through this magical eye, the {@creature mind flayer} can use its Mind Blast action as though it were standing behind the shield.", + "If a shield of far sight is destroyed, the {@creature mind flayer} that created it is {@condition blinded} for {@dice 2d12} hours." + ] + }, + { + "name": "Shield of Missile Attraction", + "source": "DMG", + "page": 200, + "srd": true, + "type": "S", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "curse": true, + "weight": 6, + "ac": 2, + "entries": [ + "While holding this shield, you have resistance to damage from ranged weapon attacks.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This shield is cursed. Attuning to it curses you until you are targeted by the {@spell remove curse} spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead." + ] + } + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Shield of Shouting", + "source": "ToA", + "page": 116, + "type": "S", + "rarity": "unknown (magic)", + "weight": 6, + "ac": 2, + "entries": [ + "A {@spell detect magic} spell reveals an aura of transmutation magic around this shield, which has a minor magical property: words spoken by the shield's bearer are amplified and sound ten times louder than normal." + ] + }, + { + "name": "Shield of the Blazing Dreadnought", + "source": "BGG", + "page": 116, + "baseItem": "shield|PHB", + "type": "S", + "immune": [ + "fire" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 6, + "ac": 2, + "entries": [ + "Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.", + "You can use a bonus action to activate the shield, causing glowing lava to flow through the shield's grooves for 1 minute. While the shield is active, you gain the following benefits:", + { + "type": "entries", + "name": "Blazing Soul", + "entries": [ + "You have immunity to fire damage." + ] + }, + { + "type": "entries", + "name": "Cleansing Fire", + "entries": [ + "As an action, you can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice affecting this creature ends immediately; the condition can be blinded, charmed, deafened, or poisoned." + ] + }, + { + "type": "entries", + "name": "Shield Bash", + "entries": [ + "When you take the {@action Attack} action on your turn, you can replace one of your attacks with a shield bash, targeting one creature you can see within 5 feet of yourself. The target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failed save, the target takes {@damage 3d6} bludgeoning damage plus {@damage 3d6} fire damage and is knocked prone. On a successful save, the target takes half as much damage only. You can use Shield Bash only once per turn.", + "Once the shield has been activated, it can't be activated again until the next dawn." + ] + } + ] + }, + { + "name": "Shield of the Cavalier", + "source": "UtHftLH", + "baseItem": "shield|xphb", + "type": "S", + "rarity": "very rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "bonusAc": "+2", + "entries": [ + "While holding this Shield, you have a +2 bonus to {@variantrule Armor Class|XPHB}. This bonus is in addition to the Shield's normal bonus to AC.", + "The Shield has the following additional properties that you can use while holding it.", + { + "type": "entries", + "name": "Forceful Bash", + "entries": [ + "When you take the {@action Attack|XPHB}, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your {@variantrule Proficiency|XPHB|Proficiency Bonus} and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to {@dice 2d6 + 2} plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the {@condition Prone|XPHB} condition." + ] + }, + { + "type": "entries", + "name": "Protective Field", + "entries": [ + "As a {@variantrule Reaction|XPHB}, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you. When the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the {@variantrule Reaction|XPHB} has no effect on creatures and objects inside the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}, which lasts as long as you maintain {@status Concentration|XPHB}, up to 1 minute. Nothing can pass into or out of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. A creature or object inside the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} can't be damaged by attacks or effects originating from outside, nor can a creature inside the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} damage anything outside it. Once this property is used, it can't be used again until the next dawn." + ] + } + ] + }, + { + "name": "Shield of the Hidden Lord", + "source": "BGDIA", + "page": 225, + "type": "S", + "rarity": "legendary", + "reqAttune": true, + "sentient": true, + "weight": 6, + "ac": 2, + "bonusAc": "+2", + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth's evil has warped the shield's appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.", + "While holding this shield, you gain a +2 bonus to AC and resistance to fire damage.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:", + { + "type": "list", + "items": [ + "The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and {@sense truesight} out to a range of 120 feet.", + "The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.", + "The shield has 3 charges. You can use an action to expend 1 charge to cast {@spell fireball} or 2 charges to cast {@spell wall of fire} from the shield (save DC 21 for each). The {@spell wall of fire} spell lasts for 1 minute (no {@status concentration} required). The shield regains all expended charges daily at dawn.", + "Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is {@condition frightened} until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn." + ] + } + ] + }, + { + "type": "entries", + "name": "Gargauth's Personality", + "entries": [ + "Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.", + "While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.", + "Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there." + ] + }, + { + "type": "entries", + "name": "Freeing Gargauth", + "entries": [ + "Casting {@spell dispel evil and good} on the shield has a {@chance 1} chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a {@creature solar}, a {@creature planetar}, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible." + ] + } + ], + "attachedSpells": [ + "fireball", + "wall of fire" + ], + "hasFluffImages": true + }, + { + "name": "Shield of the Silver Dragon", + "alias": [ + "Order of the Silver Dragon +2 Shield" + ], + "source": "CoS", + "page": 68, + "type": "S", + "tier": "major", + "rarity": "rare", + "weight": 6, + "ac": 2, + "bonusAc": "+2", + "entries": [ + "While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", + "The shield is emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see {@adventure {@i Curse of Strahd}, chapter 7|CoS|7|The Order of the Silver Dragon}). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't {@condition incapacitated}.", + "A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time." + ] + }, + { + "name": "Shield of the Tortoise", + "source": "BMT", + "page": 67, + "baseItem": "shield|PHB", + "type": "S", + "rarity": "uncommon", + "reqAttune": true, + "curse": true, + "weight": 6, + "ac": 2, + "bonusAc": "+1", + "entries": [ + "While you are wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This item is cursed. Attuning to it extends the curse to you until you are targeted by a {@spell Remove Curse} spell or similar magic. You cannot discard the shield, and remain attuned to it, as long as you are cursed. As long as you are cursed, you are sluggish. Your speed is halved. When you roll initiative, treat the roll on your {@dice d20} as a 1. You can't change your initiative by any means." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Shield of the Uven Rune", + "source": "WDMM", + "page": 299, + "type": "S", + "immune": [ + "cold" + ], + "rarity": "very rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "bonusWeapon": "+1", + "entries": [ + "This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence ({@skill History}) check recognizes it as an uven (\"enemy\" in Giant) rune that confers great power.", + "While holding the shield, you benefit from the following properties.", + { + "type": "entries", + "name": "Winter's Friend", + "entries": [ + "You are immune to cold damage." + ] + }, + { + "type": "entries", + "name": "Deadly Rebuke", + "entries": [ + "Immediately after a creature hits you with a melee attack, you can use your reaction to deal {@damage 3d6} necrotic damage to that creature." + ] + }, + { + "type": "entries", + "name": "Bane", + "entries": [ + "You can cast the {@spell bane} spell from the shield (save DC 17). The spell does not require {@status concentration} and lasts for 1 minute. Once you cast the spell from the shield, you can't do so again until you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Gift of Vengeance", + "entries": [ + "You can transfer the shield's magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon's creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead." + ] + } + ], + "attachedSpells": [ + "bane" + ] + }, + { + "name": "Shiftweave", + "source": "ERLW", + "page": 279, + "rarity": "common", + "wondrous": true, + "entries": [ + "When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties." + ] + }, + { + "name": "Shovel", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Shovel|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 5, + "value": 200 + }, + { + "name": "Shovel", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 5, + "value": 200, + "entries": [ + "Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material." + ] + }, + { + "name": "Shrieking Greaves", + "source": "BMT", + "page": 174, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "curse": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "Each of these black leg guards is decorated with a motif of monstrous skulls screaming in terror.", + "The greaves have 3 charges. While wearing these greaves, you can use a bonus action to expend 1 charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain {@dice 1d3} expended charges daily at dawn.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The greaves are cursed, and becoming attuned to them extends the curse to you. You can't remove the greaves or end your attunement to them until you are targeted by a {@spell Remove Curse} spell or similar magic.", + "You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 9 ({@damage 2d8}) thunder damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Shrike Ship", + "source": "AAG", + "page": 44, + "type": "SPC|AAG", + "rarity": "none", + "value": 2000000, + "crew": 11, + "vehAc": 15, + "vehHp": 250, + "vehDmgThresh": 15, + "vehSpeed": 8, + "capCargo": 20, + "entries": [ + "This swift vessel is a relatively recent design, quickly gaining popularity with merchants and pirates. A shrike ship's legs enable it to land safely on the ground. The ship can float but isn't built for traveling on water and sinks quickly in rough seas.", + "Standard weaponry on a shrike ship includes three ballistae\u2014one on the forecastle, one in the middle of the top deck, and one on the sterncastle. In a desperate situation, the ship's reinforced bow can be used as a piercing ram." + ], + "seeAlsoVehicle": [ + "Shrike Ship|AAG" + ] + }, + { + "name": "Signal Whistle", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Signal Whistle|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 5 + }, + { + "name": "Signal Whistle", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 5, + "entries": [ + "When blown as a {@action Utilize|XPHB} action, a Signal Whistle produces a sound that can be heard up to 600 feet away." + ] + }, + { + "name": "Signet Ring", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "value": 500 + }, + { + "name": "Silk (1 sq. yd.)", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "value": 1000 + }, + { + "name": "Silk robe with gold embroidery", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Silk Rope (50 feet)", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 5, + "value": 1000, + "entries": [ + "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check." + ] + }, + { + "name": "Silken Spite (Awakened)", + "source": "EGW", + "_copy": { + "name": "Silken Spite (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "The rapier grants the following benefits in its awakened state:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2.", + "The saving throw DC for the weapon's poison increases to 15.", + "While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): {@spell cloudkill}, {@spell darkness}, {@spell levitate}, or {@spell web}. Once a spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+2", + "attachedSpells": [ + "cloudkill", + "darkness", + "levitate", + "web" + ] + }, + { + "name": "Silken Spite (Dormant)", + "source": "EGW", + "page": 277, + "baseItem": "rapier|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "F", + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+1", + "modifySpeed": { + "equal": { + "climb": "walk" + } + }, + "entries": [ + "The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "A murderous {@creature yochlol} named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense." + ] + }, + { + "type": "entries", + "name": "Dormant", + "entries": [ + "The rapier grants the following benefits in its dormant state:", + { + "type": "list", + "items": [ + "You can speak, read, and write Abyssal, Elvish, and Undercommon.", + "You have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, being attuned to the rapier increases the range of your {@sense darkvision} by 60 feet.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the creature is also {@condition unconscious} while {@condition poisoned} in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake.", + "While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were {@quickref difficult terrain||3}." + ] + } + ] + }, + { + "type": "inset", + "name": "Betrayer Artifact Properties", + "entries": [ + "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information." + ] + } + ] + }, + { + "name": "Silken Spite (Exalted)", + "source": "EGW", + "_copy": { + "name": "Silken Spite (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "The rapier grants the following benefits in its exalted state:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17.", + "Magical darkness doesn't impede your {@sense darkvision}.", + "While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can't be used again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+3" + }, + { + "name": "Silver", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 500 + }, + { + "name": "Silver (sp)", + "source": "PHB", + "page": 143, + "type": "$C", + "rarity": "none", + "weight": 0.02, + "value": 10, + "entries": [ + "Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).", + "With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.", + "One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.", + "One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.", + "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", + "A standard coin weighs about a third of an ounce, so fifty coins weigh a pound." + ], + "hasFluffImages": true + }, + { + "name": "Silver 25-Zib Coin", + "source": "GGR", + "page": 9, + "type": "$C", + "rarity": "none", + "value": 25 + }, + { + "name": "Silver and gold brooch", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Silver chalice set with moonstones", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Silver Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "resist": [ + "cold" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.", + "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn." + ] + }, + { + "name": "Silver ewer", + "source": "DMG", + "page": 134, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Silver headdress with amber and red-coral feathers (Sun Empire)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Silver medallion (Sun Empire)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Silver necklace with a gemstone pendant", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Silver necklace with an amber pendant (Sun Empire)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 25000 + }, + { + "name": "Silver shoulder piece with amber and garnet (Sun Empire)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Silver Sword", + "source": "MTF", + "page": 89, + "type": "M", + "tier": "major", + "rarity": "unknown (magic)", + "reqAttune": "by a creature that has psionic ability", + "reqAttuneTags": [ + { + "psionics": true + } + ], + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "You have a +3 bonus to attack and damage rolls made with this magic weapon. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage." + ] + }, + { + "name": "Silver-plated steel longsword with jet set in hilt", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Silverquill Primer", + "source": "SCC", + "page": 39, + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "The Silverquill Primer is a magic textbook created at Strixhaven's Silverquill College. The primer has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you make a Charisma ({@skill Intimidation}) or a Charisma ({@skill Persuasion}) check while holding the primer, you can expend 1 charge to give yourself a {@dice 1d4} bonus to the check, immediately after you roll the {@dice d20}.", + "In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or cleric spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma." + ] + }, + { + "name": "Silverquill Trinket", + "source": "SCC", + "page": 35, + "type": "G", + "rarity": "none", + "entries": [ + "When you make your character, you may roll once on the Silverquill Trinkets table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.", + { + "caption": "Silverquill Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A black leather notebook filled with half-finished poems" + ], + [ + "2", + "A set of flashcards detailing different colloquialisms and their meanings" + ], + [ + "3", + "A canteen that makes any liquid drunk from it taste sweet" + ], + [ + "4", + "A forged permission slip granting access to the special archives of Strixhaven's libraries" + ], + [ + "5", + "A stylish silver pin that references a famous series of novels about warlocks" + ], + [ + "6", + "A stack of small pieces of parchment, each enchanted to stick to whatever surface it's pressed against and peel off easily" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Simic Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This ring, adorned with the symbol of Simic, allows you to cast {@spell expeditious retreat}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Simic's recognition and favor.", + "A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13)." + ], + "attachedSpells": [ + "expeditious retreat" + ], + "hasFluffImages": true + }, + { + "name": "Simic Keyrune", + "source": "GGR", + "page": 178, + "rarity": "uncommon", + "reqAttune": "by a member of the Simic guild", + "reqAttuneTags": [ + { + "background": "simic scientist|ggr" + } + ], + "wondrous": true, + "entries": [ + "This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a {@creature category 1 krasis|GGR} that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.", + "When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature category 1 krasis|GGR} that has the Grabber and Stabilizing Legs adaptations. If there isn't enough space for the creature, the keyrune doesn't transform.", + "The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.", + "At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Sinda berries (10)", + "source": "ToA", + "page": 205, + "type": "G", + "rarity": "unknown", + "value": 500, + "entries": [ + "These berries are dark brown and bitter. A full-grown sinda berry bush has {@dice 4d6} berries growing on it. A bush plucked of all its berries grows new berries in {@dice 1d4} months. Picked berries lose their freshness and efficacy after 24 hours.", + "Fresh sinda berries can be eaten raw or crushed and added to a drink to dull the bitterness. A creature that consumes at least ten fresh sinda berries gains advantage on saving throws against disease and poison for the next 24 hours." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Siren Song Lyre", + "source": "MOT", + "page": 198, + "type": "INS", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "You can use an action to play this lyre and cast one of the following spells from it: {@spell animal friendship}, {@spell charm person}, {@spell enthrall}, {@spell suggestion}. If the spell requires a saving throw, the spell save DC is 13.", + "Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn." + ], + "attachedSpells": [ + "animal friendship", + "charm person", + "enthrall", + "suggestion" + ] + }, + { + "name": "Skull Card", + "source": "BMT", + "page": 15, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card and use it to cast {@spell Spirit of Death|BMT} (see {@book chapter 7|BMT|6|Spirit of Death}) as a 6th-level spell (spell attack bonus {@hit 9}, save {@dc 17}). Once this property is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "spirit of death|bmt" + ], + "hasFluffImages": true + }, + { + "name": "Skull Helm", + "source": "BMT", + "page": 38, + "resist": [ + "cold", + "necrotic", + "poison" + ], + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this skull-shaped helm, you have resistance to cold, poison, and necrotic damage.", + "Additionally, while wearing the helm, you can cast {@spell Spirit of Death|BMT} from it without requiring material components. Once you use the helm to cast the spell, the helm can't cast this spell again until the next dawn." + ], + "attachedSpells": [ + "spirit of death|bmt" + ] + }, + { + "name": "Skull of Selfish Knowledge", + "source": "CoA", + "page": 269, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "You may use an action to make the magical skull devour a nonmagical book, map, or scroll. Once devoured the learning is forever available to you, but you can never write the information down or communicate it to others. It is for you alone." + ] + }, + { + "name": "Skyblinder Staff", + "source": "GGR", + "page": 181, + "rarity": "uncommon", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+1", + "bonusSpellAttack": "+1", + "staff": true, + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.", + "If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be {@condition blinded} until the start of its next turn." + ], + "hasFluffImages": true + }, + { + "name": "Skymetal Shield", + "source": "DoDk", + "page": 232, + "baseItem": "shield|PHB", + "type": "S", + "rarity": "uncommon", + "reqAttune": true, + "weight": 6, + "ac": 2, + "entries": [ + "This shield is constructed from hammered meteoric iron and embossed with a delerium crystal. When you are hit with a melee or ranged attack while wielding this shield, you can use your reaction to absorb residual energy from the attack. You suffer damage and effects from the attack as normal, and the shield gains 1 charge. The shield can have a maximum of 5 charges. Unexpended charges are lost each day at dawn.", + "As an action while wielding the shield, you can expend all its charges to release a forceful blast. Creatures within 10 feet of you must succeed on a DC 15 Constitution saving throw. On a failed saving throw, creatures in the area take {@damage 1d6} force damage for each expended charge, and are flung back 10 feet and knocked prone." + ] + }, + { + "name": "Skymetal Staff", + "source": "DoDk", + "page": 232, + "baseItem": "quarterstaff|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "This quarterstaff was built from refined meteoric iron and has a liquid delerium core.", + "Once on your turn, when you hit a creature with a melee attack using this weapon, you can force the target to make a DC 13 Intelligence saving throw. On a failed save, it takes an extra {@damage 3d6} psychic damage and can't take reactions until the start of your next turn. In addition, on its next turn, the creature must choose to take an action, bonus action, or move: it may only do one of the three." + ] + }, + { + "name": "Skysail", + "source": "TDCSR", + "page": 199, + "baseItem": "quarterstaff|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "modifySpeed": { + "static": { + "fly": 60 + } + }, + "entries": [ + "These bat-like wings were first used by the {@book Air Ashari|TDCSR|3|Zephrah} to soar through the sky. They are constructed of either leather and bone, or cloth and wood, and are set onto a sturdy wooden pole that helps their user remain stable during flight.", + "While these wings are open and you are riding the skysail, you can glide through the air. You have a flying speed of 60 feet, but you must descend at least 10 feet by the end of each of your turns and you can't gain altitude.", + "Additionally, while in contact with the skysail, you can use an action to cast the {@spell fly} spell on yourself, with a duration of 1 minute and requiring no {@status concentration}.", + "The spell ends if you lose physical contact with the skysail. Once this property is used, it can't be used again until the next dawn, or unless the skysail is immersed in powerful magic of elemental air. (This includes magic such as that found at the top of the {@book Summit Peaks|TDCSR|3|Summit Peaks} near the rift of air in {@book Zephrah|TDCSR|3|Zephrah}, or on the Elemental Plane of Air).", + "When the skysail is not in use, its wings can be retracted, and its pole can be used as a {@item quarterstaff|PHB}." + ], + "attachedSpells": [ + "fly" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Skyship", + "source": "EGW", + "page": 72, + "type": "AIR|DMG", + "rarity": "none", + "value": 10000000, + "crewMin": 6, + "crewMax": 10, + "vehSpeed": 10, + "capPassenger": 30, + "capCargo": 10, + "travelCost": 200, + "shippingCost": 100 + }, + { + "name": "Skyship", + "source": "TDCSR", + "page": 137, + "type": "AIR|DMG", + "rarity": "none", + "value": 10000000, + "crewMin": 6, + "crewMax": 10, + "vehSpeed": 10, + "capPassenger": 30, + "capCargo": 10, + "travelCost": 200, + "shippingCost": 100, + "entries": [ + "Purchasing a {@item skyship|TDCSR} costs 100,000 gp, and requires a personal connection with the Alsfarin Union in {@book Ank'Harel|TDCSR|3|Marquet}. A {@item skyship|TDCSR} travels at a top speed of 10 miles per hour, can carry total cargo of 10 tons, and requires a crew of six to ten humanoids to operate at peak performance. Most {@item skyship|TDCSR|skyships} have maximum accommodations for up to 30 passengers. Most {@item skyship|TDCSR|skyships} only travel between existing skyports (see \"{@book Emon Skyport|TDCSR|3|8. Emon Skyport},\"), and charge a fee of 2 gp per mile for a passenger ticket. Chartering a {@item skyship|TDCSR} to a destination off the standard sky routes costs 15 gp per mile, if the captain is available and willing to undertake the journey. Shipping cargo costs 1 gp per mile per 100 pounds of cargo along normal sky routes, and twice that to other destinations." + ], + "hasFluffImages": true + }, + { + "name": "Sled", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sled|XPHB" + ], + "type": "VEH", + "rarity": "none", + "weight": 300, + "value": 2000 + }, + { + "name": "Sled", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "VEH|XPHB", + "rarity": "none", + "weight": 300, + "value": 2000 + }, + { + "name": "Sled Dog", + "source": "IDRotF", + "page": 20, + "type": "MNT", + "rarity": "none", + "value": 5000, + "entries": [ + "A sled dog (use the {@creature wolf} stat block in appendix A of the Monster Manual) costs 50 gp and can pull 360 pounds.", + "Sled dogs must take a short rest after pulling a sled for 1 hour; otherwise, they gain one level of {@condition exhaustion}." + ] + }, + { + "name": "Sledgehammer", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 10, + "value": 200 + }, + { + "name": "Sleep Grenade", + "source": "QftIS", + "type": "EXP|DMG", + "rarity": "none", + "hasRefs": true, + "entries": [ + "{#itemEntry Grenade|DMG}", + "This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the {@condition unconscious} condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake." + ], + "hasFluffImages": true + }, + { + "name": "Sling Bullets of Althemone", + "source": "MOT", + "page": 198, + "type": "A", + "rarity": "very rare", + "bonusWeapon": "+2", + "entries": [ + "The sling bullets come in a pouch, which contains {@dice 1d4 + 4} bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property.", + "You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.", + { + "type": "table", + "caption": "Magic Sling Bullets", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d4", + "Bullet" + ], + "rows": [ + [ + "1", + "{@b Banishment.} A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the {@spell banishment} spell." + ], + [ + "2", + "{@b Fulguration.} On a hit, this bullet deals an extra {@damage 2d8} lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take {@damage 1d8} thunder damage." + ], + [ + "3", + "{@b Stunning.} On a hit, this bullet deals an extra {@damage 1d10} force damage, and the target is {@condition stunned} until the end of your next turn." + ], + [ + "4", + "{@b Tracking.} A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it." + ] + ] + } + ] + }, + { + "name": "Sling of Giant Felling", + "source": "BMT", + "page": 68, + "baseItem": "sling|PHB", + "type": "R", + "rarity": "uncommon", + "weaponCategory": "simple", + "property": [ + "A" + ], + "range": "30/120", + "dmg1": "1d4", + "dmgType": "B", + "entries": [ + "When you hit a Giant creature with a ranged attack roll using this magic sling, the creature must succeed on a DC 18 Constitution saving throw or have the prone condition." + ], + "ammoType": "sling bullet|phb" + }, + { + "name": "Slippers of Spider Climbing", + "source": "DMG", + "page": 200, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "equal": { + "climb": "walk" + } + }, + "entries": [ + "While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Slumbering Dragon Vessel", + "source": "FTD", + "page": 27, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.", + "As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a {@item potion of healing}, or a {@item potion of climbing}. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours." + ] + }, + { + "name": "Slumbering Dragon-Touched Focus", + "source": "FTD", + "page": 26, + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "focus": [ + "Artificer", + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer", + "Warlock", + "Wizard" + ], + "entries": [ + "This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.", + "You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells." + ] + }, + { + "name": "Slumbering Scaled Ornament", + "source": "FTD", + "page": 27, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.", + "You have advantage on saving throws you make to avoid being {@condition charmed} or {@condition frightened} or to end those conditions on you." + ] + }, + { + "name": "Small gold bracelet", + "source": "DMG", + "page": 134, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Small gold idol", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 75000 + }, + { + "name": "Small gold statuette set with rubies", + "source": "DMG", + "page": 135, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Small mirror set in a painted wooden frame", + "source": "DMG", + "page": 134, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Smith's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 84 + } + ], + "reprintedAs": [ + "Smith's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 8, + "value": 2000, + "additionalEntries": [ + "Smith's tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Smith's tools include hammers, tongs, charcoal, rags, and a whetstone." + ] + }, + { + "type": "entries", + "name": "Arcana and History", + "entries": [ + "Your expertise lends you additional insight when examining metal objects, such as weapons." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork." + ] + }, + { + "type": "entries", + "name": "Repair", + "entries": [ + "With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work." + ] + }, + { + "type": "table", + "caption": "Smith's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Sharpen a dull blade", + "10" + ], + [ + "Repair a suit of armor", + "15" + ], + [ + "Sunder a nonmagical metal object", + "15" + ] + ] + } + ] + }, + { + "name": "Smith's Tools", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 8, + "value": 2000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Strength" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Pry open a door or container ({@dc 20})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "Any Melee weapon (except {@item Club|XPHB}, {@item Greatclub|XPHB}, {@item Quarterstaff|XPHB}, and {@item Whip|XPHB}), Medium armor (except {@item Hide Armor|XPHB|Hide}), Heavy armor, {@item Ball Bearings|XPHB}, {@item Bucket|XPHB}, {@item Caltrops|XPHB}, {@item Chain|XPHB}, {@item Crowbar|XPHB}, {@item Firearm Bullets (10)|XPHB|Firearm Bullets}, {@item Grappling Hook|XPHB}, {@item Iron Pot|XPHB}, {@item Iron Spikes|XPHB}, {@item Sling Bullets (20)|XPHB|Sling Bullets}" + ] + } + ] + } + ] + }, + { + "name": "Smoke Grenade", + "source": "DMG", + "page": 268, + "type": "EXP|DMG", + "rarity": "none", + "weight": 2, + "age": "modern", + "hasRefs": true, + "entries": [ + "{#itemEntry Grenade|DMG}", + "One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Smokepowder", + "source": "WDH", + "page": 192, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.", + "If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: {@dice 1d6} for a packet, {@dice 9d6} for a keg. A successful DC 12 Dexterity saving throw halves the damage.", + "Casting {@spell dispel magic} on smokepowder renders it permanently inert." + ] + }, + { + "name": "Snicker-Snack", + "source": "WBtW", + "page": 213, + "baseItem": "greatsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a non-evil creature", + "reqAttuneTags": [ + { + "alignment": [ + "L", + "NX", + "C", + "G", + "NY" + ] + } + ], + "sentient": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "grantsProficiency": true, + "bonusWeapon": "+3", + "entries": [ + "You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition, the weapon ignores resistance to slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, it doesn't have or need a head, it has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra {@damage 6d8} slashing damage from the hit.", + "While attuned to Snicker-Snack, you have proficiency with greatswords, and you can use your Charisma modifier instead of your Strength modifier for attack and damage rolls made with the weapon.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Snicker-Snack is a sentient, chaotic good greatsword with an Intelligence of 9, a Wisdom of 14, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil Dragons and urges you to seek out these creatures and slay them.", + "Snicker-Snack has a fickle personality. It ends its attunement to you if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the sword's trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can't be restored in any other way." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Snowshoes", + "source": "IDRotF", + "page": 20, + "type": "G", + "rarity": "none", + "weight": 4, + "value": 200, + "entries": [ + "Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow." + ] + }, + { + "name": "Soap", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "value": 2 + }, + { + "name": "Soothsalts", + "source": "EGW", + "page": 152, + "type": "G", + "rarity": "none", + "value": 15000, + "entries": [ + "Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for {@dice 1d4} hours.", + "For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of {@condition exhaustion}\u2014an effect which is cumulative with multiple doses." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Sorcerous Spyglass", + "source": "XMtS", + "page": 19, + "rarity": "unknown (magic)", + "entries": [ + "This elegant brass {@item spyglass|phb} features an intricate lens mechanism. A creature looking through the sorcerous spyglass has advantage on Wisdom ({@skill Perception}) checks to detect things that can be seen. In addition, the user can view magical auras while looking through the spyglass, as if under the effect of a {@spell detect magic} spell." + ] + }, + { + "name": "Soul Bag", + "source": "MM", + "page": 179, + "type": "OTH", + "rarity": "very rare", + "entries": [ + "When an evil humanoid dies as a result of a {@creature night hag}'s Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)." + ] + }, + { + "name": "Soul Coin", + "source": "BGDIA", + "page": 225, + "rarity": "uncommon", + "wondrous": true, + "weight": 0.333, + "entries": [ + "Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.", + { + "type": "entries", + "name": "Carrying Soul Coins", + "entries": [ + "To hold a soul coin is to feel the soul bound within it\u2014overcome with rage or fraught with despair.", + "An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws." + ] + }, + { + "type": "entries", + "name": "Using a Soul Coin", + "entries": [ + "A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Drain Life", + "entry": "You siphon away some of the soul's essence and gain {@dice 1d10} temporary hit points." + }, + { + "type": "item", + "name": "Query", + "entry": "You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Freeing a Soul", + "entries": [ + "Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as {@creature lemure} devils.", + "A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a {@item hellfire weapon|bgdia} or an infernal war machine's furnace (see \"{@adventure Soul Fuel|bgdia|11|Soul Fuel}\").", + "Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature." + ] + }, + { + "type": "entries", + "name": "Hellish Currency", + "entries": [ + "Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.", + "Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Soul Coin", + "source": "CoA", + "page": 269, + "rarity": "uncommon", + "wondrous": true, + "charges": 3, + "entries": [ + "Soul Coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each Soul Coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.", + { + "type": "entries", + "name": "Carrying Soul Coins", + "entries": [ + "To hold a Soul Coin is to feel the soul bound within it\u2014overcome with rage or fraught with despair.", + "An evil creature can carry as many Soul Coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of Soul Coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of Soul Coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws." + ] + }, + { + "type": "entries", + "name": "Using a Soul Coin", + "entries": [ + "A Soul Coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a Soul Coin and use it to do one of the following:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Drain Life", + "entries": [ + "You siphon away some of the soul's essence and gain {@dice 1d10} temporary hit points." + ] + }, + { + "type": "item", + "name": "Query", + "entries": [ + "You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Freeing a Soul", + "entries": [ + "Casting a spell that removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served, or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from Soul Coins typically emerge from the River Styx as lemure devils.", + "A soul can also be freed by destroying the coin that contains it. A Soul Coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by an infernal warship's furnace.", + "Freeing a soul from a Soul Coin is considered a good act, even if the soul belongs to an evil creature." + ] + }, + { + "type": "entries", + "name": "Hellish Currency", + "entries": [ + "Soul Coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.", + "Soul Coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes." + ] + } + ] + }, + { + "name": "Sovereign Glue", + "source": "DMG", + "page": 200, + "srd": true, + "tier": "minor", + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with {@item oil of slipperiness}. When found, a container contains {@dice 1d6 + 1} ounces.", + "One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of {@item universal solvent} or {@item oil of etherealness}, or with a {@spell wish} spell." + ], + "lootTables": [ + "Magic Item Table E" + ], + "hasFluffImages": true + }, + { + "name": "Space Galleon", + "source": "AAG", + "page": 46, + "type": "SPC|AAG", + "rarity": "none", + "value": 3000000, + "crew": 20, + "vehAc": 15, + "vehHp": 400, + "vehDmgThresh": 15, + "vehSpeed": 4, + "capCargo": 20, + "entries": [ + "The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons. Because they can land on water and move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isn't built to land on the ground (its keel would cause it to roll on its side). The ship's standard weaponry includes two forward-mounted ballistae and an aft-mounted mangonel." + ], + "seeAlsoVehicle": [ + "Space Galleon|AAG" + ] + }, + { + "name": "Spaceship Trinket", + "source": "QftIS", + "type": "G", + "rarity": "none", + "entries": [ + "The Spaceship Trinkets table below offers a selection of trinkets appropriate for adventures with sci-fi themes. The adventure includes encounters that ask you to roll on the table to determine what random trinkets the characters find in certain locations on the spaceship. None of the trinkets requires an energy cell.", + { + "type": "table", + "caption": "Spaceship Trinkets", + "colLabels": [ + "d100", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01\u201302", + "Disembodied robot arm with a mind of its own" + ], + [ + "03\u201304", + "Wearable blanket with sleeves and a hood" + ], + [ + "05\u201306", + "Small, rectangular device that can record and play back audio of up to 1 minute in length" + ], + [ + "07\u201308", + "Glow-in-the-dark ink pen" + ], + [ + "09\u201310", + "Fashionable jumpsuit" + ], + [ + "11\u201312", + "Compact scanner that reports whether an object is recyclable in a cheery tone" + ], + [ + "13\u201314", + "Wristwatch programmed to beep at a specific time" + ], + [ + "15\u201316", + "Handheld cylinder that produces a 15-foot cone of bright light for up to 1 hour every 24 hours" + ], + [ + "17\u201318", + "Colorful toy ray gun with lights and sounds" + ], + [ + "19\u201320", + "Bottle of fizzy, sweet-tasting liquid" + ], + [ + "21\u201322", + "Map of an unexplored star system" + ], + [ + "23\u201324", + "Motorized toothbrush that might have been used" + ], + [ + "25\u201326", + "Tiny robot that shines boots and shoes" + ], + [ + "27\u201328", + "Pressurized red canister with a flexible hose that, when squeezed as an action, sprays a 15-foot cone of foam. The foam extinguishes all nonmagical flames in the cone. The canister can perform this action only once." + ], + [ + "29\u201330", + "Loaf of space bread covered in blue-green mold" + ], + [ + "31\u201332", + "Handheld screen that plays a children's story about a friendly, three-eyed frog named Swampy" + ], + [ + "33\u201334", + "Compact device that displays the current weather" + ], + [ + "35\u201336", + "Empty metal bottle that maintains the temperature of liquids stored in it for {@dice 1d4} hours" + ], + [ + "37\u201338", + "Tiny disc that emits a high-pitched noise in the presence of smoke or mild cooking fumes" + ], + [ + "39\u201340", + "Aerosolized can of metal polish" + ], + [ + "41\u201342", + "Identification badge of a deceased crew member" + ], + [ + "43\u201344", + "Depleted energy cell" + ], + [ + "45\u201346", + "Pocket-sized instrument that clicks rapidly within 10 feet of radiation (see the \"{@area Spaceship Features|4ae|x}\" section later in this adventure)" + ], + [ + "47\u201348", + "Vacuum-sealed package of shriveled frankfurters" + ], + [ + "49\u201350", + "Tin hat that telepathically broadcasts the wearer's surface thoughts to creatures within 10 feet of it" + ], + [ + "51\u201352", + "Chalky moon rock" + ], + [ + "53\u201354", + "Collar that, when placed on a Medium or smaller Beast, translates its cries into Common" + ], + [ + "55\u201356", + "Bottle of expired medicine for treating dizziness" + ], + [ + "57\u201358", + "Tiny speaker that plays a catchy tune in an unknown language" + ], + [ + "59\u201360", + "Handheld tool for removing bolts and screws" + ], + [ + "61\u201362", + "Cautionary pamphlet about the dangers of space" + ], + [ + "63\u201364", + "Miniature flying saucer" + ], + [ + "65\u201366", + "Tiny, animatronic bunny that hops after the creature that activates it" + ], + [ + "67\u201368", + "Stick of deodorant with a surprising scent" + ], + [ + "69\u201370", + "Countertop appliance that can transform any fruit into a pulpy juice" + ], + [ + "71\u201372", + "Glass pendant filled with stardust" + ], + [ + "73\u201374", + "Pot containing an artificially dwarfed tree" + ], + [ + "75\u201376", + "Otherworldly insect preserved in amber" + ], + [ + "77\u201378", + "Syringe filled with a viscous, yellow serum" + ], + [ + "79\u201380", + "Tiny brass orrery" + ], + [ + "81\u201382", + "Log of passenger names" + ], + [ + "83\u201384", + "Gas mask with a hole in it" + ], + [ + "85\u201386", + "Small glass terrarium with an empty cocoon" + ], + [ + "87\u201388", + "Dongle that never plugs in correctly on the first try" + ], + [ + "89\u201390", + "Holster fashioned from an unknown reptile's hide" + ], + [ + "91\u201392", + "Severed bundle of important-looking wires" + ], + [ + "93\u201394", + "Prosthetic limb with magnetic attachments" + ], + [ + "95\u201396", + "Set of polyhedral dice that buzz and flash when they land on their highest result" + ], + [ + "97\u201398", + "Musical instrument that plays electronic tones" + ], + [ + "99\u201300", + "Trading card of a beloved fictional hero from a far-off world" + ] + ] + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Speaking Stone", + "source": "ERLW", + "page": 279, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis's network of message stations. Each station contains at least one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you're a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the {@spell sending} spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target.", + "In a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients." + ], + "attachedSpells": [ + "sending" + ] + }, + { + "name": "Spear of Backbiting", + "source": "TftYP", + "page": 229, + "baseItem": "spear|phb", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "weight": 3, + "weaponCategory": "simple", + "property": [ + "T", + "V" + ], + "range": "50/90", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "bonusWeapon": "+2", + "entries": [ + "You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with {@spell remove curse} or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one." + ] + }, + "Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear." + ] + }, + { + "name": "Spell Bottle", + "source": "EGW", + "page": 269, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This glass bottle can store one spell of up to 5th level at a time. When found, roll a {@dice d6} and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell.", + "When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle.", + "While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast.", + "If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle." + ], + "hasFluffImages": true + }, + { + "name": "Spell Gem (Amber)", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "very rare", + "reqAttune": "optional", + "wondrous": true, + "entries": [ + "An amber spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", + "If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.", + "An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of {@hit 9}.", + "You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", + "Once imbued with a spell, the gem can't be imbued again until the next dawn.", + "Deep gnomes created these magic gemstones and keep the creation process a secret." + ] + }, + { + "name": "Spell Gem (Bloodstone)", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "rare", + "reqAttune": "optional", + "wondrous": true, + "entries": [ + "A bloodstone spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", + "If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.", + "A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of {@hit 7}.", + "You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", + "Once imbued with a spell, the gem can't be imbued again until the next dawn.", + "Deep gnomes created these magic gemstones and keep the creation process a secret." + ] + }, + { + "name": "Spell Gem (Diamond)", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "legendary", + "reqAttune": "optional", + "wondrous": true, + "entries": [ + "A diamond spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", + "If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.", + "A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of {@hit 11}.", + "You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", + "Once imbued with a spell, the gem can't be imbued again until the next dawn.", + "Deep gnomes created these magic gemstones and keep the creation process a secret." + ] + }, + { + "name": "Spell Gem (Jade)", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "very rare", + "reqAttune": "optional", + "wondrous": true, + "entries": [ + "A jade spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", + "If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.", + "A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of {@hit 9}.", + "You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", + "Once imbued with a spell, the gem can't be imbued again until the next dawn.", + "Deep gnomes created these magic gemstones and keep the creation process a secret." + ] + }, + { + "name": "Spell Gem (Lapis lazuli)", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "uncommon", + "reqAttune": "optional", + "wondrous": true, + "entries": [ + "A lapis lazuli spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", + "If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.", + "A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of {@hit 5}.", + "You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", + "Once imbued with a spell, the gem can't be imbued again until the next dawn.", + "Deep gnomes created these magic gemstones and keep the creation process a secret." + ] + }, + { + "name": "Spell Gem (Obsidian)", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "uncommon", + "reqAttune": "optional", + "wondrous": true, + "entries": [ + "An obsidian spell gem can contain one cantrip from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", + "If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.", + "An obsidian spell gem can only store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of {@hit 5}.", + "You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", + "Once imbued with a spell, the gem can't be imbued again until the next dawn.", + "Deep gnomes created these magic gemstones and keep the creation process a secret." + ] + }, + { + "name": "Spell Gem (Quartz)", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "rare", + "reqAttune": "optional", + "wondrous": true, + "entries": [ + "A quartz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", + "If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.", + "A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of {@hit 5}.", + "You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", + "Once imbued with a spell, the gem can't be imbued again until the next dawn.", + "Deep gnomes created these magic gemstones and keep the creation process a secret." + ] + }, + { + "name": "Spell Gem (Ruby)", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "legendary", + "reqAttune": "optional", + "wondrous": true, + "entries": [ + "A ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", + "If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.", + "A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of {@hit 10}.", + "You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", + "Once imbued with a spell, the gem can't be imbued again until the next dawn.", + "Deep gnomes created these magic gemstones and keep the creation process a secret." + ] + }, + { + "name": "Spell Gem (Star ruby)", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "legendary", + "reqAttune": "optional", + "wondrous": true, + "entries": [ + "A star ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", + "If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.", + "A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of {@hit 10}.", + "You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", + "Once imbued with a spell, the gem can't be imbued again until the next dawn.", + "Deep gnomes created these magic gemstones and keep the creation process a secret." + ] + }, + { + "name": "Spell Gem (Topaz)", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "very rare", + "reqAttune": "optional", + "wondrous": true, + "entries": [ + "A topaz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", + "If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.", + "A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of {@hit 10}.", + "You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", + "Once imbued with a spell, the gem can't be imbued again until the next dawn.", + "Deep gnomes created these magic gemstones and keep the creation process a secret." + ] + }, + { + "name": "Spell Scroll (1st Level)", + "source": "DMG", + "page": 200, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Spell Scroll (Level 1)|XPHB" + ], + "type": "SC|DMG", + "tier": "minor", + "rarity": "common", + "entries": [ + "A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.", + "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect.", + "Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", + "A spell cast from this scroll has a save DC of 13 and an attack bonus of {@hit 5}.", + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed." + ], + "spellScrollLevel": 1, + "lootTables": [ + "Magic Item Table A" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (2nd Level)", + "source": "DMG", + "page": 201, + "srd": true, + "basicRules": true, + "type": "SC|DMG", + "tier": "minor", + "rarity": "uncommon", + "entries": [ + "A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.", + "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect.", + "Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", + "A spell cast from this scroll has a save DC of 13 and an attack bonus of {@hit 5}.", + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed." + ], + "spellScrollLevel": 2, + "lootTables": [ + "Magic Item Table A", + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (3rd Level)", + "source": "DMG", + "page": 202, + "srd": true, + "basicRules": true, + "type": "SC|DMG", + "tier": "minor", + "rarity": "uncommon", + "entries": [ + "A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.", + "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect.", + "Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", + "A spell cast from this scroll has a save DC of 15 and an attack bonus of {@hit 7}.", + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed." + ], + "spellScrollLevel": 3, + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (4th Level)", + "source": "DMG", + "page": 203, + "srd": true, + "basicRules": true, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "entries": [ + "A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.", + "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect.", + "Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", + "A spell cast from this scroll has a save DC of 15 and an attack bonus of {@hit 7}.", + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 14 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed." + ], + "spellScrollLevel": 4, + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (5th Level)", + "source": "DMG", + "page": 204, + "srd": true, + "basicRules": true, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "entries": [ + "A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.", + "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect.", + "Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", + "A spell cast from this scroll has a save DC of 17 and an attack bonus of {@hit 9}.", + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed." + ], + "spellScrollLevel": 5, + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (6th Level)", + "source": "DMG", + "page": 205, + "srd": true, + "basicRules": true, + "type": "SC|DMG", + "tier": "minor", + "rarity": "very rare", + "entries": [ + "A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.", + "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16. On a failed check, the spell disappears from the scroll with no other effect.", + "Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", + "A spell cast from this scroll has a save DC of 17 and an attack bonus of {@hit 9}.", + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 16 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed." + ], + "spellScrollLevel": 6, + "lootTables": [ + "Magic Item Table D" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (7th Level)", + "source": "DMG", + "page": 206, + "srd": true, + "basicRules": true, + "type": "SC|DMG", + "tier": "minor", + "rarity": "very rare", + "entries": [ + "A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.", + "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect.", + "Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", + "A spell cast from this scroll has a save DC of 18 and an attack bonus of {@hit 10}.", + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 17 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed." + ], + "spellScrollLevel": 7, + "lootTables": [ + "Magic Item Table D" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (8th Level)", + "source": "DMG", + "page": 207, + "srd": true, + "basicRules": true, + "type": "SC|DMG", + "tier": "minor", + "rarity": "very rare", + "entries": [ + "A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.", + "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect.", + "Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", + "A spell cast from this scroll has a save DC of 18 and an attack bonus of {@hit 10}.", + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 18 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed." + ], + "spellScrollLevel": 8, + "lootTables": [ + "Magic Item Table D", + "Magic Item Table E" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (9th Level)", + "source": "DMG", + "page": 208, + "srd": true, + "basicRules": true, + "type": "SC|DMG", + "tier": "minor", + "rarity": "legendary", + "entries": [ + "A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.", + "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect.", + "Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", + "A spell cast from this scroll has a save DC of 19 and an attack bonus of {@hit 11}.", + "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 19 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed." + ], + "spellScrollLevel": 9, + "lootTables": [ + "Magic Item Table E" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (Cantrip)", + "source": "DMG", + "page": 199, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Spell Scroll (Cantrip)|XPHB" + ], + "type": "SC|DMG", + "tier": "minor", + "rarity": "common", + "entries": [ + "A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.", + "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the spell disappears from the scroll with no other effect.", + "Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", + "A spell cast from this scroll has a save DC of 13 and an attack bonus of {@hit 5}." + ], + "spellScrollLevel": 0, + "lootTables": [ + "Magic Item Table A" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (Cantrip)", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "SC|XPHB", + "rarity": "common", + "value": 3000, + "entries": [ + "A Spell Scroll (Cantrip) is a magic item that bears the words of a cantrip, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components.", + "If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is {@hit 5}. The scroll disintegrates when the casting is completed." + ], + "spellScrollLevel": 0, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll (Level 1)", + "source": "XPHB", + "page": 228, + "freeRules2024": true, + "type": "SC|XPHB", + "rarity": "common", + "value": 5000, + "entries": [ + "A Spell Scroll (Level 1) is a magic item that bears the words of a level 1 spell, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components.", + "If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is {@hit 5}. The scroll disintegrates when the casting is completed." + ], + "spellScrollLevel": 1, + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spellbook", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 3, + "value": 5000, + "entries": [ + "Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells." + ] + }, + { + "name": "Spellguard Shield", + "source": "DMG", + "page": 201, + "srd": true, + "type": "S", + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "entries": [ + "While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Spelljamming Helm", + "source": "AAG", + "page": 23, + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.", + "The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful.", + "While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain {@status concentration} (as if {@status concentration||concentrating} on a spell):", + { + "type": "list", + "items": [ + "You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.", + "You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.", + "At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it." + ] + }, + { + "type": "entries", + "name": "Transfer Attunement", + "entries": [ + "You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends." + ] + }, + { + "type": "inset", + "name": "Cost of a Spelljamming Helm", + "entries": [ + "A spelljamming helm propels and steers a ship much as sails, oars, and rudders work on a seafaring vessel, and a spelljamming helm is easy to create if one has the proper spell. {@spell Create spelljamming helm|AAG} has a material component cost of 5,000 gp, so that's the least one can pay to acquire a spelljamming helm.", + "Wildspace merchants, including {@creature dohwar|BAM|dohwars} and {@creature mercane|BAM|mercanes} (both described in {@book Boo's Astral Menagerie|BAM}), typically sell a spelljamming helm for substantially more than it cost to make. How much more depends on the market, but 7,500 gp would be a reasonable demand. A desperate buyer in a seller's market might pay 10,000 gp or more." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Spellpiercing Wand", + "source": "DoDk", + "page": 232, + "type": "WD|DMG", + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "You can use this wand as a spellcasting focus. Creatures making a saving throw against a spell cast using this wand can't gain benefit from advantage on their saving throws." + ] + }, + { + "name": "Spellshard", + "source": "ERLW", + "page": 279, + "rarity": "common", + "wondrous": true, + "entries": [ + "This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within.", + "While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank \"pages\" in the shard requires {@status concentration} (as if {@status concentration||concentrating} on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.", + "A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to \"scribe\" a spell into the shard." + ] + }, + { + "name": "Spellwrought Tattoo (1st Level)", + "source": "TCE", + "page": 135, + "rarity": "common", + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo contains a single {@filter 1st level spell|spells|level=1}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", + "The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spellwrought Tattoo (2nd Level)", + "source": "TCE", + "page": 135, + "rarity": "uncommon", + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo contains a single {@filter 2nd level spell|spells|level=2}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", + "The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spellwrought Tattoo (3rd Level)", + "source": "TCE", + "page": 135, + "rarity": "uncommon", + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo contains a single {@filter 3rd level spell|spells|level=3}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", + "The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spellwrought Tattoo (4th Level)", + "source": "TCE", + "page": 135, + "rarity": "rare", + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo contains a single {@filter 4th level spell|spells|level=4}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", + "The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spellwrought Tattoo (5th Level)", + "source": "TCE", + "page": 135, + "rarity": "rare", + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo contains a single {@filter 5th level spell|spells|level=5}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", + "The Ability modifier for this spell is +5; the Save DC is 17 and the attack bonus is +9." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spellwrought Tattoo (Cantrip)", + "source": "TCE", + "page": 135, + "rarity": "common", + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo contains a single {@filter cantrip|spells|level=0}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", + "The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Sphere of Annihilation", + "source": "DMG", + "page": 201, + "srd": true, + "tier": "major", + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.", + "The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes {@damage 4d10} force damage.", + "The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence ({@skill Arcana}) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking {@damage 4d10} force damage.", + "If you attempt to control a sphere that is under another creature's control, you make an Intelligence ({@skill Arcana}) check contested by the other creature's Intelligence ({@skill Arcana}) check. The winner of the contest gains control of the sphere and can levitate it as normal.", + "If the sphere comes into contact with a planar portal, such as that created by the {@spell gate} spell, or an extradimensional space, such as that within a {@item portable hole}, the DM determines randomly what happens, using the following table.", + { + "type": "table", + "colLabels": [ + "{@dice d100}", + "Result" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01-50", + "The sphere is destroyed." + ], + [ + "51-85", + "The sphere moves through the portal or into the extradimensional space." + ], + [ + "86-00", + "A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence." + ] + ] + } + ], + "lootTables": [ + "Magic Item Table I" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spider Staff", + "source": "LMoP", + "page": 53, + "reprintedAs": [ + "Spider Staff|PaBTSO" + ], + "rarity": "rare", + "reqAttune": true, + "weight": 6, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dusk", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals {@dice 1d6} extra poison damage on a hit when used to make a weapon attack.", + "The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: {@spell spider climb} (1 charge) or {@spell web} (2 charges, spell save DC 15). No components are required.", + "The staff regains {@dice 1d6 + 4} expended charges each day at dusk. If you expend the staff's last charge, roll a {@dice d20}. On a 1, the staff crumbles to dust and is destroyed." + ], + "attachedSpells": [ + "spider climb", + "web" + ] + }, + { + "name": "Spider Staff", + "source": "PaBTSO", + "page": 220, + "type": "M", + "rarity": "rare", + "reqAttune": "by a bard, sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "bard" + }, + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dusk", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "The top of this magic quarterstaff is shaped like a spider. It deals an extra {@damage 1d6} poison damage on a hit when used to make a weapon attack.", + { + "type": "entries", + "name": "Spells", + "entries": [ + "The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: {@spell spider climb} (1 charge) or {@spell web} (2 charges; spell save DC 15).", + "The staff regains {@dice 1d6 + 4} expended charges daily at dusk. If you expend the staff's last charge, roll a {@dice d20}. On a 1, the staff crumbles to dust and is destroyed." + ] + } + ], + "attachedSpells": [ + "spider climb", + "web" + ] + }, + { + "name": "Spies' Murmur", + "source": "GGR", + "page": 181, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're {@condition incapacitated}." + ] + }, + { + "name": "Spindle of Fate", + "source": "BMT", + "page": 38, + "type": "WD|DMG", + "rarity": "legendary", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This wand is shaped like a drop spindle wrapped in red thread. The wand has 6 charges that can be used for the following properties:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Battle Foreknowledge", + "entries": [ + "When you roll initiative, you can expend 1 charge to add or subtract your proficiency bonus from the total roll." + ] + }, + { + "type": "item", + "name": "Doom Foretold", + "entries": [ + "As an action, you can expend 2 charges to target a creature within 30 feet of yourself and invoke that creature's doom. While the target is on the same plane of existence as you, you can sense the direction to its location, and you know the direction of its movement if it's in motion. Additionally, once per turn when you deal damage to the doomed creature, you can roll {@dice 1d6} and add the number rolled to the damage roll. These benefits persist for 1 hour or until you target another creature with this effect." + ] + }, + { + "type": "item", + "name": "Twist of Fate", + "entries": [ + "When a creature within 60 feet of you makes a saving throw or an attack roll, you can use your reaction to expend 3 charges and alter the outcome, turning a failed saving throw into a successful one, a missed attack roll into a hit, or vice versa." + ] + } + ] + }, + "The wand regains {@dice 1d6} expended charges daily at dawn." + ], + "hasFluffImages": true + }, + { + "name": "Spinel", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 10000, + "entries": [ + "A transparent red, red-brown, or deep green gemstone." + ] + }, + { + "name": "Spinosaurus", + "source": "ToB1-2023", + "page": 103, + "type": "MNT", + "rarity": "none", + "value": 200000, + "entries": [ + "Before it can be ridden in combat, a {@creature spinosaurus dinosaur|ToB1-2023} must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and can be trained to be are aware that some of their riders may not breathe water.", + "An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an exotic saddle, riding platform, or howdah." + ] + }, + { + "name": "Spire of Conflux (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Spire of Conflux (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the Spire of Conflux reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The staff has 12 charges, and it regains {@dice 1d6 + 2} expended charges daily at dawn.", + "You can also spend charges to cast the following spells from the staff: {@spell conjure elemental} (5 charges) or {@spell ice storm} (4 charges).", + "When you cast a spell that deals bludgeoning, cold, fire, lightning, or thunder damage and you roll a 1 on a damage die, you can reroll the die and must use the new roll." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "rechargeAmount": "{@dice 1d6 + 2}", + "charges": 12, + "attachedSpells": [ + "burning hands", + "fireball", + "conjure elemental", + "ice storm" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Spire of Conflux (Dormant)", + "source": "TDCSR", + "page": 209, + "srd": true, + "basicRules": true, + "type": "M", + "rarity": "legendary", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V", + "Vst|TDCSR" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusSpellAttack": "+1", + "bonusSpellSaveDc": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 2}", + "charges": 8, + "staff": true, + "entries": [ + "A powerful relic passed down from generation to generation of Ashari leaders, the Spire of Conflux was lost over three centuries ago when Joran the Sea-Speaker, a respected leader of {@book the Water Ashari|TDCSR|2|The Ashari}, was devoured by a demon of the Abyss. It was rediscovered by the legendary druid {@creature Keyleth, Voice of the Tempest|TDCSR|Keyleth of Zephrah, Voice of the Tempest}. However, rumors swirl that she is seeking another hero to wield it\u2014one who can travel the land and do good in small ways as she once did.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While the Spire of Conflux is in a dormant state, the staff has 8 charges and regains {@dice 1d4 + 2} expended charges daily at dawn. While holding the staff, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: {@spell burning hands} (1 charge) or {@spell fireball} (3 charges).", + "Additionally, while holding this staff, you have a +1 bonus to spell attack rolls and your spell save DC increases by 1." + ] + } + ], + "attachedSpells": [ + "burning hands", + "fireball" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Spire of Conflux (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Spire of Conflux (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the Spire of Conflux reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The staff has 20 charges, and it regains {@dice 1d6 + 4} expended charges daily at dawn.", + "You can also spend charges to cast the following spells from the staff: {@spell chain lightning} (6 charges) or {@spell fire storm} (7 charges)", + "The bonus to spell attack rolls and your spell save DC increases to +2." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 20, + "attachedSpells": [ + "burning hands", + "fireball", + "conjure elemental", + "ice storm", + "chain lightning", + "fire storm" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sprig of Mistletoe", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sprig of Mistletoe|XPHB" + ], + "type": "SCF", + "scfType": "druid", + "rarity": "none", + "value": 100 + }, + { + "name": "Sprig of Mistletoe", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "SCF|XPHB", + "scfType": "druid", + "rarity": "none", + "value": 100 + }, + { + "name": "Spyglass", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Spyglass|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 100000, + "entries": [ + "Objects viewed through a spyglass are magnified to twice their size." + ] + }, + { + "name": "Spyglass", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 100000, + "entries": [ + "Objects viewed through a Spyglass are magnified to twice their size." + ] + }, + { + "name": "Spyglass of Clairvoyance", + "source": "AI", + "page": 19, + "rarity": "common", + "wondrous": true, + "entries": [ + "At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using {@item cartographer's tools|phb} to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn." + ] + }, + { + "name": "Spymaster's Signet", + "source": "DoDk", + "page": 233, + "type": "RG|DMG", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "While wearing this ring, you can cast {@spell disguise self} at-will. In addition, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible for one minute, or until you use a bonus action to become visible again. Once you use this power, it can't be used again until the next dawn.", + { + "type": "entries", + "name": "Crown Authority", + "entries": [ + "A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.", + "As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours." + ] + } + ], + "attachedSpells": [ + "disguise self" + ] + }, + { + "name": "Squid Ship", + "source": "AAG", + "page": 48, + "otherSources": [ + { + "source": "SjA" + } + ], + "type": "SPC|AAG", + "rarity": "none", + "value": 2500000, + "crew": 13, + "vehAc": 15, + "vehHp": 300, + "vehDmgThresh": 15, + "vehSpeed": 3.5, + "capCargo": 20, + "entries": [ + "Among the oldest types of spelljamming vessels, squid ships are popular with privateers and are often used as patrol ships. Standard weapons on a squid ship include a forward-mounted mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the ship's keel length.", + "Squid ships can float and sail on water, and they can land on the ground." + ], + "seeAlsoVehicle": [ + "Squid Ship|AAG" + ] + }, + { + "name": "Stabling (per day)", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Stabling (per day)|XPHB" + ], + "type": "TAH", + "rarity": "none", + "value": 50 + }, + { + "name": "Stabling (per day)", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "TAH|XPHB", + "rarity": "none", + "value": 5 + }, + { + "name": "Staff of Adornment", + "source": "XGE", + "page": 139, + "tier": "minor", + "rarity": "common", + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place." + ] + }, + { + "name": "Staff of Birdcalls", + "source": "XGE", + "page": 139, + "tier": "minor", + "rarity": "common", + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.", + "The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever." + ] + }, + { + "name": "Staff of Charming", + "source": "DMG", + "page": 201, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": "by a bard, cleric, druid, sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "bard" + }, + { + "class": "cleric" + }, + { + "class": "druid" + }, + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "While holding this staff, you can use an action to expend 1 of its 10 charges to cast {@spell charm person}, {@spell command}, or {@spell comprehend languages} from it using your spell save DC. The staff can also be used as a magic quarterstaff.", + "If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.", + "The staff regains {@dice 1d8 + 2} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff becomes a nonmagical quarterstaff." + ], + "attachedSpells": [ + "charm person", + "command", + "comprehend languages" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Staff of Contaminated Power", + "source": "DoDk", + "page": 232, + "type": "M", + "rarity": "legendary", + "reqAttune": "by a sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "recharge": "special", + "charges": 20, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.", + "The staff has 20 charges for the following properties. The staff regains 1 charge each hour it rests in the Deep Haze. You can also touch a delerium crystal to the staff, which causes it to regain {@dice 2d8 + 4} charges, then the crystal crumbles to dust. If you expend the last charge, you immediately gain {@dice 1d6} {@adventure levels of contamination|DoDk|12}.", + { + "type": "entries", + "name": "Spells", + "entries": [ + "While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: {@spell delerium orb|DoDk} (1 charge), {@spell warp bolt|DoDk} (2 charges), {@spell ride the rifts|DoDk} (3 charges), {@spell delerium blast|DoDk} (4 charges), {@spell conjure the deep haze|DoDk} (5 charges), and {@spell ray of contamination|DoDk} (6 charges). You don't gain any {@adventure contamination levels|DoDk|12} when you cast these spells using charges from this staff." + ] + } + ], + "attachedSpells": [ + "delerium orb|dodk", + "warp bolt|dodk", + "ride the rifts|dodk", + "delerium blast|dodk", + "conjure the deep haze|dodk", + "ray of contamination|dodk" + ] + }, + { + "name": "Staff of Defense", + "source": "LMoP", + "page": 53, + "reprintedAs": [ + "Staff of Defense|PaBTSO" + ], + "rarity": "rare", + "reqAttune": true, + "weight": 3, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusAc": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.", + "While holding the staff, you have a +1 bonus to your Armor Class.", + "The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: {@spell mage armor} (1 charge) or {@spell shield} (2 charges). No components are required.", + "The staff regains {@dice 1d6 + 4} expended charges each day at dawn. If you expend the staff's last charge, roll a {@dice d20}. On a 1, the staff shatters and is destroyed." + ], + "attachedSpells": [ + "mage armor", + "shield" + ] + }, + { + "name": "Staff of Defense", + "source": "PaBTSO", + "page": 220, + "type": "M", + "rarity": "rare", + "reqAttune": "by a bard, sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "bard" + }, + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 3, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusAc": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.", + { + "type": "entries", + "name": "Spells", + "entries": [ + "The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: {@spell mage armor} (1 charge) or {@spell shield} (2 charges).", + "The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the staff's last charge, roll a {@dice d20}. On a 1, the staff shatters and is destroyed." + ] + } + ], + "attachedSpells": [ + "mage armor", + "shield" + ] + }, + { + "name": "Staff of Dunamancy", + "source": "EGW", + "page": 270, + "rarity": "very rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff turns into dust and is destroyed.", + "While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: {@spell fortune's favor|egw} (2 charges), {@spell pulse wave|egw} (3 charges), or {@spell gravity sinkhole|egw} (4 charges).", + { + "type": "entries", + "name": "New Possibility", + "entries": [ + "If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn." + ] + } + ], + "attachedSpells": [ + "fortune's favor|egw", + "pulse wave|egw", + "gravity sinkhole|egw" + ] + }, + { + "name": "Staff of Fate", + "source": "CM", + "page": 183, + "baseItem": "quarterstaff|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+3", + "recharge": "special", + "charges": 6, + "staff": true, + "entries": [ + "This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.", + { + "type": "entries", + "name": "Altered Outcome", + "entries": [ + "The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a {@dice d4}. The recipient can roll this {@dice d4} and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.", + "If you expend the staff's last charge, roll a {@dice d20}. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains {@dice 1d6} of its expended charges." + ] + } + ] + }, + { + "name": "Staff of Fire", + "source": "DMG", + "page": 201, + "srd": true, + "resist": [ + "fire" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": "by a druid, sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "druid" + }, + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "You have resistance to fire damage while you hold this staff.", + "The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: {@spell burning hands} (1 charge), {@spell fireball} (3 charges), or {@spell wall of fire} (4 charges).", + "The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff blackens, crumbles into cinders, and is destroyed." + ], + "attachedSpells": [ + "burning hands", + "fireball", + "wall of fire" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Staff of Flowers", + "source": "XGE", + "page": 139, + "tier": "minor", + "rarity": "common", + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff turns into flower petals and is lost forever." + ] + }, + { + "name": "Staff of Frost", + "source": "DMG", + "page": 202, + "srd": true, + "resist": [ + "cold" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": "by a druid, sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "druid" + }, + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "You have resistance to cold damage while you hold this staff.", + "The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: {@spell cone of cold} (5 charges), {@spell fog cloud} (1 charge), {@spell ice storm} (4 charges), or {@spell wall of ice} (4 charges).", + "The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1. the staff turns to water and is destroyed." + ], + "attachedSpells": [ + "cone of cold", + "fog cloud", + "ice storm", + "wall of ice" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Staff of Healing", + "source": "DMG", + "page": 202, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": "by a bard, cleric, or druid", + "reqAttuneTags": [ + { + "class": "bard" + }, + { + "class": "cleric" + }, + { + "class": "druid" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell cure wounds} (1 charge per spell level, up to 4th), {@spell lesser restoration} (2 charges). or {@spell mass cure wounds} (5 charges).", + "The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1. the staff vanishes in a flash of light, lost forever." + ], + "attachedSpells": [ + "lesser restoration", + "mass cure wounds", + "cure wounds" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Staff of Power", + "source": "DMG", + "page": 202, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": "by a sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "bonusSpellAttack": "+2", + "bonusAc": "+2", + "bonusSavingThrow": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 2d8 + 4}", + "charges": 20, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.", + "The staff has 20 charges for the following properties. The staff regains {@dice 2d8 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain {@dice 1d8 + 2} charges.", + { + "name": "Power Strike", + "type": "entries", + "entries": [ + "When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra {@damage 1d6} force damage to the target." + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: {@spell cone of cold} (5 charges), {@spell fireball} (5th-level version, 5 charges), {@spell globe of invulnerability} (6 charges), {@spell hold monster} (5 charges), {@spell levitate} (2 charges), {@spell lightning bolt} (5th-level version, 5 charges), {@spell magic missile} (1 charge), {@spell ray of enfeeblement} (1 charge), or {@spell wall of force} (5 charges)." + ] + }, + { + "name": "Retributive Strike", + "type": "entries", + "entries": [ + "You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.", + "You have a {@chance 50} chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.", + { + "type": "table", + "colLabels": [ + "Distance from Origin", + "Effect" + ], + "colStyles": [ + "col-3", + "col-9" + ], + "rows": [ + [ + "10 ft. away or closer", + "8 × the number of charges in the staff" + ], + [ + "11 to 20 ft. away", + "6 × the number of charges in the staff" + ], + [ + "21 to 30 ft. away", + "4 × the number of charges in the staff" + ] + ] + } + ] + } + ], + "attachedSpells": [ + "cone of cold", + "fireball", + "globe of invulnerability", + "hold monster", + "levitate", + "lightning bolt", + "magic missile", + "ray of enfeeblement", + "wall of force" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Staff of Ruling", + "source": "QftIS", + "page": 191, + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "An ornate carving of a serpent adorned with a coursing river spirals down the length of this redand-gold staff. While you're holding it, you can use an action to produce one of the following effects. Once the staff has produced an effect, it can't produce that effect again until the next dawn.", + { + "type": "entries", + "name": "Orb of Lightning", + "entries": [ + "You create a Small orb of lightning in an unoccupied space you can see within 60 feet of yourself. You concentrate on this orb as if {@status concentration||concentrating} on a spell. As a bonus action, you can move the orb up to 20 feet in any direction.", + "When your {@status concentration} ends, or when a creature enters the orb's space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one; the orb's base damage is {@dice 6d6}, and if at the end of your turn the orb hasn't detonated, its damage increases by {@dice 2d6}, to a maximum of {@dice 10d6}." + ] + }, + { + "type": "entries", + "name": "Staff to Snake", + "entries": [ + "You throw the staff to an unoccupied space within 10 feet of you, and the staff becomes a {@creature giant poisonous snake}. The snake is under your control and shares your initiative count, but it takes its turn immediately after yours.", + "On your turn, you can mentally command the snake if it is within 60 feet of you and you don't have the {@condition incapacitated} condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location.", + "If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space." + ] + }, + { + "type": "entries", + "name": "Thunderclap", + "entries": [ + "You point the staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the {@condition deafened} and {@condition frightened} conditions until the end of your next turn." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Staff of Striking", + "source": "DMG", + "page": 203, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.", + "The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra {@damage 1d6} force damage. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff becomes a nonmagical quarterstaff." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Staff of Swarming Insects", + "source": "DMG", + "page": 203, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": "by a bard, cleric, druid, sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "bard" + }, + { + "class": "cleric" + }, + { + "class": "druid" + }, + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This staff has 10 charges and regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, a {@creature swarm of insects} consumes and destroys the staff, then disperses.", + { + "name": "Spells", + "type": "entries", + "entries": [ + "While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: {@spell giant insect} (4 charges) or {@spell insect plague} (5 charges)." + ] + }, + { + "name": "Insect Cloud", + "type": "entries", + "entries": [ + "While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect." + ] + } + ], + "attachedSpells": [ + "giant insect", + "insect plague" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Staff of the Adder", + "source": "DMG", + "page": 203, + "tier": "major", + "rarity": "uncommon", + "reqAttune": "by a cleric, druid, or warlock", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "druid" + }, + { + "class": "warlock" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.", + "You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes {@damage 1d6} piercing damage and must succeed on a DC 15 Constitution saving throw or take {@damage 3d6} poison damage.", + "The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form." + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Staff of the Forgotten One", + "source": "ToA", + "page": 208, + "rarity": "artifact", + "reqAttune": "by a sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 3}", + "charges": 7, + "staff": true, + "entries": [ + "This crooked staff is carved from bone and topped with the skull of a forgotten {@creature archmage} whom {@creature Acererak|ToA} destroyed long ago. Etched into the skull's forehead is {@creature acererak|ToA|Acererak's} rune, which is known on many worlds as a sign of death.", + { + "type": "entries", + "name": "Beneficial Properties", + "entries": [ + "While the staff is on your person, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your proficiency bonus to Intelligence ({@skill Arcana}) and Intelligence ({@skill History}) checks is doubled.", + "You can't be {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition petrified}, or {@condition stunned}.", + "Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them.", + "You can wield the staff as a +3 quarterstaff that deals an extra 10 ({@damage 3d6}) necrotic damage on a hit." + ] + } + ] + }, + { + "type": "entries", + "name": "Invoke Curse", + "entries": [ + "The Staff of the Forgotten One has 7 charges and regains {@dice 1d4 + 3} expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can't regain hit points and has vulnerability to necrotic damage. A {@spell greater restoration}, {@spell remove curse}, or similar spell ends the curse on the target." + ] + }, + { + "type": "entries", + "name": "The Forgotten One", + "entries": [ + "The bodiless life force of a dead {@creature archmage} empowers the staff and is imprisoned within it. The rune carved into the staff's skull protects {@creature Acererak|ToA} from this spirit's vengeance. Each time a creature other than {@creature Acererak|ToA} expends any of the staff's charges, there is a {@chance 50} chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM's control. If the intruding life force is targeted by magic such as a {@spell dispel evil and good} spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead {@creature archmage} attempts to destroy the staff." + ] + }, + { + "type": "entries", + "name": "Destroying the Staff", + "entries": [ + "A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 ({@damage 24d10}) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone's guess." + ] + } + ] + }, + { + "name": "Staff of the Ivory Claw", + "source": "EGW", + "page": 270, + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusSpellAttack": "+1", + "staff": true, + "entries": [ + "This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra {@damage 3d6} radiant damage." + ] + }, + { + "name": "Staff of the Magi", + "source": "DMG", + "page": 203, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "bonusSpellAttack": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 4d6 + 2}", + "charges": 50, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.", + "The staff has 50 charges for the following properties. It regains {@dice 4d6 + 2} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 20, the staff regains {@dice 1d12 + 1} charges.", + { + "name": "Spell Absorption", + "type": "entries", + "entries": [ + "While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below)." + ] + }, + { + "name": "Spells", + "type": "entries", + "entries": [ + "While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: {@spell conjure elemental} (7 charges), {@spell dispel magic} (3 charges), {@spell fireball} (7th-level version, 7 charges), {@spell flaming sphere} (2 charges), {@spell ice storm} (4 charges), {@spell invisibility} (2 charges), {@spell knock} (2 charges), {@spell lightning bolt} (7th-level version, 7 charges), {@spell passwall} (5 charges), {@spell plane shift} (7 charges), {@spell telekinesis} (5 charges), {@spell wall of fire} (4 charges), or {@spell web} (2 charges).", + "You can also use an action to cast one of the following spells from the staff without using any charges: {@spell arcane lock}, {@spell detect magic}, {@spell enlarge/reduce}, {@spell light}, {@spell mage hand}, or {@spell protection from evil and good}." + ] + }, + { + "name": "Retributive Strike", + "type": "entries", + "entries": [ + "You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.", + "You have a {@chance 50} chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage." + ] + }, + { + "type": "table", + "colLabels": [ + "Distance from Origin", + "Damage" + ], + "colStyles": [ + "col-3", + "col-9" + ], + "rows": [ + [ + "10 ft. away or closer", + "8 × the number of charges in the staff" + ], + [ + "11 to 20 ft. away", + "6 × the number of charges in the staff" + ], + [ + "21 to 30 ft. away", + "4 × the number of charges in the staff" + ] + ] + } + ], + "attachedSpells": [ + "conjure elemental", + "dispel magic", + "fireball", + "flaming sphere", + "ice storm", + "invisibility", + "knock", + "lightning bolt", + "passwall", + "plane shift", + "telekinesis", + "wall of fire", + "web", + "arcane lock", + "detect magic", + "enlarge/reduce", + "light", + "mage hand", + "protection from evil and good" + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Staff of the Python", + "source": "DMG", + "page": 204, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": "by a cleric, druid, or warlock", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "druid" + }, + { + "class": "warlock" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a {@creature giant constrictor snake} under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.", + "On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't {@condition incapacitated}. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.", + "If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them." + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Staff of the Rooted Hills", + "source": "BGG", + "page": 116, + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+1", + "staff": true, + "entries": [ + "The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.", + "The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As an action, you can invoke the staff's rune to cast either {@spell hold person} (save DC 12) or {@spell speak with plants} with the staff. When you cast {@spell hold person} using the staff, the target is wreathed in spectral vines.", + "Once the rune has been invoked to cast either spell, it can't be invoked again until the next dawn." + ] + } + ], + "attachedSpells": [ + "hold person" + ] + }, + { + "name": "Staff of the Woodlands", + "source": "DMG", + "page": 204, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": "by a druid", + "reqAttuneTags": [ + { + "class": "druid" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "bonusSpellAttack": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.", + "The staff has 10 charges for the following properties. It regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.", + { + "type": "entries", + "name": "Spells", + "entries": [ + "You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: {@spell animal friendship} (1 charge), {@spell awaken} (5 charges), {@spell barkskin} (2 charges), {@spell locate animals or plants} (2 charges), {@spell speak with animals} (1 charge), {@spell speak with plants} (3 charges), or {@spell wall of thorns} (6 charges).", + "You can also use an action to cast the {@spell pass without trace} spell from the staff without using any charges." + ] + }, + { + "type": "entries", + "name": "Tree Form", + "entries": [ + "You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by {@spell detect magic}. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff." + ] + } + ], + "attachedSpells": [ + "pass without trace", + "animal friendship", + "awaken", + "barkskin", + "locate animals or plants", + "speak with animals", + "speak with plants", + "wall of thorns" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Staff of Thunder and Lightning", + "source": "DMG", + "page": 204, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.", + { + "type": "entries", + "name": "Lightning", + "entries": [ + "When you hit with a melee attack using the staff, you can cause the target to take an extra {@damage 2d6} lightning damage." + ] + }, + { + "type": "entries", + "name": "Thunder", + "entries": [ + "When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become {@condition stunned} until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "Lightning Strike", + "entries": [ + "You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking {@damage 9d6} lightning damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Thunderclap", + "entries": [ + "You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes {@damage 2d6} thunder damage and becomes {@condition deafened} for 1 minute. On a successful save, a creature takes half damage and isn't {@condition deafened}." + ] + }, + { + "type": "entries", + "name": "Thunder and Lightning", + "entries": [ + "You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one." + ] + } + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Staff of Withering", + "source": "DMG", + "page": 205, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": "by a cleric, druid, or warlock", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "druid" + }, + { + "class": "warlock" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "staff": true, + "entries": [ + "This staff has 3 charges and regains {@dice 1d3} expended charges daily at dawn.", + "The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra {@damage 2d10} necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Star Card", + "source": "BMT", + "page": 15, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As a bonus action, you can speak a command word while holding this card aloft to gain advantage on all saving throws you make for the next 10 minutes. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Star Moth", + "source": "AAG", + "page": 50, + "type": "SPC|AAG", + "rarity": "none", + "value": 4000000, + "crew": 13, + "vehAc": 13, + "vehHp": 400, + "vehDmgThresh": 15, + "vehSpeed": 5.5, + "capCargo": 30, + "entries": [ + "Star moths are ships constructed and flown by astral elves, who don't like it when these ships end up in the hands of others.", + "A star moth's hull is fashioned from a grown and sculpted organic substance, and its enormous, decorative wings are made of shimmering crystal. The vessel is built for space travel, but its design does enable it to float on water or land safely on the ground. Standard weaponry includes two ballistae nestled in the star moth's eye holes and a mangonel mounted above the bridge." + ], + "seeAlsoVehicle": [ + "Star Moth|AAG" + ] + }, + { + "name": "Star Razor (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Star Razor (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When Star Razor reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2.", + "When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to create a burst of radiance from the sword, dealing {@damage 1d8} radiant damage to the attacker.", + "You can cast the {@spell see invisibility} spell from the sword as an action, and the save DC for spells cast using the sword increases to 15." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+2", + "attachedSpells": [ + "faerie fire", + "see invisibility" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Star Razor (Dormant)", + "source": "TDCSR", + "page": 210, + "baseItem": "longsword|PHB", + "type": "M", + "resist": [ + "radiant" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V", + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "recharge": "dawn", + "entries": [ + "The thick, grooved blade of this shining silver {@item longsword|PHB} is lined with etched runes that sparkle blue in the light. Star Razor\u2014known also as Dwueth'var\u2014was thought to have been destroyed or lost after the {@book Calamity|TDCSR|1|The Calamity}, but new rumors suggest that it might be wielded by a half-orc somewhere in {@book Wildemount|TDCSR|3|Wildemount}.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While Star Razor is in a dormant state, you can hold this magic longsword and use a bonus action to speak the command word {@i Galas-var}, causing the sword to emit a pale blue glow that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This glow lasts until you use a bonus action to speak the command word again, or until you drop or sheathe the sword.", + { + "type": "list", + "items": [ + "While this longsword is glowing, you gain a +1 bonus to attack and damage rolls made with the weapon, and you have resistance to radiant damage.", + "You can cast the {@spell faerie fire} spell from the weapon as an action, requiring no components (save {@dc 13}). Once a spell has been cast using Star Razor, that spell can't be cast from the sword until the next dawn." + ] + } + ] + } + ], + "attachedSpells": [ + "faerie fire" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Star Razor (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Star Razor (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When Star Razor reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "The burst of radiance you can create as a reaction when hit with a melee attack deals {@damage 1d12} radiant damage, and you can immediately teleport to an unoccupied space you can see within 15 feet of you as part of the same reaction.", + "You can cast the {@spell fly} spell from the sword as an action, and the save DC for spells cast using the sword increases to 17." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+3", + "attachedSpells": [ + "faerie fire", + "see invisibility", + "fly" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Star rose quartz", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "A translucent rosy stone with white star-shaped center gemstone." + ] + }, + { + "name": "Star Ruby", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 100000, + "entries": [ + "A translucent ruby with white star-shaped center gemstone." + ] + }, + { + "name": "Star Sapphire", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 100000, + "entries": [ + "A translucent blue sapphire with white star-shaped center gemstone." + ] + }, + { + "name": "Statuette of Augury", + "source": "PaBTSO", + "page": 62, + "rarity": "unknown (magic)", + "wondrous": true, + "entries": [ + "This gold statuette of an elf is worth 100 gp, and is imbued with divination magic. A non-evil creature grasping the statue can ask it a question and receive a telepathic response, as though the creature had cast {@spell augury}. Once a creature has asked its question and received a response, it can never activate the statuette again." + ], + "attachedSpells": [ + "augury" + ] + }, + { + "name": "Statuette of Saint Markovia", + "source": "CoS", + "page": 152, + "type": "OTH", + "rarity": "unknown (magic)", + "value": 25000, + "bonusSavingThrow": "+1", + "entries": [ + "This golden statuette grants any good-aligned creature that carries it a +1 bonus to saving throws." + ] + }, + { + "name": "Steel", + "source": "WBtW", + "page": 214, + "baseItem": "longsword|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": "by a good-aligned creature", + "reqAttuneTags": [ + { + "alignment": [ + "G" + ] + } + ], + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+2", + "entries": [ + "You have a +2 bonus to attack and damage rolls made with this magic weapon.", + { + "type": "entries", + "name": "Revivify", + "entries": [ + "You can use an action to cast the {@spell revivify} spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight." + ] + } + ], + "attachedSpells": [ + "revivify" + ], + "hasFluffImages": true + }, + { + "name": "Steel Mirror", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Mirror|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 0.5, + "value": 500 + }, + { + "name": "Steward's Seal", + "source": "DoDk", + "page": 233, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this badge, you can cast {@spell mage hand}, {@spell prestidigitation}, {@spell purify food and drink}, and {@spell unseen servant} at-will.", + "You can use an action to cast one of the following spells: {@spell animate objects}, {@spell create food and water}, {@spell dispel magic}, or {@spell telekinesis}. Once the badge has been used to cast one of these spells, it can't be used to cast that spell again until the next dawn. You can choose your Intelligence, Wisdom, or Charisma score as the spellcasting ability for casting these spells, and use your proficiency bonus to determine their attack bonus and saving throw DC.", + { + "type": "entries", + "name": "Crown Authority", + "entries": [ + "A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.", + "As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours." + ] + } + ], + "attachedSpells": [ + "mage hand", + "animate objects", + "create food and water", + "dispel magic", + "telekinesis", + "prestidigitation", + "purify food and drink", + "unseen servant" + ] + }, + { + "name": "Stink Bomb", + "source": "TDCSR", + "page": 100, + "type": "EXP|DMG", + "rarity": "none", + "value": 2500, + "range": "30", + "entries": [ + "This smelly explosive can be primed and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures within 20 feet of it must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition poisoned} for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Stirring Dragon Vessel", + "source": "FTD", + "_copy": { + "name": "Slumbering Dragon Vessel", + "source": "FTD", + "_preserve": { + "page": true + } + }, + "rarity": "rare", + "entries": [ + "This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.", + "As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, mead, a {@item potion of healing}, a {@item potion of greater healing}, a {@item potion of climbing}, or a {@item potion of fire breath}. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours." + ] + }, + { + "name": "Stirring Dragon-Touched Focus", + "source": "FTD", + "_copy": { + "name": "Slumbering Dragon-Touched Focus", + "source": "FTD", + "_preserve": { + "page": true + } + }, + "rarity": "rare", + "entries": [ + "This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.", + "You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.", + "The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Chromatic", + "entries": [ + "Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a {@dice d6}, and you gain a bonus equal to the number rolled to one of the spell's damage rolls." + ] + }, + { + "type": "item", + "name": "Gem", + "entries": [ + "Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you." + ] + }, + { + "type": "item", + "name": "Metallic", + "entries": [ + "When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw." + ] + } + ] + } + ] + }, + { + "name": "Stirring Scaled Ornament", + "source": "FTD", + "_copy": { + "name": "Slumbering Scaled Ornament", + "source": "FTD", + "_preserve": { + "page": true + } + }, + "rarity": "rare", + "bonusAc": "+1", + "entries": [ + "This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.", + "You gain a +1 bonus to AC, and you can't be {@condition charmed} or {@condition frightened}. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being {@condition charmed} or {@condition frightened} or to end those conditions on itself." + ] + }, + { + "name": "Stone of Controlling Earth Elementals", + "source": "DMG", + "page": 205, + "srd": true, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 5, + "entries": [ + "If the stone is touching the ground, you can use an action to speak its command word and summon an {@creature earth elemental}, as if you had cast the {@spell conjure elemental} spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds." + ], + "attachedSpells": [ + "conjure elemental" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Stone of Creation", + "source": "AitFR-AVT", + "page": 10, + "otherSources": [ + { + "source": "AitFR-DN", + "page": 14 + }, + { + "source": "AitFR-FCD", + "page": 12 + } + ], + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Rare legends and lore that speak of the Stone of Creation claim it fell to the Material Plane like a meteor from some distant edge of the Outer Planes or the Far Realm. Similar legends across various worlds, all describing stones that grow buildings and islands from magic, like a house from a seed, suggest the Stone of Creation is not a unique artifact\u2014or that all the various pieces of it are derived from a single source of stone even larger than sages imagine.", + "The raw, black stone appears flaky like slate but is as hard as granite and marbled with veins of gold and platinum. The original, complete Stone of Creation took the form of a blocky slab like a standing stone, but it may be impossible to know the Stone's true size, or if the concept of a \"whole\" Stone of Creation even applies to the artifact. Perhaps other slabs and boulders made from the Stone have been scattered across the multiverse, being cut down and recombed through interplanar movements and the magic of the artifacts themselves.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Stone of Creation has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Stone Smithing", + "entries": [ + "While attuned to the Stone of Creation, you are proficient with {@item mason's tools|PHB} and can use them to cut pieces from the Stone's slab, thereby creating lesser artifacts." + ] + }, + { + "type": "entries", + "name": "Cut into Pieces", + "entries": [ + "The Stone of Creation is a source for smaller artifacts that derive their power from it. These pieces allow you to shape and bestow a portion of the slab's power for yourself or others.", + "You can cut pieces in two general sizes: a {@item chip of creation|AitFR-AVT} or a {@item keystone of creation|AitFR-AVT}. These lesser artifacts require their own attunement.", + "Up to eleven chips of creation can be created from the existing slab, plus up to nine keystones. A chip resembles a flake of rock about the size of an adult human's hand. A keystone is at least five times that thickness.", + "When all chips and keystones have been cut away, a portion of the Stone remains but proves impervious to additional attempts to cut or chisel pieces from it. This smallest version of the Stone is the same size as a Tiny creature." + ] + }, + { + "type": "entries", + "name": "Raze or Reshape Creations", + "entries": [ + "Although the Stone of Creation cannot create structures or demiplanes of its own, while you are attuned to it you can revise or renovate any structure or demiplane created by a keystone or chip, provided you are within 1 mile of the Stone and you can see or otherwise perceive the structure or demiplane. For example, you may add doors, seal windows, change the arrangement of rooms, or even dispel a structure created by a keystone. To do so, you must concentrate for 1 minute, as if on a spell, while picturing the changes you wish to make in your mind; over the course of that minute, the changes slowly occur. These changes cannot deal damage or directly harm a creature. A dispelled structure gradually recedes and diminishes to nothing, leaving creatures unharmed." + ] + }, + { + "type": "entries", + "name": "Destroying the Stone", + "entries": [ + "The Stone of Creation is a strange artifact that can be divided into smaller artifacts, yet the Stone is impervious to most damage. Only the smith attuned to the Stone can carve it. Destroying the Stone's lesser, derived artifacts (and their creations) does no damage to the Stone itself.", + "The Stone of Creation is destroyed if it reaches the Elemental Chaos or is struck with a forked metal rod attuned to the Elemental Chaos (as per the {@spell plane shift} spell). The Stone then shatters into harmless, inert shards of rock. Places created by the slab's chips and keystones crumble, decay, or fade away to nothing after the Stone of Creation is destroyed. Whether the Stone of Creation is itself a piece of a larger artifact remains unknown." + ] + } + ] + }, + { + "name": "Stone of Golorr", + "source": "WDH", + "page": 192, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "sentient": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an {@creature aboleth} named Golorr, transformed by magic into an object.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Stone of Golorr has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the Dungeon Master's Guide:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial property}", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}" + ] + } + ] + }, + { + "type": "entries", + "name": "Legend Lore", + "entries": [ + "The Stone of Golorr has 3 charges and regains {@dice 1d3} expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the {@spell legend lore} spell.", + "By using the stone to cast {@spell legend lore}, you communicate directly with the {@creature aboleth}, and it shares its knowledge with you. The aboleth can't lie to you, but the information it provides is often cryptic or vague.", + "The aboleth knows where Lord Neverember's secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures." + ] + }, + { + "type": "entries", + "name": "Failed Memory", + "entries": [ + "When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A {@spell remove curse} spell cast on you has a {@chance 20} chance of restoring the lost knowledge and memories, and a {@spell greater restoration} spell does so automatically." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Stone of Golorr is a sentient lawful evil magic item with an Intelligence of 18, a Wisdom of 15, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. In addition, the {@creature aboleth} learns the greatest desires of any creature that communicates telepathically with the stone.", + "The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see \"Sentient Magic Items\" in chapter 7 of the Dungeon Master's Guide)." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god." + ] + }, + { + "type": "entries", + "name": "Destroying the Stone", + "entries": [ + "While in stone form, the {@creature aboleth} isn't a creature and isn't subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an {@spell antipathy/sympathy} spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone's remains. The aboleth is incensed by the stone's destruction, and it attacks all other creatures it can see." + ] + } + ], + "attachedSpells": [ + "legend lore" + ], + "hasFluffImages": true + }, + { + "name": "Stone of Good Luck", + "source": "DMG", + "page": 205, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "bonusSavingThrow": "+1", + "bonusAbilityCheck": "+1", + "entries": [ + "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws." + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Stone of Ill Luck", + "source": "TftYP", + "page": 229, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "curse": true, + "weight": 1, + "bonusSavingThrow": "-2", + "bonusAbilityCheck": "-2", + "entries": [ + "This polished agate appears to be a {@item stone of good luck} to anyone who tries to identify it, and it confers that item's property while on your person.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with {@spell remove curse} or similar magic." + ] + } + ] + }, + { + "name": "Stonebreaker's Breastplate", + "source": "BGG", + "page": 116, + "baseItem": "breastplate|PHB", + "type": "MA", + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 20, + "ac": 14, + "entries": [ + "This breastplate is made from marbled granite, though it feels no heavier than a typical metal breastplate. Its chest is emblazoned with the stone rune.", + "While wearing this breastplate, you have resistance to bludgeoning, piercing, and slashing damage and are immune to being knocked prone.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As an action, you can invoke the breastplate's rune to cast the {@spell wall of stone} spell (save DC 14) with it. When you cast the spell in this way, you have advantage on saving throws made to maintain {@status concentration} on the spell.", + "Once the rune has been invoked, it can't be invoked again until the next dawn.", + "This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered." + ] + } + ], + "attachedSpells": [ + "wall of stone" + ] + }, + { + "name": "Stonemaker War Pick", + "source": "BMT", + "page": 68, + "baseItem": "war pick|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+1", + "charges": "{@dice 1d6 + 1}", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic war pick. It has the following special properties:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Meld into Stone", + "entries": [ + "You can cast the {@spell Meld into Stone} spell from this war pick. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "type": "item", + "name": "Petrification", + "entries": [ + "The war pick has {@dice 1d6 + 1} charges. If you score a critical hit against a creature that has fewer than 100 hit points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property." + ] + } + ] + } + ], + "attachedSpells": [ + "meld into stone" + ] + }, + { + "name": "Stonespeaker Crystal", + "source": "OotA", + "page": 223, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "entries": [ + "Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence ({@skill Investigation}) checks while it is on your person.", + "The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: {@spell speak with animals} (2 charges), {@spell speak with dead} (4 charges), or {@spell speak with plants} (3 charges).", + "When you cast a {@filter divination|spells|school=D} spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.", + "The crystal regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the crystal's last charge, roll a {@dice d20}. On a 1, the crystal vanishes, lost forever." + ], + "attachedSpells": [ + "speak with animals", + "speak with dead", + "speak with plants" + ], + "hasFluffImages": true + }, + { + "name": "Stonky's ring", + "source": "CM", + "page": 132, + "type": "RG|DMG", + "rarity": "unknown (magic)", + "reqAttune": true, + "entries": [ + "While wearing this ring, you can cast the {@spell telekinesis} spell at will, but you can target only objects that aren't being worn or carried.", + "Any character who attunes to the ring gains control of Stonky's creations, though the {@creature skitterwidget|cm|skitterwidgets} ignore commands spoken more than 30 feet away from them." + ], + "attachedSpells": [ + "telekinesis" + ] + }, + { + "name": "Storm Boomerang", + "source": "PotA", + "page": 223, + "type": "R", + "rarity": "uncommon", + "weaponCategory": "simple", + "range": "60/120", + "dmg1": "1d4", + "dmgType": "B", + "entries": [ + "This boomerang is a ranged weapon carved from {@creature griffon} bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals {@damage 1d4} bludgeoning damage and {@damage 3d4} thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be {@condition stunned} until the end of its next turn. On a miss, the boomerang returns to the thrower's hand.", + "Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node." + ] + }, + { + "name": "Stormgirdle (Awakened)", + "source": "EGW", + "_copy": { + "name": "Stormgirdle (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "While wearing the Stormgirdle in its awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your Strength score becomes 23 if it isn't already 23 or higher.", + "Your Storm Avatar's lightning strike deals {@damage 4d6} lightning damage (instead of {@dice 3d6}).", + "While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + } + }, + { + "name": "Stormgirdle (Dormant)", + "source": "EGW", + "page": 273, + "resist": [ + "lightning", + "thunder" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "ability": { + "static": { + "str": 21 + } + }, + "entries": [ + "A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration:", + { + "type": "list", + "items": [ + "You have immunity to lightning damage and thunder damage.", + "When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead.", + "As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking {@damage 3d6} lightning damage on a failed save, or half as much damage on a successful one." + ] + }, + "Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn." + ] + } + ] + }, + { + "name": "Stormgirdle (Exalted)", + "source": "EGW", + "_copy": { + "name": "Stormgirdle (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "While wearing the Stormgirdle in its exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your Strength score becomes 25 if it isn't already 25 or higher.", + "Your Storm Avatar's lightning strike deals {@damage 5d6} lightning damage (instead of {@dice 3d6}).", + "You can cast the {@spell control weather} spell from the girdle. This property can't be used again until the next dawn." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "attachedSpells": [ + "control weather" + ] + }, + { + "name": "Stormrider Boots", + "source": "TDCSR", + "page": 197, + "rarity": "rare", + "wondrous": true, + "modifySpeed": { + "static": { + "fly": 90 + } + }, + "recharge": "dawn", + "entries": [ + "These dark leather boots look to be of common make, but a subtle pattern of swirling storm clouds upon their soles suggests the potency of their enchantment. You can activate these boots as part of your movement, gaining the following benefits until the end of your turn:", + { + "type": "list", + "items": [ + "You have a flying speed of 90 feet.", + "{@action Opportunity attack|PHB|Opportunity attacks} against you are made with {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}.", + "Whenever you move within 5 feet of a hostile creature, it must succeed on a {@dc 15} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take {@damage 3d8} lightning damage. A creature can't be damaged in this way more than once per turn." + ] + }, + "Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "String", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 10, + "entries": [ + "String is 10 feet long. You can tie a knot in it as a {@action Utilize|XPHB} action." + ] + }, + { + "name": "Strixhaven Pennant", + "source": "SCC", + "page": 39, + "rarity": "common", + "wondrous": true, + "entries": [ + "This magic pennant bears the symbol of Strixhaven or one of its colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. While you wave the pennant, the symbol on it glitters, and the pennant sheds bright light in a 10-foot-radius and dim light for an additional 10 feet." + ] + }, + { + "name": "Summer's Dance", + "source": "TDCSR", + "page": 197, + "baseItem": "scimitar|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "L" + ], + "dmg1": "1d6", + "dmgType": "S", + "bonusWeapon": "+1", + "recharge": "dawn", + "rechargeAmount": 1, + "charges": 3, + "entries": [ + "This beautiful golden blade appears to bend and flex like a reed with your movements. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "Additionally, the scimitar has 3 charges and regains 1 expended charge daily at dawn. While wielding this {@item scimitar|PHB}, you can expend 1 charge as a bonus action to cast the {@spell misty step} spell." + ], + "attachedSpells": [ + "misty step" + ] + }, + { + "name": "Sun", + "source": "WDH", + "page": 169, + "type": "$C", + "rarity": "none", + "value": 1000, + "entries": [ + "Platinum coin, twice as large as a {@item nib|wdh} (1 sun = 1,000 {@item nib|wdh|nibs})" + ] + }, + { + "name": "Sun amulet on a beaded chain (Sun Empire)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Sun Blade", + "source": "DMG", + "page": 205, + "srd": true, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "V" + ], + "dmg1": "1d8", + "dmgType": "R", + "dmg2": "1d10", + "bonusWeapon": "+2", + "entries": [ + "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with {@item shortsword|phb|shortswords} or {@item longsword|phb|longswords}, you are proficient with the sun blade.", + "You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra {@damage 1d8} radiant damage.", + "The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Sun Card", + "source": "BMT", + "page": 15, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card and use it to cast the {@spell Sunbeam} spell (save {@dc 17}), projecting the light from the card's face. Once this property is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "sunbeam" + ], + "hasFluffImages": true + }, + { + "name": "Sun Staff", + "source": "BMT", + "page": 39, + "type": "M", + "rarity": "rare", + "reqAttune": "by a cleric, druid, or wizard", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "druid" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+1", + "staff": true, + "entries": [ + "Veins of sunstone run through this wooden staff. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll using this staff, the target takes an extra {@damage 1d8} fire damage.", + { + "type": "entries", + "name": "Solar Focus", + "entries": [ + "You can use the staff as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your proficiency bonus when you use a spell slot to cast a spell that deals fire or radiant damage. You must use the new rolls. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Sunny Glow", + "entries": [ + "As a bonus action, you can cause the staff to glow with sunlight. While glowing, the staff sheds {@quickref Vision and Light||2||bright light} in a 15-foot radius and {@quickref Vision and Light||2||dim light} for an additional 15 feet. The light lasts until you use another bonus action to extinguish it." + ] + } + ] + }, + { + "name": "Sunbeam Compass", + "source": "TDCSR", + "page": 143, + "type": "OTH", + "rarity": "unknown (magic)", + "wondrous": true, + "entries": [ + "A device that always directs the user to the sun by emitting a small light at the tip of the needle in a glass orb, allowing it to rotate in all directions\u2014a very useful tool when exploring subterranean territory.", + "Created by {@book Karaline von Ethro|TDCSR|3|Karaline von Ethro}." + ] + }, + { + "name": "Sunforger", + "source": "GGR", + "page": 181, + "baseItem": "warhammer|phb", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "bonusWeapon": "+2", + "entries": [ + "You gain a +2 bonus to attack and damage rolls made with this magic weapon.", + "As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can't cause it to explode again until you finish a short or long rest.", + "If you don't call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed." + ], + "hasFluffImages": true + }, + { + "name": "Sunsword", + "source": "CoS", + "page": 223, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "V" + ], + "dmg1": "1d8", + "dmgType": "R", + "dmg2": "1d10", + "bonusWeapon": "+2", + "entries": [ + "The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.", + "Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.", + "The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a {@item sun blade}:", + { + "type": "list", + "items": [ + "While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Sunsword.", + "You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra {@damage 1d8} radiant damage.", + "The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each." + ] + }, + { + "name": "Sentience", + "type": "entries", + "entries": [ + "The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it." + ] + }, + { + "name": "Personality", + "type": "entries", + "entries": [ + "The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Survival Mantle", + "source": "VGM", + "page": 81, + "type": "MA", + "rarity": "unknown", + "weight": 40, + "ac": 15, + "stealth": true, + "entries": [ + "This carapace-like augmentation encases portions of the wearer's shoulders, neck, and chest. A survival mantle is equivalent to a suit of nonmagical half plate armor and takes just as long to don or doff. It can't be worn with other kinds of armor.", + "A creature wearing a survival mantle can breathe normally in any environment (including a vacuum) and has advantage on saving throws against harmful gases (such as those created by a {@spell cloudkill} spell, a {@spell stinking cloud} spell, inhaled poisons, and the breath weapons of some dragons)." + ] + }, + { + "name": "Suude (Blue)", + "source": "TDCSR", + "page": 85, + "type": "IDG|TDCSR", + "rarity": "unknown (magic)", + "entries": [ + "Exandria's most infamous drug, {@item suude|TDCSR} is a glittering powder made from {@book residuum|TDCSR|3|An Enchanting Export}. It was first developed by power-hungry archmages in the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the {@book Calamity|TDCSR|1|The Calamity}, and many different types of {@item suude|TDCSR} have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.", + "After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors\u2014yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.", + "On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.", + "Blue suude allows you to use the {@optfeature Twinned Spell|PHB} Metamagic option." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Suude (Brown)", + "source": "TDCSR", + "page": 85, + "type": "IDG|TDCSR", + "rarity": "unknown (magic)", + "entries": [ + "Exandria's most infamous drug, {@item suude|TDCSR} is a glittering powder made from {@book residuum|TDCSR|3|An Enchanting Export}. It was first developed by power-hungry archmages in the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the {@book Calamity|TDCSR|1|The Calamity}, and many different types of {@item suude|TDCSR} have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.", + "After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors\u2014yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.", + "On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.", + "Brown suude allows you to use the {@optfeature Extended Spell|PHB} Metamagic option." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Suude (Red)", + "source": "TDCSR", + "page": 85, + "type": "IDG|TDCSR", + "rarity": "unknown (magic)", + "entries": [ + "Exandria's most infamous drug, {@item suude|TDCSR} is a glittering powder made from {@book residuum|TDCSR|3|An Enchanting Export}. It was first developed by power-hungry archmages in the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the {@book Calamity|TDCSR|1|The Calamity}, and many different types of {@item suude|TDCSR} have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.", + "After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors\u2014yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.", + "On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.", + "Red suude allows you to use the {@optfeature Distant Spell|PHB} Metamagic option." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Sword of Answering (Answerer)", + "source": "DMG", + "page": 206, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a chaotic good creature", + "reqAttuneTags": [ + { + "alignment": [ + "C", + "G" + ] + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.", + "Answerer, the Chaotic Good sword, has an emerald set in its pommel.", + "You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has." + ] + }, + { + "name": "Sword of Answering (Back Talker)", + "source": "DMG", + "page": 206, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a chaotic evil creature", + "reqAttuneTags": [ + { + "alignment": [ + "C", + "E" + ] + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.", + "Back Talker, the Chaotic Evil sword, has jet set in its pommel.", + "You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has." + ] + }, + { + "name": "Sword of Answering (Concluder)", + "source": "DMG", + "page": 206, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a lawful neutral creature", + "reqAttuneTags": [ + { + "alignment": [ + "L", + "N" + ] + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.", + "Concluder, the Lawful Neutral sword, has an amethyst set in its pommel.", + "You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has." + ] + }, + { + "name": "Sword of Answering (Last Quip)", + "source": "DMG", + "page": 206, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a chaotic neutral creature", + "reqAttuneTags": [ + { + "alignment": [ + "C", + "N" + ] + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.", + "Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel.", + "You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has." + ] + }, + { + "name": "Sword of Answering (Rebutter)", + "source": "DMG", + "page": 206, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a neutral good creature", + "reqAttuneTags": [ + { + "alignment": [ + "N", + "G" + ] + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.", + "Rebutter, the Neutral Good sword, has a topaz set in its pommel.", + "You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has." + ] + }, + { + "name": "Sword of Answering (Replier)", + "source": "DMG", + "page": 206, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a neutral creature", + "reqAttuneTags": [ + { + "alignment": [ + "N" + ] + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.", + "Replier, the Neutral sword, has a peridot set in its pommel.", + "You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has." + ] + }, + { + "name": "Sword of Answering (Retorter)", + "source": "DMG", + "page": 206, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a lawful good creature", + "reqAttuneTags": [ + { + "alignment": [ + "L", + "G" + ] + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.", + "Retorter, the Lawful Good sword, has an aquamarine set in its pommel.", + "You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has." + ] + }, + { + "name": "Sword of Answering (Scather)", + "source": "DMG", + "page": 206, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a lawful evil creature", + "reqAttuneTags": [ + { + "alignment": [ + "L", + "E" + ] + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.", + "Scather, the Lawful Evil sword, has a garnet set in its pommel.", + "You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has." + ] + }, + { + "name": "Sword of Answering (Squelcher)", + "source": "DMG", + "page": 206, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a neutral evil creature", + "reqAttuneTags": [ + { + "alignment": [ + "N", + "E" + ] + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.", + "Squelcher, the Neutral Evil sword, has a spinel set in its pommel.", + "You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has." + ] + }, + { + "name": "Sword of Kas", + "source": "DMG", + "page": 226, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "critThreshold": 19, + "entries": [ + "When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it.", + "For a long time, Kas faithfully served the {@creature lich} but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the {@creature lich||lich's} empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby.", + "The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra {@damage 2d10} slashing damage to undead.", + "If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes {@damage 3d6} psychic damage. On a failed save, the wielder is dominated by the sword, as if by the {@spell dominate monster} spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met.", + { + "name": "Random Properties", + "type": "entries", + "entries": [ + "The Sword of Kas has the following random properties:" + ] + }, + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial property}", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental property}" + ] + }, + { + "name": "Spirit of Kas", + "type": "entries", + "entries": [ + "While the sword is on your person, you add a {@dice d10} to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn." + ] + }, + { + "name": "Spells", + "type": "entries", + "entries": [ + "While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: {@spell call lightning}, {@spell divine word}, or {@spell finger of death}. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn." + ] + }, + { + "name": "Sentience", + "type": "entries", + "entries": [ + "The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Common." + ] + }, + { + "name": "Personality", + "type": "entries", + "entries": [ + "The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the {@creature lich||lich's} works, and foiling his machinations all help to fulfill this goal.", + "The Sword of Kas also seeks to destroy anyone corrupted by the Eye and {@item Hand of Vecna}. The sword's obsession with those artifacts eventually becomes a fixation for its wielder." + ] + }, + { + "name": "Destroying the Sword", + "type": "entries", + "entries": [ + "A creature attuned to both the {@item Eye of Vecna} and the {@item Hand of Vecna} can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the {@spell wish} spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the {@spell wish} spell is wasted. If the sword loses the contest, it is destroyed." + ] + } + ], + "attachedSpells": [ + "call lightning", + "divine word", + "finger of death" + ], + "hasFluffImages": true + }, + { + "name": "Sword of the Paruns", + "source": "GGR", + "page": 181, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword:", + { + "type": "list", + "items": [ + "Immediately after you use the {@action Attack} action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.", + "Immediately after you take the {@action Dash} action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.", + "Immediately after you take the {@action Dodge} action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the {@action Dodge} action." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Sword of Zariel", + "source": "BGDIA", + "page": 226, + "baseItem": "longsword|phb", + "type": "M", + "resist": [ + "necrotic", + "radiant" + ], + "rarity": "artifact", + "reqAttune": "by a creature the sword deems worthy", + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "ability": { + "static": { + "cha": 20 + } + }, + "entries": [ + "This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies bravery and heroism.", + { + "type": "entries", + "name": "Attunement", + "entries": [ + "The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Angelic Language", + "entry": "You can speak, read, and write Celestial." + }, + { + "type": "item", + "name": "Celestial Resistance", + "entry": "You have resistance to necrotic and radiant damage." + }, + { + "type": "item", + "name": "Divine Presence", + "entry": "Your Charisma score becomes 20, unless it is already 20 or higher." + }, + { + "type": "item", + "name": "Feathered Wings", + "entry": "You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off." + }, + { + "type": "item", + "name": "Truesight", + "entry": "Your eyes become luminous pools of silver. You can see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet." + }, + { + "type": "item", + "name": "New Personality", + "entries": [ + "You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.", + { + "type": "table", + "caption": "Personality Traits", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I treat all beings, even enemies, with respect." + ], + [ + "2", + "I won't tell a lie." + ], + [ + "3", + "I enjoy sharing my philosophical worldview and experiences with others." + ], + [ + "4", + "I cut right to the chase in every conversation." + ], + [ + "5", + "I often quote (or misquote) religious texts." + ], + [ + "6", + "I anger quickly when I witness cruelty or injustice." + ], + [ + "7", + "My praise and trust are earned and never given freely." + ], + [ + "8", + "I like everything clean and organized." + ] + ] + }, + { + "type": "table", + "caption": "Ideals", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Charity. I always help those in need. (Good)" + ], + [ + "2", + "Faith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful)" + ], + [ + "3", + "Responsibility. It is the duty of the strong to protect the weak. (Lawful)" + ], + [ + "4", + "Respect. All people deserve to be treated with dignity. (Good)" + ], + [ + "5", + "Honor. The way I conduct myself determines my reward in the afterlife. (Lawful)" + ], + [ + "6", + "Redemption. All creatures are capable of change for the better. (Good)" + ] + ] + }, + { + "type": "table", + "caption": "Bonds", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I have a favorite religious hymn that I constantly hum." + ], + [ + "2", + "I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse." + ], + [ + "3", + "I have cherished memories of Idyllglen, though I've only seen this bucolic town in dreams." + ], + [ + "4", + "I would die for those who fight beside me, regardless of their faults." + ], + [ + "5", + "I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them." + ], + [ + "6", + "The Sword of Zariel has chosen me. I shall not fail to wield it justly." + ] + ] + }, + { + "type": "table", + "caption": "Flaws", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "I am too quick to judge others." + ], + [ + "2", + "I offer forgiveness too readily." + ], + [ + "3", + "I will sacrifice innocent lives for the greater good." + ], + [ + "4", + "Flaw? What flaw? I am flawless. Utter perfection!" + ], + [ + "5", + "I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse." + ], + [ + "6", + "I ignore those who do not support my plans, for my calling is higher than all others." + ] + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Holy Light", + "entries": [ + "The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light.", + "As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity." + ] + }, + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The sword has 2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}." + ] + }, + { + "type": "entries", + "name": "Searing Radiance", + "entries": [ + "The sword deals an extra 9 ({@damage 2d8}) radiant damage to any creature it hits, or 16 ({@damage 3d10}) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be {@condition blinded} until the end of its next turn." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.", + "The sword communicates by transmitting emotion to the creature carrying or wielding it." + ] + }, + { + "type": "entries", + "name": "Truth Seer", + "entries": [ + "While holding the sword, you gain advantage on all Wisdom ({@skill Insight}) checks." + ] + }, + { + "type": "entries", + "name": "Destroying the Sword", + "entries": [ + "Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see \"{@adventure Shattering the Companion|bgdia|8|shattering the companion}\"), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.", + "If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Tablet of Reawakening", + "source": "HAT-LMI", + "rarity": "legendary", + "wondrous": true, + "entries": [ + "Witches of Rashemen created this Tiny stone tablet to counter the necromancy of the Red Wizards. As an action, you can cast {@spell true resurrection} from the tablet. Once used in this way, the tablet turns to dust and is destroyed." + ], + "attachedSpells": [ + "true resurrection" + ], + "miscTags": [ + "CNS" + ], + "hasFluffImages": true + }, + { + "name": "Talarith", + "source": "BAM", + "page": 47, + "rarity": "legendary", + "reqAttune": "by a reigar who created it", + "wondrous": true, + "entries": [ + "The {@creature reigar|BAM} who creates this piece of jewelry chooses its form: bracelet, brooch, diadem, or necklace. While the reigar wears the talarith, any weapon wielded by the {@creature reigar|BAM} deals an extra {@damage 1d6} force damage when it hits.", + "As an action, a reigar can use its talarith to summon a golem that looks just like the reigar. The golem obeys the reigar's commands and uses the {@creature reigar|BAM|reigar's} statistics, except it is a Construct that doesn't have a talarith of its own. The golem vanishes after 1 hour, or when it is reduced to 0 hit points. After summoning a golem, the reigar must finish a short or long rest before this property can be used again." + ] + }, + { + "name": "Talisman of Pure Good", + "source": "DMG", + "page": 207, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a creature of good alignment", + "reqAttuneTags": [ + { + "alignment": [ + "G" + ] + } + ], + "wondrous": true, + "weight": 1, + "bonusSpellAttack": "+2", + "charges": 7, + "entries": [ + "This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes {@damage 6d6} radiant damage upon touching the talisman. An evil creature takes {@damage 8d6} radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.", + "If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.", + "The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed." + ], + "lootTables": [ + "Magic Item Table I" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Talisman of the Sphere", + "source": "DMG", + "page": 207, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "entries": [ + "When you make an Intelligence ({@skill Arcana}) check to control a {@item sphere of annihilation} while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a {@item sphere of annihilation}, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier." + ], + "lootTables": [ + "Magic Item Table I" + ], + "hasFluffImages": true + }, + { + "name": "Talisman of Ultimate Evil", + "source": "DMG", + "page": 207, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a creature of evil alignment", + "reqAttuneTags": [ + { + "alignment": [ + "E" + ] + } + ], + "wondrous": true, + "weight": 1, + "bonusSpellAttack": "+2", + "charges": 6, + "entries": [ + "This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes {@damage 6d6} necrotic damage upon touching the talisman. A good creature takes {@damage 8d6} necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.", + "If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.", + "The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed." + ], + "lootTables": [ + "Magic Item Table I" + ], + "miscTags": [ + "CNS" + ], + "hasFluffImages": true + }, + { + "name": "Talking Doll", + "source": "XGE", + "page": 139, + "tier": "minor", + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, \"I want a piece of candy.\" The doll's phrases are lost when your attunement to the doll ends." + ], + "hasFluffImages": true + }, + { + "name": "Talons Card", + "source": "BMT", + "page": 15, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card and target one magic item you can see within 120 feet of yourself. If the item isn't an artifact, its magical properties are suppressed for 1 minute. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Tangler Grenade", + "source": "WDMM", + "page": 244, + "type": "OTH", + "rarity": "none", + "entries": [ + "A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be {@condition restrained} by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength ({@skill Athletics}) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures {@condition restrained} by them." + ] + }, + { + "name": "Tankard", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 1, + "value": 2, + "entries": [ + "A tankard holds 1 pint of liquid." + ] + }, + { + "name": "Tankard of Plenty", + "source": "HotDQ", + "page": 74, + "otherSources": [ + { + "source": "ToD", + "page": 90 + } + ], + "type": "OTH", + "rarity": "unknown (magic)", + "entries": [ + "This golden stein is decorated with dancing dwarves and grain patterns. Speaking the command word (\"Illefarn\") while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day." + ] + }, + { + "name": "Tankard of Sobriety", + "source": "XGE", + "page": 139, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison." + ] + }, + { + "name": "Taol", + "source": "WDH", + "page": 169, + "type": "$C", + "rarity": "none", + "value": 200, + "entries": [ + "Brass coin, about two inches square with a hold large enough for a {@item nib|wdh} to fit in (1 taol = 200 {@item nib|wdh|nibs})" + ] + }, + { + "name": "Tasha's Creeping Keelboat", + "source": "DitLCoT", + "page": 15, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "entries": [ + "This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can't travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.", + "The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity." + ], + "seeAlsoVehicle": [ + "Tasha's Creeping Keelboat|DitLCoT" + ], + "hasFluffImages": true + }, + { + "name": "Tearulai", + "source": "WDMM", + "page": 70, + "baseItem": "longsword|phb", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 2}", + "charges": 6, + "entries": [ + "The longsword, Tearulai, is a sentient, neutral good {@item sword of sharpness} with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword's magical properties are suppressed until it is removed from Valdemar's skull.", + "Evil creatures can't attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon's emerald blade can't be damaged or dulled, and the sword can't be teleported anywhere without its wielder while the two are attuned to one another.", + { + "type": "entries", + "name": "Spells", + "entries": [ + "The sword has 6 charges and regains {@dice 1d4 + 2} expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: {@spell fly} (2 charges), {@spell polymorph} (3 charges), or {@spell transport via plants} (4 charges)." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and {@sense truesight} out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. If its wielder's goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its {@spell transport via plants} spell to return whence it came." + ] + }, + "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.", + "When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another {@dice d20}. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.", + "{@note Note: According to the SRD, it is an extra {@damage 4d6} slashing damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}}.", + "In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light." + ], + "attachedSpells": [ + "fly", + "polymorph", + "transport via plants" + ] + }, + { + "name": "Teeth of Dahlver-Nar", + "source": "TCE", + "page": 135, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+2", + "modifySpeed": { + "static": { + "fly": 30 + } + }, + "recharge": "dawn", + "rechargeAmount": 8, + "charges": 8, + "entries": [ + "The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.", + { + "type": "entries", + "name": "Using the Teeth", + "entries": [ + "While you are holding the pouch, you can use an action to draw one tooth. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).", + "If you don't sow or implant the tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).", + "Each tooth can only be used once. Track which teeth have been used. If a tooth's result is rolled after it's been used, you draw the next lowest unused tooth on the table.", + { + "type": "table", + "caption": "Teeth of Dahlver-Nar", + "colLabels": [ + "d20", + "Tale and Tooth", + "Creatures Summoned", + "Implanted Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-2", + "col-1", + "col-7" + ], + "rows": [ + [ + "1", + "The Staring Cats of Uldun-dar (ivory cat molar)", + "9 {@creature cat||cats}", + "The tooth has 8 charges. As an action, you can expend 1 charge to cast the {@spell revivify} spell from the tooth. If you are dead at the start of your turn, the tooth expends 1 charge and casts {@spell revivify} on you." + ], + [ + "2", + "Duggle's Surprising Day (human molar)", + "1 {@creature commoner}", + "When you finish a long rest, the tooth casts {@spell sanctuary} (DC 18) on you, and the spell lasts for 24 hours or until you break it." + ], + [ + "3", + "The Golden Age of Dhakaan (golden goblin bicuspid)", + "10 {@creature goblin||goblins}, 1 {@creature goblin boss}", + "When you are hit by an attack and an ally is within 5 feet of you, you can use your reaction to cause them to be hit instead. You can't use this reaction again until you finish a short or long rest." + ], + [ + "4", + "The Mill Road Murders (halfling canine)", + "3 {@creature green hag||green hags} in a coven", + "When you damage a target that hasn't taken a turn in this combat, the target takes an extra {@damage 3d10} slashing damage from ghostly blades." + ], + [ + "5", + "Dooms of the Malpheggi (emerald lizardfolk fang)", + "1 {@creature lizard queen||lizardfolk queen} and 4 {@creature lizardfolk}", + "You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of {@condition exhaustion}." + ], + [ + "6", + "The Stable Hand's Secret (sweet-tasting human canine)", + "2 {@creature Incubus||incubi}", + "When you make a Charisma check against a humanoid, you can roll a {@dice d10} and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn." + ], + [ + "7", + "The Donkey's Dream (rainbow-colored donkey molar)", + "1 {@creature unicorn}", + "The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains {@dice 2d8 + 2} hit points, and all diseases and poisons affecting it are removed. When you use this action, a shimmering image of a unicorn's horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at dawn. You gain the following flaw: \"When I see wickedness in action, I must oppose it.\"" + ], + [ + "8", + "Beyond the Rock of Bral (silver mind flayer tooth)", + "2 {@creature mind flayer||mind flayers}", + "You gain telepathy out to 120 feet as described in the Monster Manual, and you can cast the {@spell detect thoughts} spell at will, requiring no components. You also have disadvantage on Wisdom ({@skill Insight}) and Wisdom ({@skill Perception}) checks from constant whispers of memories and nearby minds." + ], + [ + "9", + "The Disappearances of Half Hollow (vomerine tooth of a Large toad)", + "4 {@creature giant toad||giant toads}", + "Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start." + ], + [ + "10", + "Legendry of Phantoms and Ghosts (obsidian human molar)", + "1 {@creature giant octopus}, 1 {@creature mage}, 1 {@creature specter}", + "As an action, you can use the tooth to cast the {@spell Evard's black tentacles} spell (DC 18). Once this property is used, it can't be used again until the next dawn." + ], + [ + "11", + "The Thousand Deaths of Jander Sunstar (yellowed vampire fang)", + "1 {@creature vampire}", + "You can make a bite attack as an unarmed strike. On a hit, it deals {@damage 1d6} piercing damage plus {@damage 3d6} necrotic damage. You regain a number of hit points equal to the necrotic damage dealt. While you are in sunlight, you can't regain hit points." + ], + [ + "12", + "Nightmares of Kaggash (twisted beholder tooth)", + "1 {@creature beholder}", + "As an action, you can cast the {@spell eyebite} spell from the tooth. Once you use this action, it can't be used again until the next dawn. Whenever you finish a long rest, roll a {@dice d20}. On a 20, an aberration chosen by the DM appears within 30 feet of you and attacks." + ], + [ + "13", + "Three Bridges to the Sky (lapis lazuli oni fang)", + "3 {@creature oni}", + "You gain a flying speed of 30 feet, and you can use the tooth to cast the {@spell detect magic} spell at will. While you are attuned to fewer than 3 magic items, you gain 1 level of {@condition exhaustion} that can't be removed until you are attuned to three or more magic items." + ], + [ + "14", + "The Claws of Dragotha (broken translucent fang)", + "1 {@creature adult red dracolich|tce}", + "You can use the tooth to cast the {@spell create undead} spell. Once this property is used, it can't be used again until the next dawn. Each time you create an undead creature using the tooth, a {@creature skeleton}, {@creature zombie}, or {@creature ghoul} also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight." + ], + [ + "15", + "Ashes of the Ages and Eternal Fire (jade humanoid bicuspid)", + "1 {@creature dao}, 1 {@creature djinni}, 1 {@creature efreeti}, 1 {@creature marid}", + "You can use the tooth to cast {@spell counterspell} at 9th level. Once you use this property, it can't be used again until the next dawn. Whenever you finish a long rest, if you haven't used the tooth to counter a spell since your last long rest, your hit point maximum is reduced by {@dice 2d10}. If this reduces your hit point maximum to 0, you die." + ], + [ + "16", + "Daughters of Bel (green steel pit fiend fang)", + "1 {@creature pit fiend}", + "You can use the tooth to cast {@spell dominate monster} (DC 18). Once you use this property, it can't be used again until the next dawn. You smell strongly of burning sulfur." + ], + [ + "17", + "Why the Sky Screams (blue dragon fang)", + "1 {@creature ancient blue dragon}", + "You gain immunity to lightning damage and vulnerability to thunder damage." + ], + [ + "18", + "The Last Tarrasque (jagged sliver of tarrasque tooth)", + "1 {@creature tarrasque} (ignores you and your commands appears for {@dice 1d4} rounds then vanishes)", + "You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren't damaged by a creature, moving as close as you can to the target if necessary." + ], + [ + "19", + "Incendax's Tooth (ruby-veined red dragon fang)", + "1 {@creature ancient red dragon}", + "You gain immunity to fire damage, and as an action, you can exhale fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking {@damage 26d6} fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2 levels of {@condition exhaustion}." + ], + [ + "20", + "Dahlver-Nar's Tooth (dusty human molar)", + "1 {@creature priest}", + "As an action you can call on a divine force to come to your aid. Describe the assistance you seek, and the DM decides the nature of the intervention (the effect of any cleric spell would be appropriate). Once this property is used, it can't be used again for 7 days." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Sowing Teeth", + "entries": [ + "To sow the tooth, you place it on the ground in an unoccupied space within your reach, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are allies to you, speak all languages you speak, and linger for 10 minutes before disappearing, unless otherwise noted." + ] + }, + { + "type": "entries", + "name": "Implanting Teeth", + "entries": [ + "To implant the tooth, you place it in your mouth, whereupon one of your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can't be removed while you are attuned to the teeth, and you can't voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined randomly. The replaced tooth vanishes, and you lose the implanted effect." + ] + }, + { + "type": "entries", + "name": "Recovering Teeth", + "entries": [ + "Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in a random destination, which could be on a different world of the Material Plane." + ] + }, + { + "type": "entries", + "name": "Destroying the Teeth", + "entries": [ + "Each tooth must be destroyed individually by sowing it in the area where the tooth's story originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home, while others act as their tales dictate. In either case, the tooth is gone forever." + ] + } + ], + "attachedSpells": [ + "sanctuary", + "counterspell", + "dominate monster" + ], + "hasFluffImages": true + }, + { + "name": "Tej", + "source": "ToA", + "page": 32, + "type": "FD", + "rarity": "none", + "weight": 5, + "entries": [ + "Tej is an amber-colored, fermented drink made from honey. It's more common and popular in Chult than beer or ale. A mug of tej costs 4 cp in Port Nyanzaru or 6 cp in Fort Beluarian. A 1-gallon cask costs 2 sp in the city or 3 sp at the fort." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Teleportation Tablet", + "source": "CRCotN", + "page": 216, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This clay tablet is eight inches long, four inches wide, and half an inch thick. Inscribed on it is the sigil sequence for a permanent teleportation circle. A creature that studies the sequence for 10 minutes can make a DC 21 Intelligence ({@skill Arcana}) check, learning the circle's destination on a success.", + "You can use an action to break the tablet in half, turning it to dust. If the tablet is broken while it is on the same plane of existence as the teleportation circle whose sigil sequence was engraved on it, a 10-foot-diameter teleportation circle of glowing blue light appears on the ground in an unoccupied space you choose within 30 feet of you. This teleportation circle has the characteristics of one created using the {@spell teleportation circle} spell, except that it connects to the teleportation circle whose sigil sequence appears on the tablet.", + "The teleportation circle created by the tablet disappears at the end of your next turn." + ] + }, + { + "name": "Teleporter Ring", + "source": "WDH", + "page": 157, + "type": "RG|DMG", + "rarity": "unknown (magic)", + "entries": [ + "As an action, a creature wearing a teleporter ring can activate the teleportation circle either in area K22 or area E1, teleporting itself and up to six other willing creatures from one circle to the other." + ] + }, + { + "name": "Telescopic Transporter", + "source": "BMT", + "page": 105, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This enormous telescope allows you to view distant celestial objects, including stars, Wildspace systems, and Astral Sea phenomena like the cities of deities or the petrified husks of dead gods.", + "After spending 1 hour calibrating the telescope, you can attempt to travel to the planet or celestial body at which the telescope is currently pointed. At the end of the hour, make a DC 17 Intelligence ({@skill Arcana}) check. On a successful check, you and eight other willing creatures touching the telescope, along with everything all travelers are wearing and carrying, safely teleport to unoccupied spaces at the intended destination. On a failed check, a mishap occurs instead. The DM rolls on the Telescope Travel Mishaps table to determine the mishap or chooses a mishap that's good for the campaign.", + { + "type": "table", + "caption": "Telescope Travel Mishaps", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d6", + "Mishap" + ], + "rows": [ + [ + "1", + "The travelers appear adrift in the Astral Sea." + ], + [ + "2", + "The travelers appear on a different plane of existence, determined randomly or chosen by the DM." + ], + [ + "3", + "Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes {@damage 8d6} necrotic damage. Any Humanoid who survives this damage is transformed into a different kind of creature, as if it had been subject to the {@spell Reincarnate} spell." + ], + [ + "4", + "A creature from the Astral Sea (such as a {@creature githyanki knight}) appears within 60 feet of the telescope. The DM decides its attitude." + ], + [ + "5", + "The travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination." + ], + [ + "6", + "The travelers arrive at their intended destination, but they each appear coated in harmless slime." + ] + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Tent", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 20, + "value": 200, + "entries": [ + "A Tent sleeps up to two Small or Medium creatures." + ] + }, + { + "name": "Tentacle Rod", + "source": "DMG", + "page": 208, + "type": "RD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "weight": 2, + "entries": [ + "Made by the {@creature drow}, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals {@damage 1d6} bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "The Bloody End (Awakened)", + "source": "EGW", + "_copy": { + "name": "The Bloody End (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the morningstar reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2.", + "The saving throw DC for spells cast from the morningstar increases to 15.", + "When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be {@condition frightened} of you until the end of your next turn. This property can't be used again until the next dawn.", + "When a creature hits you with a melee attack, you can use your reaction to deal {@damage 1d6} psychic damage to the attacker." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+2" + }, + { + "name": "The Bloody End (Dormant)", + "source": "EGW", + "page": 278, + "baseItem": "morningstar|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 4, + "weaponCategory": "martial", + "property": [ + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "A tyrannical {@creature pit fiend} named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf." + ] + }, + { + "type": "entries", + "name": "Dormant", + "entries": [ + "The morningstar grants the following benefits in its dormant state:", + { + "type": "list", + "items": [ + "You can speak, read, and write Infernal.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): {@spell charm person}, {@spell dominate person}, or {@spell fear}. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.", + "While holding the morningstar, you have advantage on Charisma ({@skill Intimidation}) checks." + ] + } + ] + }, + { + "type": "inset", + "name": "Betrayer Artifact Properties", + "entries": [ + "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information." + ] + } + ], + "attachedSpells": [ + "charm person", + "dominate person", + "fear" + ] + }, + { + "name": "The Bloody End (Exalted)", + "source": "EGW", + "_copy": { + "name": "The Bloody End (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the morningstar reaches an exalted state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "Add {@spell dominate monster} to the list of spells that can be cast from the morningstar.", + "The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being {@condition frightened} by it, increases to 17.", + "When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to {@dice 2d6}." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+3" + }, + { + "name": "The Codicil of White", + "source": "IDRotF", + "page": 317, + "rarity": "unknown (magic)", + "wondrous": true, + "entries": [ + "The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable.", + "A creature with the codicil in its possession has resistance to cold damage.", + "The codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn ({@spell frost fingers|IDRotF}), and a poem called \"Rime of the Frostmaiden\" (see appendix E). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion" + ], + "hasFluffImages": true + }, + { + "name": "The Incantations of Iriolarthas", + "source": "IDRotF", + "page": 317, + "type": "G", + "rarity": "unknown", + "weight": 3, + "entries": [ + "The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame\u2014the sigil of Iriolarthas, a Netherese lich.", + "The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "1st level: {@spell alarm}, {@spell detect magic}, {@spell identify}, {@spell magic missile}, {@spell shield}, {@spell Tasha's hideous laughter}, {@spell thunderwave}", + "2nd level: {@spell arcane lock}, {@spell continual flame}, {@spell invisibility}, {@spell knock}, {@spell levitate}, {@spell Melf's acid arrow}, {@spell mirror image}", + "3rd level: {@spell animate dead}, {@spell bestow curse}, {@spell clairvoyance}, {@spell counterspell}, {@spell dispel magic}, {@spell fireball}, {@spell glyph of warding}", + "4th level: {@spell arcane eye}, {@spell banishment}, {@spell blight}, {@spell dimension door}, {@spell Evard's black tentacles}, {@spell phantasmal killer}", + "5th level: {@spell Bigby's hand}, {@spell cloudkill}, {@spell dominate person}, {@spell planar binding}, {@spell scrying}, {@spell telekinesis}", + "6th level: {@spell create undead}, {@spell disintegrate}, {@spell globe of invulnerability}, {@spell move earth}, {@spell Otto's irresistible dance}", + "7th level: {@spell create magen|IDRotF}, {@spell finger of death}, {@spell prismatic spray}, {@spell teleport}", + "8th level: {@spell demiplane}, {@spell dominate monster}, {@spell mind blank}, {@spell power word stun}", + "9th level: {@spell blade of disaster|TCE}, {@spell power word kill}" + ] + } + ], + "hasFluffImages": true + }, + { + "name": "The Infernal Machine of Lum the Mad", + "source": "IMR", + "page": 96, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "bonusWeaponAttack": "+1", + "modifySpeed": { + "static": { + "fly": 150 + } + }, + "entries": [ + "This strange device was once thought to have been built by gods long forgotten and to have survived the eons since their passing, for it is incredibly ancient and crafted by means unlike anything known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft's central command console.", + "Explorers who discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron Lum. By experimenting with its many controls, he was able to achieve astounding and destructive magical effects in the building of his empire, and so the artifact came to be known as the Infernal Machine of Lum the Mad. Yet with Lum's eventual defeat, his great machine was destroyed.", + "The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can be operated using a control panel containing sixty levers, forty dials, twenty switches, and a number of jeweled components. These controls generate all kinds of powers and effects, as noted below.", + { + "type": "entries", + "name": "Silver Wire", + "entries": [ + "The Infernal Machine's great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire, a supply of which can always be produced from the machine's inner workings. This silver wire shares the same general nature as the silvery cord of an {@spell astral projection} spell, connecting to the body of the user and trailing behind them. When so attached, the wire becomes {@condition invisible}, astral, and extends to virtually infinite length.", + "As long as the wire remains intact, the attuned user can make full use of the Infernal Machine's powers, with their effects centered around the user. If the wire is cut\u2014something that can happen only when an effect specifically states that it can cut an {@spell astral projection}'s silvery cord\u2014the user suffers a sudden burst of feedback from the machine that kills them instantly.", + "Any effect of the Infernal Machine that requires {@status concentration} can be concentrated on by a remote user. The Infernal Machine's effects have a spell save DC of 14 or the attuned user's spell save DC, whichever is higher." + ] + }, + { + "type": "entries", + "name": "Summon Monster", + "entries": [ + "When first used by Baron Lum, the Infernal Machine was known for its ability to unleash terrible monsters within the world. Specific combinations of its controls can still recreate the effects of various spells of the conjuration school, as follows:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "1/day: {@spell conjure animals}, {@spell summon lesser demons|XGE}", + "1/7 days: {@spell conjure minor elementals}, {@spell conjure woodland beings}, {@spell summon greater demon|XGE}", + "1/month: {@spell conjure elemental}, {@spell conjure fey}" + ] + } + ] + }, + { + "type": "entries", + "name": "Wish", + "entries": [ + "The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a {@spell wish} spell (including all side effects). Due to the complex nature of its programming, this feature can be used only once per month. Each time this effect is used, there is a cumulative {@chance 10} chance of the Infernal Machine malfunctioning, necessitating seven days' worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of malfunction returns to 10 percent." + ] + }, + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "There are far more possible combinations for the Infernal Machine's controls than can ever be known or matrixed\u2014especially as the controls shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the Infernal Machine generates {@dice 1d4 + 1} random beneficial properties and {@dice 1d4 + 1} detrimental properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only during the course of play.", + "Once set, these properties last until the end of the attuned user's next long rest.", + "(Our thanks to the D&D community for their suggestions for the properties of the Infernal Machine of Lum the Mad!)" + ] + }, + { + "type": "entries", + "name": "Destroying the Machine", + "entries": [ + "The Infernal Machine of Lum the Mad is self-repairing of anything short of catastrophic damage, and how it was disabled in Lum's time remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings\u2014and preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space and time, rendering it inoperable until those components are found again." + ] + }, + { + "type": "table", + "caption": "Infernal Machine Properties", + "colLabels": [ + "d100", + "Beneficial Property", + "Detrimental Property" + ], + "colStyles": [ + "col-2 text-center", + "col-5", + "col-5" + ], + "rows": [ + [ + "01", + "You have a flying speed of 150 feet but lose all other movement.", + "You are {@condition blinded}." + ], + [ + "02", + "You can cast the {@spell speak with animals} spell at will, but can use it to speak with only one animal of your choice.", + "All animals despise you. You have disadvantage on Wisdom ({@skill Animal Handling}) checks." + ], + [ + "03", + "One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.", + "Your armor and clothing feels unnaturally tight. Unless you go naked, roll a {@dice d4} each time you are attacked and subtract the number rolled from your AC." + ], + [ + "04", + "You can cast the {@spell legend lore} spell three times.", + "Whenever you make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM's devising." + ], + [ + "05", + "You emanate a weak magnetic aura. The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll.", + "Metal rusts in response to your touch\u2014including metal armor you wear and metal weapons you hold\u2014reproducing the effect of the rust monster's Rust Metal trait." + ], + [ + "06", + "Your fingers sprout tiny clockwork picks, granting you advantage on ability checks made using {@item thieves' tools|PHB} or {@item tinker's tools|PHB}.", + "Any metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere." + ], + [ + "07", + "You can cast the {@spell speak with animals} spell at will, but can use it to communicate only with insects.", + "Disturbing whispers on the edge of hearing haunt all creatures within 30 feet of you, causing those creatures to recall their saddest memories." + ], + [ + "08", + "You have a +1 bonus to Wisdom ({@skill Insight} checks) involving creatures you can see.", + "Your body is ghostly and translucent except for your bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight." + ], + [ + "09", + "You summon a {@creature unicorn} that obeys your commands. If you give a command that violates the unicorn's allignment, the unicorn immediately vanishes.", + "You grow a unicorn horn." + ], + [ + "10", + "A specialized clockwork compass floats in front of you. You can name one character, place, or object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.", + "A specialized clockwork compass floats in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during an encounter, it has advantage on the attack roll." + ], + [ + "11", + "Your clothes are wrapped in illusion that makes them appear to be the very latest style, drawing praise and attention. You have a +1 bonus to Charisma checks.", + "Any food and drink you eat spoils as you swallow it. Each time you eat or drink, you are {@condition poisoned} for 1 hour." + ], + [ + "12", + "You have a +1 bonus to attack rolls with weapons or spells (your choice).", + "The {@spell cure wounds} spell restores no hit points for you." + ], + [ + "13", + "You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost.", + "Whenever you move, a magical voice calls out your direction and how far you've gone. The voice cannot be silenced or stopped." + ], + [ + "14", + "You constantly see afterimages of all events that occurred within 30 feet of you over the previous hour.", + "You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of {@condition exhaustion}." + ], + [ + "15", + "You understand all languages, as if under the effect of a {@spell comprehend languages} spell.", + "Whenever you speak, you speak in a random language (possibly including languages you don't normally know)." + ], + [ + "16", + "You have +1 bonus to initiative rolls.", + "You are unable to hear any speech louder than a whisper." + ], + [ + "17", + "An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate functions as a familiar and has the statistics of a {@creature cat}.", + "An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you, and you are its familiar. If destroyed, it reappears in {@dice 1d4} hours." + ], + [ + "18", + "While you are afflicted by a disease or suffering the {@condition poisoned} or {@condition frightened} condition, whenever you hit a humanoid with a melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you.", + "Water becomes intensely acidic to you. If you are submerged in water, you take {@damage 1d6} acid damage at the start of each of your turns, and drinking pure water causes you to be {@condition poisoned} for 1 hour." + ], + [ + "19", + "A random Huge beast appears next to you (chosen by the DM) as if with the {@spell conjure animals} spell. You have a telepathic link to this beast, such that you can give it commands even if it can't hear you.", + "A random Huge beast appears next to you (chosen by the DM) and attacks at once." + ], + [ + "20", + "You have 1 luck point, which you can use as if you had taken the Lucky feat. If you have taken that feat, you have 1 extra luck point.", + "Those around you perceive you as dishonest, even when you are completely truthful. You automatically fail Charisma checks." + ], + [ + "21", + "If you drop to 0 hit points, a phantom guardian appears next to you, functioning as if you had cast the {@spell Mordenkainen's faithful hound} spell. The guardian disappears if you die, regain hit points, or regain consciousness.", + "No one takes you seriously, imposing disadvantage on Charisma ({@skill Deception} and {@skill Persuasion}) checks, and causing you to automatically fail Charisma ({@skill Intimidation}) checks." + ], + [ + "22", + "You can cast the {@spell gaseous form} spell on yourself three times. When you do, instead of appearing as mist, you appear as a swirling puff of feathers.", + "Your body is covered in feathers." + ], + [ + "23", + "You have advantage on death saving throws.", + "You have disadvantage on all saving throws except death saving throws." + ], + [ + "24", + "You can cast {@spell speak with animals} at will, but can use it to communicate only with dogs.", + "All cats are automatically hostile toward you." + ], + [ + "25", + "You can cast the {@spell raise dead} spell once, requiring no material components.", + "If you drop to 0 hit points, you automatically suffer 1 failed death saving throw." + ], + [ + "26", + "Each time you finish a short rest, up to 100 silver pieces already in your possession become gold pieces, and up to 100 copper pieces become silver pieces.", + "All coins you touch become worthless tin." + ], + [ + "27", + "Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you.", + "A dozen small frogs constantly follow you around, chirping loudly." + ], + [ + "28", + "You gain the benefit of a {@spell nondetection} spell.", + "Your appearance changes randomly as determined by the DM, as if you were under the effect of a {@spell disguise self} spell." + ], + [ + "29", + "You can cast the {@spell mage hand} cantrip at will.", + "A disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear." + ], + [ + "30", + "You are able to decipher any text.", + "You lose the ability to speak any language. This has no effect on casting spells with verbal components." + ], + [ + "31", + "You can cast the {@spell speak with plants} spell three times.", + "Your skin turns green, and you must drink a half gallon of fresh water every 4 hours or take {@damage 1d4} necrotic damage." + ], + [ + "32", + "You know whether creatures within 15 feet of you are lying, as if you were the center of a {@spell zone of truth} spell.", + "Whenever you would speak falsely, you cannot speak at all." + ], + [ + "33", + "You gain a sense of destiny that directs you toward an important goal, as determined by the DM.", + "Your head is filled with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws." + ], + [ + "34", + "All creatures you speak with automatically believe your words, as if you have succeeded on a Charisma ({@skill Deception} or {@skill Persuasion}) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success.", + "Your personal tastes reverse, such that your favorite foods, hobbies, music, and so forth become unbearable to you." + ], + [ + "35", + "Your shadow becomes an undead {@creature shadow} that shares your alignment and is under your control.", + "Your shadow behaves disapprovingly whenever you're not looking\u2014stealing things, mocking you behind your back, taunting opponents or friends, and so on." + ], + [ + "36", + "Your skin is covered by slime. You automatically succeed on ability checks and saving throws made to escape a grapple.", + "Your skin is covered by slime. You must succeed on a DC 10 Dexterity saving throw to sit down, open doors, and perform other mundane tasks of the DM's determination." + ], + [ + "37", + "Flowers turn to face you as you pass them.", + "Mundane animals can't look at you." + ], + [ + "38", + "Each time you finish a short rest, you suddenly sprout a covering of fragrant leaves. The leaves fall off after {@dice 1d10} minutes, revealing {@dice 1d6} magic fruits that can be plucked from your head. Each fruit functions as a berry created with the {@spell goodberry} spell.", + "Whenever you stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check." + ], + [ + "39", + "Choose a creature you can see. That creature must succeed on a DC 15 Dexterity saving throw or drop one item they are holding (DM's choice). You can use this property three times.", + "Each time you roll a 1 on a Dexterity check, you drop one object you are holding (DM's choice)." + ], + [ + "40", + "A group of small forest animals appears and follows you everywhere, singing and dancing. These magical creatures can perform any task you desire that could be performed by a {@spell prestidigitation} spell.", + "You break out into song whenever you roll a 1 on any die." + ], + [ + "41", + "Your possessions change their state or appearance at the DM's determination, giving you hints of potential future events. For example, your sword might become suddenly bloodstained to warn of an upcoming combat encounter, your clothes might become damp to warn of a water-filled pit trap ahead, and so on.", + "You take a \u22125 penalty to initiative rolls." + ], + [ + "42", + "Whenever you roll a 1 on a {@dice d20}, you have advantage on your next {@dice d20} roll.", + "Whenever you roll a 1 on a {@dice d20}, you have disadvantage on your next {@dice d20} roll." + ], + [ + "43", + "Grass, moss, and flowers instantly grow in your footsteps. You are also unaffected by {@quickref difficult terrain||3} created by plants.", + "Any harm that befalls a plant you can see (a woodcutter sawing down a tree, a gardener pulling weeds, and so forth) fills you with a sadness that imposes disadvantage on ability checks for 1 minute." + ], + [ + "44", + "You automatically know the direction to the greatest danger within 500 feet of you.", + "You leave a trail of black footprints that allow anyone to automatically follow you." + ], + [ + "45", + "You can cast the {@spell detect thoughts} spell three times.", + "All creatures within 30 feet of you automatically know your surface thoughts, as if having cast {@spell detect thoughts} against you." + ], + [ + "46", + "You can cast the {@spell misty step} spell three times. When you do, you must begin and end your teleportation in an area of shadow.", + "While in direct sunlight, you have disadvantage on attack rolls as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ], + [ + "47", + "Creatures cannot gain advantage on attacks made against you as a result of another creature using the {@action Help} action.", + "You have disadvantage on Dexterity ({@skill Acrobatics}) checks." + ], + [ + "48", + "You have increased lung capacity, increasing your walking speed by 10 feet and letting you hold your breath for twice as long as normal.", + "Whenever you exert yourself by fighting, running, and so forth, you breathe out intermittent gouts of flame that deal {@damage 1d4} fire damage to you." + ], + [ + "49", + "You can cast the {@spell daylight} spell three times.", + "An evil undead creature that comes within 30 feet of you for the first time is {@condition charmed} by you until the end of your next turn." + ], + [ + "50", + "When you touch a copper piece, it transmutes to become two copper pieces. You can duplicate a maximum of 1,000 coins this way.", + "Food doesn't satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry." + ], + [ + "51", + "You shed light like a torch, as if you were the target of a {@spell light} cantrip.", + "No one else can take a short rest within 40 feet of you, as everything you say or do seems distracting to them." + ], + [ + "52", + "You can cast the {@spell divination} spell once.", + "Whenever you make an Intelligence check or saving throw, you receive a grim vision of the DM's determination, imposing disadvantage on your next attack roll, ability check, or saving throw." + ], + [ + "53", + "As an action, you can become incorporeal for 10 minutes, allowing you to move through other creatures and objects as if they were {@quickref difficult terrain||3}. You take 5 ({@damage 1d10}) force damage if you end your turn inside an object. You can use this property once.", + "Your senses diminish as if the world were faded around you, imposing disadvantage on Wisdom ({@skill Perception}) checks." + ], + [ + "54", + "While you take a short rest, the area within 50 feet of you takes on the illusory appearance of a beautiful forest glade.", + "The first time an ally you can see takes damage as a result of failing a saving throw, you take the damage instead of them." + ], + [ + "55", + "As a bonus action, you can choose one creature within 10 feet of you and know one secret about it, as determined by the DM.", + "The {@spell remove curse}, {@spell lesser restoration}, and {@spell greater restoration} spells have no effect on you." + ], + [ + "56", + "You can predict the weather conditions for the next 24 hours with perfect accuracy.", + "A rain cloud follows you around, drizzling on you constantly even while indoors." + ], + [ + "57", + "You have telepathy out to a range of 120 feet.", + "You hear the voices of creatures you can see in your head from time to time (as detailed by the DM), but you have no idea whether what you're hearing is the truth or not." + ], + [ + "58", + "You can cast {@spell speak with animals} at will, but you can use it to communicate only with goats. Any goat you speak with becomes {@condition charmed} by you for 1 hour.", + "You become distraught unless your clothing is all the same color, imposing disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws." + ], + [ + "59", + "You have resistance to fire damage.", + "You gain no benefit from any potion." + ], + [ + "60", + "You have immunity to the {@condition charmed} and {@condition frightened} conditions.", + "You can speak only in a monotone voice, imposing disadvantage on Charisma checks." + ], + [ + "61", + "You and each creature within 10 feet of you have resistance to necrotic damage.", + "Any Wisdom ({@skill Medicine}) check you make or that is made to help you is made with disadvantage." + ], + [ + "62", + "The first creature you hit with a weapon attack on each of your turns takes {@damage 1d4} fire damage at the start of its next turn.", + "You are {@condition blinded} while in bright light, and your shadow takes on a monstrous appearance." + ], + [ + "63", + "No creature can learn your alignment by magical means, and you have advantage on Charisma checks involving creatures that also share your alignment.", + "You have disadvantage on Charisma checks involving creatures that do not share your alignment." + ], + [ + "64", + "As a bonus action, you cause yourself and a willing ally you can see to swap positions by teleportation.", + "Whenever you roll a 1 on a {@dice d20} roll, you and an ally you can see swap positions by teleportation." + ], + [ + "65", + "As an action, you cause {@quickref difficult terrain||3} within 50 feet of you to become normal terrain. You can use this property three times.", + "Each time you move through {@quickref difficult terrain||3}, your speed is reduced by 10 feet until the end of your next turn." + ], + [ + "66", + "You increase one ability score of your choice by 2. You can increase an ability score above 20 using this property, but the increase is lost when this property ends.", + "Whenever you roll a 1 on an attack roll, ability check, or saving throw using your highest ability score, you take {@damage 1d4} psychic damage." + ], + [ + "67", + "As an action, you learn the direction and distance to the nearest magic item not in the possession of you or any of your allies.", + "Each creature within 30 feet of you automatically knows which magic items you carry." + ], + [ + "68", + "As an action while you are in dim light or darkness, you can become {@condition invisible}, as if targeted by the {@spell invisibility} spell. In addition to becoming visible if you attack or cast a spell, you become visible if you move into bright light. You can use this property three times.", + "While in bright light, you have disadvantage on initiative rolls." + ], + [ + "69", + "You can read and understand all the languages commonly spoken within 1 mile of you, as determined by the DM.", + "While speaking, you occasionally use nonsense words, imposing disadvantage on Charisma checks." + ], + [ + "70", + "You know one cantrip of the DM's choice, and can cast one 1st-level spell of the DM's choice at will.", + "Whenever you cast a spell or use a magic item property that requires an action or a bonus action to activate, roll on the {@table Wild Magic Surge|PHB} table (see the sorcerer section in chapter 3 of the Player's Handbook) to see what happens." + ], + [ + "71", + "Whenever you roll a 20 on a {@dice d20}, you can immediately end one effect on you.", + "Whenever you roll a 1 on a {@dice d20}, you are {@condition blinded} until the end of your next turn." + ], + [ + "72", + "Any clothing you wear is covered with a magical map image that shows all the local area you are aware of. This map doesn't reveal anything you don't know, but grants advantage on ability checks to find secret doors and to navigate back to where you've been.", + "Any rope you touch transforms into a {@creature poisonous snake} that attacks you." + ], + [ + "73", + "You summon a {@creature slithering tracker|VGM} that obeys your commands.", + "You take on the appearance of having translucent skin, with your bones and organs slightly visible within." + ], + [ + "74", + "You have a fresh-scrubbed appearance, and a sweet perfume surrounds you. You have advantage on Charisma ({@skill Persuasion}) checks.", + "Whenever you fail a Charisma ({@skill Persuasion}) check, the subject of the check becomes irrationally resentful of you, seeking to undermine you in ways determined by the DM." + ], + [ + "75", + "You can cast the {@spell control weather} spell.", + "Each time you deal or take cold damage or fire damage, you must succeed on a DC 10 Charisma saving throw or accidentally summon a hostile {@creature air elemental} or {@creature fire elemental} (depending on the damage dealt)." + ], + [ + "76", + "A tiny construct resembling a {@creature gynosphinx} follows you around. It can truthfully answer up to ten yes-or-no questions regarding the campaign, at the DM's discretion.", + "A tiny construct resembling a {@creature gynosphinx} follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly." + ], + [ + "77", + "A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the {@creature owlbear}). The creature serves you as if created by a {@spell conjure animals} spell. The DM determines the creature's statistics.", + "A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the {@creature owlbear}). Unless you succeed on a DC 12 Wisdom ({@skill Animal Handling}) check, the creature attacks you before wandering off. The DM determines the creature's statistics." + ], + [ + "78", + "You can cast the {@spell teleport} spell, always arriving on target when you do. You can use this property once.", + "Each time you walk through a doorway or similar portal, you must succeed on a DC 10 Intelligence check or step into a skewed timeline. On a failure, you and all allies within 10 feet of you skip ahead {@dice 1d4} minutes. To other creatures, it appears that you and other affected creatures disappear for that length of time, then appear again in the doorway." + ], + [ + "79", + "You can cast the {@spell haste} spell on yourself. You can use this property three times.", + "Each time you are reduced to 0 hit points then stabilized, you suffer the effect of a {@spell slow} spell." + ], + [ + "80", + "You do not need to breathe and cease to do so, making you immune to inhaled poisons and suffocation.", + "Whenever you speak (including casting a spell with a verbal component), you must first use a bonus action to breathe." + ], + [ + "81", + "Your blood is venomous, granting you immunity to poison and to the {@condition poisoned} condition. You can cast the {@spell speak with animals} spell at will, but you can use it to communicate only with snakes.", + "Your tongue is long and forked, causing you to speak in a hiss. You have disadvantage on Charisma checks involving speech, and you must succeed on a DC 15 Constitution check to cast a spell with a verbal component." + ], + [ + "82", + "You grow gills and have the ability to breathe air and water. You also sprout a pair of tentacles from your shoulders that have a reach of 10 feet and can be used to perform any action you could perform with your hands. The tentacles cannot attack or grapple.", + "You are constantly followed by {@dice 1d4} {@creature octopus||octopuses} that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you must succeed on a DC 13 Wisdom ({@skill Animal Handling}) check or have the octopuses panic and attack you." + ], + [ + "83", + "You can cast the {@spell misty step} spell three times. When you do, you must begin and end your teleportation in an area of fire. Any fire damage you take during the same turn in which you use {@spell misty step} is restored automatically at the end of your turn.", + "Whenever you start your turn within 30 feet of an ongoing fire effect, you must succeed on a DC 13 Wisdom saving throw or move toward the fire and into it if possible." + ], + [ + "84", + "When you look at the sky, you see it overlaid with navigational symbols. You have advantage on ability checks made to avoid becoming lost while outdoors.", + "You have disadvantage on Wisdom ({@skill Perception}) checks while indoors." + ], + [ + "85", + "You can cast the {@spell healing word} spell three times.", + "Undead are drawn to you, making it impossible for you to hide from them. Each undead creature you face in combat has advantage on its first attack roll against you." + ], + [ + "86", + "Any food you touch is transformed into a culinary delight. You have advantage on Charisma checks while interacting with any creatures that have eaten of this food.", + "You constantly hear distracting music that throws off your timing, imposing disadvantage on initiative rolls and Dexterity checks." + ], + [ + "87", + "Your mind is filled with lost facts and lore, granting advantage on Intelligence checks.", + "You forget your name, and must be constantly reminded of it by your allies." + ], + [ + "88", + "Your touch can change small nonmagical objects into chocolate.", + "Anything you eat or drink makes you feel overly sated and full, imposing disadvantage on Strength checks for 1 hour." + ], + [ + "89", + "Each time you finish a short rest, you regain {@dice 1d8} hit points. Each creature that took a short rest with you and remained within 30 feet of you for the duration also gains this benefit.", + "Each time you finish a short rest, you take {@damage 3d8} psychic damage. At your determination, you can transfer some or all of this damage to any creatures that took a short rest with you and remained within 30 feet of you for the duration." + ], + [ + "90", + "Each time you finish a short rest, you find {@dice 1d10} small gems worth 10 gp each in your possession.", + "Whenever you spend coins or gems, any character you give them to becomes convinced that the wealth was stolen from them." + ], + [ + "91", + "When you hit a creature for the first time during an encounter, its Armor Class is reduced by 1.", + "Whenever you roll a 1 on a weapon attack roll, the weapon shatters like glass. The weapon magically reforms in {@dice 1d4} rounds." + ], + [ + "92", + "Each time you enter a settlement, you are treated as though you are known there and a friend, even if you are neither.", + "Each time you roll a 1 on an attack roll, ability check, or saving throw, you grow one inch taller. Your clothing and armor does not grow with you." + ], + [ + "93", + "While standing in a doorway, you can cast the {@spell teleport} spell. Your destination must be another doorway you know. You can use this property once.", + "Each time you finish a short rest, you forget one of your allies (of the DM's choice) and no longer trust that character. You lose this distrust at the end of your next short rest." + ], + [ + "94", + "As an action, you cause a swirling storm of rocks and dust to surround you in a 10-foot radius for 1 minute. Each creature hostile to you that enters the area must succeed on a DC 12 Constitution saving throw or take {@damage 1d6} bludgeoning damage and be {@condition blinded} for 1 round. You can use this property three times.", + "{@creature fire elemental||Fire elementals}, {@creature water elemental||water elementals}, and other creatures of fire and water (as determined by the DM) regard you as their enemy, and focus their attacks against you to the exclusion of all else." + ], + [ + "95", + "As an action, you learn the names of every humanoid creature within 30 feet of you.", + "Whenever you roll a 1 on a Strength or Dexterity check that incorporates touching an object, you stick to that object for 1 minute. It takes a successful DC 20 Strength check to free yourself." + ], + [ + "96", + "You can cast the {@spell modify memory} spell once.", + "Whenever you make an Intelligence check or saving throw, you must succeed on a DC 13 Charisma saving throw or lose all your memories of the past hour." + ], + [ + "97", + "You can ignore the verbal component of any spell you cast.", + "You must shout the verbal component of any spell you cast." + ], + [ + "98", + "As an action, you conjure a mindless, shapeless force that is your exact duplicate. You control this force as if it were the product of an {@spell unseen servant} spell, except that it is visible.", + "Each time you see your own reflection, you must succeed on a DC 12 Charisma saving throw. On a failure, you treat your allies as enemies and vice versa for 1 minute, attacking the wrong targets, betraying your companions in social situations, and so forth. You can repeat the saving throw at the end of each of your turns, ending the effect on a success." + ], + [ + "99", + "As an action, you can replace one of your hands with any nonmagical weapon, tool, or piece of adventuring equipment of reasonable size (as determined by the DM).", + "Your hands feel unnaturally large, imposing disadvantage on Dexterity ({@skill Sleight of Hand}) checks and Dexterity checks using {@item thieves' tools|PHB} or {@item artisan's tools|PHB}. The first weapon attack roll you make in any encounter is made with disadvantage." + ], + [ + "00", + "All creatures of a particular type other than humanoid (as chosen by the DM) are incapable of acting hostile toward you as long as you do not attack, threaten, or provoke them.", + "Whenever you meet a creature of a particular type other than humanoid (as chosen by the DM), there is a 1 percent cumulative chance that the {@creature tarrasque} is magically summoned within 1 mile of you. The tarrasque has no knowledge of your existence. It runs amok for {@dice 1d6 × 10} minutes, then magically returns to its previous location." + ] + ] + } + ], + "attachedSpells": [ + "conjure animals", + "summon lesser demons|XGE", + "conjure minor elementals", + "conjure woodland beings", + "summon greater demon|XGE", + "conjure elemental", + "conjure fey", + "wish", + "speak with animals", + "legend lore", + "Mordenkainen's faithful hound", + "gaseous form", + "raise dead", + "nondetection", + "mage hand", + "speak with plants", + "goodberry", + "prestidigitation", + "detect thoughts", + "misty step", + "daylight", + "light", + "divination", + "invisibility", + "teleport", + "haste", + "slow", + "healing word", + "modify memory", + "unseen servant", + "comprehend languages", + "zone of truth" + ] + }, + { + "name": "The Shield of Sacred Flame", + "source": "DoDk", + "page": 234, + "baseItem": "shield|PHB", + "type": "S", + "rarity": "rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This shield has 3 charges, which you regain each day at dawn. When a spellcaster within 60 feet of you targets you with a spell or includes you in the area of a spell, you may expend a charge from the shield to cast {@spell counterspell} as a reaction.", + { + "type": "entries", + "name": "Relics of Saint Vitruvio", + "entries": [ + "These holy relics of the Sacred Flame were wielded by Saint Vitruvio and are kept in several religious sites throughout Drakkenheim. The Knights of the Silver Order and the Followers of the Falling Fire now seek these relics. Not only do both factions revere Saint Vitruvio, both wish to use these relics to help advance their goals in Drakkenheim.", + "A character attuned to three Relics of Saint Vitruvio may cast the {@spell heal} spell three times per day, after which they must finish a long rest before they may do so again. In addition, that character gains the ability to attune to two additional magic items so long as those magic items are both Relics of Saint Vitruvio." + ] + } + ], + "attachedSpells": [ + "counterspell", + "heal" + ] + }, + { + "name": "Theki Root", + "source": "EGW", + "page": 70, + "type": "G", + "rarity": "none", + "value": 300, + "entries": [ + "This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Thermal Cube", + "source": "IDRotF", + "page": 316, + "rarity": "common", + "wondrous": true, + "entries": [ + "This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius)." + ] + }, + { + "name": "Thessaltoxin", + "source": "IMR", + "page": 93, + "rarity": "none", + "poison": true, + "entries": [ + "This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the {@spell polymorph} spell. The creature's new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target's next long rest. This effect is not subject to {@spell dispel magic} or {@spell remove curse}, but a {@spell greater restoration} spell restores the creature to its original form." + ], + "poisonTypes": [ + "ingested", + "injury" + ], + "attachedSpells": [ + "polymorph" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Thessaltoxin Antidote", + "source": "IMR", + "page": 95, + "type": "P", + "rarity": "uncommon", + "entries": [ + "This potion appears to change color and texture each time you look at it. When you drink the potion, it ends the {@spell polymorph} effect imposed by thessaltoxin." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Thieves' Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 84 + } + ], + "reprintedAs": [ + "Thieves' Tools|XPHB" + ], + "type": "T", + "rarity": "none", + "weight": 1, + "value": 2500, + "entries": [ + "This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks." + ], + "additionalEntries": [ + "Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps." + ] + }, + { + "type": "entries", + "name": "Investigation and Perception", + "entries": [ + "You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence." + ] + }, + { + "type": "entries", + "name": "Set a Trap", + "entries": [ + "Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate." + ] + }, + { + "type": "table", + "caption": "Thieves' Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Pick a lock", + "Varies" + ], + [ + "Disable a trap", + "Varies" + ] + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Thieves' Tools", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "T|XPHB", + "rarity": "none", + "weight": 1, + "value": 2500, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Dexterity" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Pick a lock ({@dc 15}), or disarm a trap ({@dc 15})" + ] + } + ] + } + ] + }, + { + "name": "Three-Dragon Ante Set", + "source": "PHB", + "page": 154, + "basicRules": true, + "reprintedAs": [ + "Three-Dragon Ante Set|XPHB" + ], + "type": "GS", + "rarity": "none", + "value": 100 + }, + { + "name": "Three-Dragon Ante Set", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "GS|XPHB", + "rarity": "none", + "value": 100, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Wisdom" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Discern whether someone is cheating ({@dc 10}), or win the game ({@dc 20})" + ] + } + ] + } + ] + }, + { + "name": "Throne Card", + "source": "BMT", + "page": 15, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can speak a command word while holding this card to gain advantage on Charisma ({@skill Intimidation} or {@skill Persuasion}) checks for 1 minute. In addition, for that duration, you can use this card to cast the {@spell Command} spell (save {@dc 17}) as an action. Once this property is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "command" + ], + "hasFluffImages": true + }, + { + "name": "Thunder Absorbing Tattoo", + "source": "TCE", + "page": 119, + "resist": [ + "thunder" + ], + "detail1": "orange", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Absorbing Tattoo|TCE}" + ] + }, + { + "name": "Thunderbuss", + "source": "BGG", + "page": 116, + "baseItem": "pistol|dmg", + "type": "R", + "rarity": "very rare", + "weight": 3, + "weaponCategory": "martial", + "age": "renaissance", + "property": [ + "AF|DMG", + "LD" + ], + "range": "30/90", + "dmg1": "1d10", + "dmgType": "P", + "bonusWeapon": "+1", + "firearm": true, + "entries": [ + "This magic ranged weapon is a flared pistol with the storm rune engraved along the barrel. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is thunder instead of piercing, and it doesn't have the loading property.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As a bonus action, you can invoke the weapon's rune to launch a ball of energy to a point you can see within 30 feet of yourself. The energy then detonates into a 10-foot-radius sphere of turbulent wind and thunder centered on that point, and each creature in that sphere must make a DC 14 Constitution saving throw. On a failed save, a creature takes {@damage 3d6} thunder damage, and it can't take reactions until the end of your next turn. On a successful save, a creature takes half as much damage only.", + "Once the rune has been invoked, it can't be invoked again until the next dawn.", + "It's up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn't have such proficiency. During their downtime, characters can use the training rules in the Player's Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use." + ] + } + ], + "ammoType": "renaissance bullet", + "hasFluffImages": true + }, + { + "name": "Thunderous Greatclub", + "source": "UtHftLH", + "baseItem": "greatclub|xphb", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 10, + "weaponCategory": "simple", + "property": [ + "2H|XPHB" + ], + "mastery": [ + "Push|XPHB" + ], + "dmg1": "1d8", + "dmgType": "B", + "entries": [ + "While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra {@damage 1d8} Thunder damage to any creature it hits and an extra {@damage 3d8} Thunder damage to objects it hits that aren't being worn or carried.", + "The weapon has the following additional properties.", + { + "type": "entries", + "name": "Clap of Thunder", + "entries": [ + "As a {@action Magic|XPHB} action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} of thunderous energy. Each creature in the {@variantrule Cone [Area of Effect]|XPHB|Cone} must succeed on a DC 15 Strength saving throw or have the {@condition Prone|XPHB} condition. Nonmagical objects in the {@variantrule Cone [Area of Effect]|XPHB|Cone} that aren't being worn or carried take {@damage 3d8} Thunder damage." + ] + }, + { + "type": "entries", + "name": "Earthquake", + "entries": [ + "As a {@action Magic|XPHB} action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the {@condition Prone|XPHB} condition. If that creature is also {@status Concentration|XPHB|Concentrating}, it must succeed on a DC 20 Constitution saving throw or its {@status Concentration|XPHB} is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn." + ] + } + ] + }, + { + "name": "Tidecaller Trident", + "source": "BMT", + "page": 69, + "baseItem": "trident|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "martial", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "bonusWeapon": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "You gain a +2 bonus to attack and damage rolls made with this magic trident. You also have advantage on attack rolls made with this weapon while underwater.", + "This trident has 3 charges. You can expend 1 charge to cast {@spell Control Water} (save DC 15) from the trident or 3 charges to cast {@spell Tsunami} (save DC 15) from it instead. The trident regains {@dice 1d3} expended charges daily at dawn." + ], + "attachedSpells": [ + "control water", + "tsunami" + ] + }, + { + "name": "Tiger Eye", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "A translucent brown with golden center gemstone." + ] + }, + { + "name": "Timepiece of Travel", + "source": "AI", + "page": 221, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusSavingThrow": "+1", + "entries": [ + "While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the {@spell longstrider} spell on yourself at will.", + { + "type": "entries", + "name": "Turn-by-Turn Directions", + "entries": [ + "You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.", + "The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Get Away From It All", + "entries": [ + "As an action, you can cast the {@spell teleport} spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Part of a Whole", + "entries": [ + "While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM." + ] + } + ], + "attachedSpells": [ + "longstrider", + "teleport" + ] + }, + { + "name": "Tinderbox", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Tinderbox|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 50, + "entries": [ + "This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch\u2014or anything else with abundant, exposed fuel\u2014takes an action. Lighting any other fire takes 1 minute." + ] + }, + { + "name": "Tinderbox", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 50, + "entries": [ + "A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch\u2014or anything else with exposed fuel\u2014takes a {@variantrule Bonus Action|XPHB}. Lighting any other fire takes 1 minute." + ] + }, + { + "name": "Tinderstrike", + "source": "PotA", + "page": 224, + "baseItem": "dagger|phb", + "type": "M", + "resist": [ + "fire" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "grantsLanguage": true, + "bonusWeapon": "+2", + "entries": [ + "A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for {@dice 1d4} minutes after it is used to deal damage. It contains a spark of {@creature Imix|PotA}, Prince of Evil Fire.", + "You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra {@damage 2d6} fire damage.", + { + "name": "Fire Mastery", + "type": "entries", + "entries": [ + "You gain the following benefits while you hold Tinderstrike:" + ] + }, + { + "type": "list", + "items": [ + "You can speak Ignan fluently.", + "You have resistance to fire damage.", + "You can cast {@spell dominate monster} (save DC 17) on a {@creature fire elemental}. Once you have done so, Tinderstrike can't be used this way again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Dance of the All-Consuming Fire", + "entries": [ + "While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a {@item devastation orb of fire|PotA}. Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn." + ] + }, + { + "name": "Flaw", + "type": "entries", + "entries": [ + "Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: \"I act without thinking and take risks without weighing the consequences.\"" + ] + } + ], + "attachedSpells": [ + "dominate monster" + ], + "hasFluffImages": true + }, + { + "name": "Tinker's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 84 + } + ], + "reprintedAs": [ + "Tinker's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 10, + "value": 5000, + "additionalEntries": [ + "A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "You can determine the age and origin of objects, even if you have only a few pieces remaining from the original." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago." + ] + }, + { + "type": "entries", + "name": "Repair", + "entries": [ + "You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable." + ] + }, + { + "type": "table", + "caption": "Tinker's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Temporarily repair a disabled device", + "10" + ], + [ + "Repair an item in half the time", + "15" + ], + [ + "Improvise a temporary item using scraps", + "20" + ] + ] + } + ] + }, + { + "name": "Tinker's Tools", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 10, + "value": 5000, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Dexterity" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Assemble a Tiny item composed of scrap, which falls apart in 1 minute ({@dc 20})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Musket|XPHB}, {@item Pistol|XPHB}, {@item Bell|XPHB}, {@item Bullseye Lantern|XPHB}, {@item Flask|XPHB}, {@item Hooded Lantern|XPHB}, {@item Hunting Trap|XPHB}, {@item Lock|XPHB}, {@item Manacles|XPHB}, {@item Mirror|XPHB}, {@item Shovel|XPHB}, {@item Signal Whistle|XPHB}, {@item Tinderbox|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Tinkertop Boltblaster 1000", + "source": "TDCSR", + "page": 197, + "baseItem": "hand crossbow|PHB", + "type": "R", + "rarity": "very rare", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "A", + "L", + "LD" + ], + "range": "30/120", + "dmg1": "1d6", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "This strange contraption of gears, wires, and lacquered wood has a handle with a metal grip and crank. Its stock bears a flamboyant maker's mark that reads: \"Made in Hupperdook,\" a city in {@book Wildemount|TDCSR|3|Wildemount}. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "When you roll a 20 on an attack roll made with this weapon, you can immediately make another attack with this weapon after resolving the critical hit. When you roll a 1 on an attack roll made with this weapon, you must succeed on a {@dc 14} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take {@damage 1d6} piercing damage as some of its gears and wires spring loose." + ], + "ammoType": "crossbow bolt|phb" + }, + { + "name": "Tiny jade figurine (River Heralds)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Titanstone Knuckles (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Titanstone Knuckles (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the Titanstone Knuckles reach an awakened state, they gain the following properties:", + { + "type": "list", + "items": [ + "Your Strength score becomes 24.", + "You can use an action to cast the {@spell enlarge/reduce} spell from the gauntlets on yourself (enlarge only), with a duration of 10 minutes. This property of the gauntlets can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "ability": { + "static": { + "str": 24 + } + }, + "recharge": "restLong", + "attachedSpells": [ + "enlarge/reduce" + ], + "hasFluffImages": true + }, + { + "name": "Titanstone Knuckles (Dormant)", + "source": "TDCSR", + "page": 211, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "ability": { + "static": { + "str": 22 + } + }, + "entries": [ + "Carved from the heartstone of a slain earth primordial, these gauntlets bestow immeasurable might to their wearer. In recent times, they were wielded by the legendary barbarian {@creature Grog Strongjaw|TDCSR}, who continues to use them as he seeks worthy challengers across Tal'Dorei and Exandria.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While the Titanstone Knuckles are in a dormant state, your Strength score becomes 22 while you wear these gauntlets. Additionally, your weapon attacks deal double damage to objects and structures." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Titanstone Knuckles (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Titanstone Knuckles (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the Titanstone Knuckles reach an exalted state, they gain the following properties:", + { + "type": "list", + "items": [ + "Your Strength score becomes 26.", + "While you are under the effect of the {@spell enlarge/reduce} spell cast by the gauntlets, you have resistance to cold, fire, lightning, and thunder damage." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "resist": [ + "cold", + "fire", + "lightning", + "thunder" + ], + "ability": { + "static": { + "str": 26 + } + }, + "hasFluffImages": true + }, + { + "name": "Tome of Clear Thought", + "source": "DMG", + "page": 208, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "ability": { + "int": 2 + }, + "entries": [ + "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Tome of Leadership and Influence", + "source": "DMG", + "page": 208, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "ability": { + "cha": 2 + }, + "entries": [ + "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Tome of Strahd", + "source": "CoS", + "page": 221, + "type": "G", + "rarity": "none", + "weight": 5, + "entries": [ + "The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact." + ], + "hasFluffImages": true + }, + { + "name": "Tome of the Stilled Tongue", + "source": "DMG", + "page": 208, + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 5, + "focus": [ + "Wizard" + ], + "entries": [ + "This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.", + "If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component. Once used, this property of the tome can't be used again until the next dawn.", + "While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.", + "Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read." + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Tome of Understanding", + "source": "DMG", + "page": 209, + "srd": true, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "ability": { + "wis": 2 + }, + "entries": [ + "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century." + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Topaz", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 50000, + "entries": [ + "A transparent golden yellow gemstone." + ] + }, + { + "name": "Topaz Annihilator", + "source": "FTD", + "page": 24, + "type": "R", + "rarity": "legendary", + "reqAttune": true, + "property": [ + "2H" + ], + "range": "100/300", + "dmg1": "2d6", + "dmgType": "N", + "firearm": true, + "entries": [ + "This magic ranged weapon resembles a {@item musket|DMG}, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.", + "The weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals {@damage 2d6} necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a {@spell true resurrection} or {@spell wish} spell.", + "While the weapon is on your person, you can use an action to cast the {@spell disintegrate} spell (save DC 18). Once this property is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "disintegrate" + ] + }, + { + "name": "Torch", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Torch|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 1, + "value": 1, + "entries": [ + "A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage." + ] + }, + { + "name": "Torch", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 1, + "value": 1, + "entries": [ + "A Torch burns for 1 hour, casting {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet. When you take the {@action Attack|XPHB} action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage." + ] + }, + { + "name": "Torpor", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 60000, + "poison": true, + "entries": [ + "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for {@dice 4d6} hours. The {@condition poisoned} creature is {@condition incapacitated}." + ], + "poisonTypes": [ + "ingested" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Totem", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "type": "SCF", + "scfType": "druid", + "rarity": "none", + "value": 100 + }, + { + "name": "Tourmaline", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 10000, + "entries": [ + "A transparent pale green, blue, brown, or red gemstone." + ] + }, + { + "name": "Travel Alchemical Kit", + "source": "AI", + "page": 30, + "rarity": "uncommon", + "wondrous": true, + "grantsProficiency": true, + "entries": [ + "Also at rank 3, Head Office provides you with a travel alchemical kit\u2014an uncommon magic item containing miniaturized versions of both {@item alchemist's supplies|phb} and a {@item poisoner's kit|phb} (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a {@item poisoner's kit|phb} as part of this upgrade.", + "You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence ({@skill Investigation}) or Wisdom ({@skill Insight}) check." + ], + "hasFluffImages": true + }, + { + "name": "Traveler's Clothes", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Traveler's Clothes|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 4, + "value": 200 + }, + { + "name": "Traveler's Clothes", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 4, + "value": 200, + "entries": [ + "Traveler's Clothes are resilient garments designed for travel in various environments." + ] + }, + { + "name": "Treasure chest crafted of exotic wood with gold fittings and opals (Brazen Coalition)", + "source": "PSX", + "page": 25, + "type": "$A|DMG", + "rarity": "none", + "value": 750000 + }, + { + "name": "Trident of Fish Command", + "source": "DMG", + "page": 209, + "srd": true, + "baseItem": "trident|phb", + "type": "M", + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "weight": 4, + "weaponCategory": "martial", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast {@spell dominate beast} (save DC 15) from it on a beast that has an innate swimming speed. The trident regains {@dice 1d3} expended charges daily at dawn." + ], + "attachedSpells": [ + "dominate beast" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Trinket", + "source": "AI", + "page": 222, + "reprintedAs": [ + "Trinket|XPHB" + ], + "type": "G", + "rarity": "none", + "entries": [ + "Worried that you're going to pull out your dead sprite inside a clear glass bottle at a company function only to discover that three other people in the franchise have one as well? Then consider rolling on the Acquisitions Incorporated Trinkets table instead of the {@item Trinket|phb|table in chapter 5 of the Player's Handbook}, to gain a unique trinket at character creation with a bit of Acq Inc flair.", + { + "type": "table", + "caption": "Acquisitions Incorporated Trinkets", + "colLabels": [ + "d100", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A perfect skipping stone" + ], + [ + "2", + "Three weighted dice that always roll low" + ], + [ + "3", + "A locket with a picture of Jim Darkmagic" + ], + [ + "4", + "A tiny anvil and smith's hammer" + ], + [ + "5", + "A nonfunctional immovable rod" + ], + [ + "6", + "A DIY acupuncture kit" + ], + [ + "7", + "A stuffed owlbear toy" + ], + [ + "8", + "A diagram for a new war lute" + ], + [ + "9", + "A declaration of war against a nation no one has ever heard of" + ], + [ + "10", + "A pipe that emits green smoke" + ], + [ + "11", + "A glass eye" + ], + [ + "12", + "The centerpiece of a priceless chandelier" + ], + [ + "13", + "A fine cane with a secret compartment" + ], + [ + "14", + "A letter written by Rosie Beestinger" + ], + [ + "15", + "A coin that always lands on its edge" + ], + [ + "16", + "The deed and title to an abandoned windmill and three acres of tillable land that you've never been able to find" + ], + [ + "17", + "A menu from Big Daddy Donaar's Yum Yum Hut" + ], + [ + "18", + "A small purse that screams loudly when opened" + ], + [ + "19", + "A deep-crow-feather quill" + ], + [ + "20", + "A pair of breeches that always smells faintly of honey" + ], + [ + "21", + "A one-armed Viari doll (Apocalypse Dagger accessory missing)" + ], + [ + "22", + "A leather pouch filled with various finger bones of unknown provenance" + ], + [ + "23", + "The collar of your childhood pet, Nutmeg" + ], + [ + "24", + "A seashell that, when pressed to the ear, speaks in flowing rhymes" + ], + [ + "25", + "A recipe book for cooking with mushrooms" + ], + [ + "26", + "One expired coupon for \"A Free Cornerstone\"" + ], + [ + "27", + "A portable beehive" + ], + [ + "28", + "Goggles that literally tint everything rose colored" + ], + [ + "29", + "A wand of wonder that allows you to cast only mending" + ], + [ + "30", + "A bracelet woven from mistletoe" + ], + [ + "31", + "A curved claw from an unknown beast that small children are always frightened of" + ], + [ + "32", + "A longsword that can be folded down in 1 minute and hidden in your pocket" + ], + [ + "33", + "A living graft of what you believe to be the World Tree" + ], + [ + "34", + "A tattered scarf with the Acquisitions Incorporated logo" + ], + [ + "35", + "A box containing a torn-up letter" + ], + [ + "36", + "An old contract marked \"Void\"" + ], + [ + "37", + "A small pigeon in a cage" + ], + [ + "38", + "An Acquisitions Incorporated \"Green Flame\" foam finger" + ], + [ + "39", + "A \"C\" Team lunchbox" + ], + [ + "40", + "A potted plant that grows different fruit on every branch" + ], + [ + "41", + "A book of adventures for children" + ], + [ + "42", + "An Omin action figure with detachable maul and holy symbol" + ], + [ + "43", + "A pint glass engraved with a picture of a keg robot" + ], + [ + "44", + "A giant hockey puck" + ], + [ + "45", + "A miniature cannon that actually fires" + ], + [ + "46", + "A very fancy red scarf and matching handkerchief" + ], + [ + "47", + "An arrow once shot by Môrgæn" + ], + [ + "48", + "A purple worm toy" + ], + [ + "49", + "A burned doll whose eyes follow you around the room" + ], + [ + "50", + "An infinite inkwell" + ], + [ + "51", + "A band embroidered with the symbol of the Six" + ], + [ + "52", + "A squishy cactus" + ], + [ + "53", + "A velvet blindfold" + ], + [ + "54", + "A dirty figurine of a triceratops that can't be cleaned" + ], + [ + "55", + "A used (and thus nonmagical) noble knife from the Noble Knife" + ], + [ + "56", + "A quill that rotates through all the colors of the rainbow" + ], + [ + "57", + "A twenty-sided die that only rolls the number 4" + ], + [ + "58", + "A pointed hat that glows in the dark" + ], + [ + "59", + "A cup that hums when filled with water" + ], + [ + "60", + "A mug fashioned from the skull of someone else's enemy" + ], + [ + "61", + "A small glass jar containing an immortal firefly" + ], + [ + "62", + "A fake mustache made from gnome facial hair" + ], + [ + "63", + "A petrified troll finger" + ], + [ + "64", + "Half of a map" + ], + [ + "65", + "The other half of a map" + ], + [ + "66", + "An unreasonable amount of pocket lint" + ], + [ + "67", + "A dozen flyers for a local gnome food place" + ], + [ + "68", + "Omin Dran's business card" + ], + [ + "69", + "A lock of hair from a changeling" + ], + [ + "70", + "A marble that rolls uphill" + ], + [ + "71", + "A piece of parchment listing a command word for a powerful magic item" + ], + [ + "72", + "A book titled Conversational Giant" + ], + [ + "73", + "A user's manual for an apparatus of Kwalish" + ], + [ + "74", + "A signed headshot of famous bard Spice Caraway" + ], + [ + "75", + "The eye of a basilisk in a crystal box" + ], + [ + "76", + "A postcard from Ravnica" + ], + [ + "77", + "A stamp collection" + ], + [ + "78", + "A small piece of solidified smoke" + ], + [ + "79", + "A six-sided die that sometimes rolls a seven" + ], + [ + "80", + "A left-hand gauntlet" + ], + [ + "81", + "A music box that plays nursery rhymes" + ], + [ + "82", + "A locket that's bigger on the outside than the inside" + ], + [ + "83", + "A potted plant that grows hair instead of leaves" + ], + [ + "84", + "A collection of teeth" + ], + [ + "85", + "A coin whose minting date always shows three years in the future" + ], + [ + "86", + "A green drinking horn taken from a very large bull" + ], + [ + "87", + "A small book containing pressed and dried botanical samples" + ], + [ + "88", + "A hatched chimera egg" + ], + [ + "89", + "A slightly used red bandit mask" + ], + [ + "90", + "A tiny stirge encased in amber" + ], + [ + "91", + "A large bottle of Red Larch Ale that can't be opened" + ], + [ + "92", + "A cane topped with a stylized golden bulldog" + ], + [ + "93", + "A note in your own hand that you don't remember writing" + ], + [ + "94", + "A sprig of herbs from your family's garden" + ], + [ + "95", + "A tankard stolen from the Dran & Courtier" + ], + [ + "96", + "A small, severed tentacle preserved in alcohol" + ], + [ + "97", + "A walnut with a face drawn on it" + ], + [ + "98", + "A small flask of liquid from the Lake of Radiant Mists" + ], + [ + "99", + "An ice cube that never melts" + ], + [ + "00", + "An expertly carved sword hilt with the blade snapped cleanly off" + ] + ] + } + ], + "miscTags": [ + "TT" + ], + "hasFluffImages": true + }, + { + "name": "Trinket", + "source": "CoS", + "page": 2, + "reprintedAs": [ + "Trinket|XPHB" + ], + "type": "G", + "rarity": "none", + "entries": [ + "When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.", + { + "type": "table", + "caption": "Curse of Strahd. Character Options, Gothic Trinket Table", + "colLabels": [ + "{@dice d100}", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01-02", + "A picture you drew as a child of your imaginary friend" + ], + [ + "03-04", + "A lock that opens when blood is dripped in its keyhole" + ], + [ + "05-06", + "Clothes stolen from a {@creature scarecrow}" + ], + [ + "07-08", + "A spinning top carved with four faces: happy, sad, wrathful, and dead" + ], + [ + "09-10", + "The necklace of a sibling who died on the day you were born" + ], + [ + "11-12", + "A wig from someone executed by beheading" + ], + [ + "13-14", + "The unopened letter to you from your dying father" + ], + [ + "15-16", + "A pocket watch that runs backward for an hour every midnight" + ], + [ + "17-18", + "A winter coat stolen from a dying soldier" + ], + [ + "19-20", + "A bottle of invisible ink that can only be read at sunset" + ], + [ + "21-22", + "A wineskin that refills when interred with a dead person for a night" + ], + [ + "23-24", + "A set of silverware used by a king for his last meal" + ], + [ + "25-26", + "A spyglass that always shows the world suffering a terrible storm" + ], + [ + "27-28", + "A cameo with the profile's face scratched away" + ], + [ + "29-30", + "A lantern with a black candle that never runs out and that burns with green flame" + ], + [ + "31-32", + "A teacup from a child's tea set, stained with blood" + ], + [ + "33-34", + "A little black book that records your dreams, and yours alone, when you sleep" + ], + [ + "35-36", + "A necklace formed of the interlinked holy symbols of a dozen deities" + ], + [ + "37-38", + "A hangman's noose that feels heavier than it should" + ], + [ + "39-40", + "A birdcage into which small birds fly but once inside never eat or leave" + ], + [ + "41-42", + "A lepidopterist's box filled dead moths with skulllike patterns on their wings" + ], + [ + "43-44", + "A jar of pickled ghouls' tongues" + ], + [ + "45-46", + "The wooden hand of a notorious pirate" + ], + [ + "47-48", + "An urn with the ashes of a dead relative" + ], + [ + "49-50", + "A hand mirror backed with a bronze depiction of a {@creature medusa}" + ], + [ + "51-52", + "Pallid leather gloves crafted with ivory fingernails" + ], + [ + "53-54", + "Dice made from the knuckles of a notorious charlatan" + ], + [ + "55-56", + "A ring of keys for forgotten locks" + ], + [ + "57-58", + "Nails from the coffin of a murderer" + ], + [ + "59-60", + "A key to the family crypt" + ], + [ + "61-62", + "A bouquet of funerary flowers that always looks and smells fresh" + ], + [ + "63-64", + "A switch used to discipline you as a child" + ], + [ + "65-66", + "A music box that plays by itself whenever someone holding it dances" + ], + [ + "67-68", + "A walking cane with an iron ferrule that strikes sparks on stone" + ], + [ + "69-70", + "A flag from a ship lost at sea" + ], + [ + "71-72", + "Porcelain doll's head that always seems to be looking at you" + ], + [ + "73-74", + "A wolf's head wrought in silver that is also a whistle" + ], + [ + "75-76", + "A small mirror that shows a much older version of the viewer" + ], + [ + "77-78", + "Small, worn book of children's nursery rhymes" + ], + [ + "79-80", + "A mummified raven claw" + ], + [ + "81-82", + "A broken pendent of a silver dragon that's always cold to the touch" + ], + [ + "83-84", + "A small locked box that quietly hums a lovely melody at night but you always forget it in the morning" + ], + [ + "85-86", + "An inkwell that makes one a little nauseous when staring at it" + ], + [ + "87-88", + "An old little doll made from a dark, dense wood and missing a hand and a foot" + ], + [ + "89-90", + "A black executioner's hood" + ], + [ + "91-92", + "A pouch made of flesh, with a sinew drawstring" + ], + [ + "93-94", + "A tiny spool of black thread that never runs out" + ], + [ + "95-96", + "A tiny clockwork figurine of a dancer that's missing a gear and doesn't work" + ], + [ + "97-98", + "A black wooden pipe that creates puffs of smoke that look like skulls" + ], + [ + "99-00", + "A vial of perfume, the scent of which only certain creatures can detect" + ] + ] + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Trinket", + "source": "EET", + "page": 1, + "reprintedAs": [ + "Trinket|XPHB" + ], + "type": "G", + "rarity": "none", + "entries": [ + "When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.", + { + "type": "table", + "caption": "Elemental Evil Trinket Table", + "colLabels": [ + "{@dice d100}", + "Trinket" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01", + "A compass that always points to Mulmaster" + ], + [ + "02", + "A paper fan that won't produce a breeze no matter how hard it's waved" + ], + [ + "03", + "A petrified potato that resembles someone important to you" + ], + [ + "04", + "A glass cup that can only be filled half way no matter how much liquid is poured into it" + ], + [ + "05", + "A mirror that only shows the back of your head" + ], + [ + "06", + "A small glass bird that when set down near water dips its head in as if to get a drink" + ], + [ + "07", + "A lady's coin purse containing two sharp fangs" + ], + [ + "08", + "A small sea conch with the words \"From the beginning\" painted on the lip" + ], + [ + "09", + "A frost-covered silver locket that's frozen shut" + ], + [ + "10", + "A seal which imprints a mysterious, unknown coat of arms into hard rock" + ], + [ + "11", + "A small wooden doll that when held brings back fond memories" + ], + [ + "12", + "A small handmirror which only reflects inanimate objects" + ], + [ + "13", + "A glass eyeball that looks about of its own accordance, and can roll around" + ], + [ + "14", + "A glass orb that replicates yesterday's weather inside itself" + ], + [ + "15", + "A drinking cup, that randomly fills with fresh or salt water. Refilling once emptied" + ], + [ + "16", + "A deep blue piece of flint, that when struck with steel produces not a spark but a drop of water" + ], + [ + "17", + "A conch shell which is always damp and constantly drips saltwater" + ], + [ + "18", + "A charred, half-melted pewter clasp that glows as if smoldering but releases no heat" + ], + [ + "19", + "A clockwork finch that flaps its wings in the presence of a breeze" + ], + [ + "20", + "An unbreakable sealed jar of glowing water that hums when shaken" + ], + [ + "21", + "A small, finely polished geode whose crystals slowly fade between every color of the spectrum" + ], + [ + "22", + "A rough stone eye pulled from a petrified creature" + ], + [ + "23", + "A stone smoking pipe that never needs lighting" + ], + [ + "24", + "A small whistle, that when blown, whispers a name of a person or place unknown to you, instead of the whistle sound" + ], + [ + "25", + "A fist sized rock that \"beats\" like a heart" + ], + [ + "26", + "A pair of bronze scissors in the shape of a pair of leaping dolphins" + ], + [ + "27", + "A bronze oil lamp which is rumored to have once held a genie" + ], + [ + "28", + "A single gauntlet inscribed with a fire motif and an unfamiliar name in Primordial" + ], + [ + "29", + "A one-eyed little fish inside a spherical vial, much bigger than the vial's neck, He has a cunning look" + ], + [ + "30", + "The tiny skull of a rabbit that whispers scathing insults when nobody is looking" + ], + [ + "31", + "A rag doll in the likeness of an {@creature owlbear}" + ], + [ + "32", + "The desiccated body of a small eight-legged black lizard" + ], + [ + "33", + "A small toy boat made with a walnut shell, toothpick, and piece of cloth" + ], + [ + "34", + "A small pocket mirror that slowly fogs over while held" + ], + [ + "35", + "Wind chimes that glow when the wind blows" + ], + [ + "36", + "A small, clay square with an unknown rune etched into one side" + ], + [ + "37", + "A tea kettle that heats itself when filled with water" + ], + [ + "38", + "An old scratched monocle which shows an underwater landscape whenever someone looks through it" + ], + [ + "39", + "A rose carved from coral" + ], + [ + "40", + "A set of dice with elemental symbols and primordial runes instead of pips or numbers" + ], + [ + "41", + "An amulet filled with liquid that churns, freezes, or boils to match it's wearer's mood" + ], + [ + "42", + "A small silver bell that makes a sound like quiet, distant thunder when it's struck" + ], + [ + "43", + "A small vial of black sand that glows slightly in the moonlight" + ], + [ + "44", + "A small whale tooth with etched with an image of waves crashing upon a beach" + ], + [ + "45", + "An hourglass in which the sands pour upward instead of downward" + ], + [ + "46", + "A glass pendant with a hole in the center that a mild breeze always blows out of" + ], + [ + "47", + "A soft feather that falls like a stone when dropped" + ], + [ + "48", + "A large transparent gem that, when gripped tightly, whispers in Terran" + ], + [ + "49", + "A small crystal snowglobe that, when shaken, seems to form silhouettes of dancing forms" + ], + [ + "50", + "Half of a palm-sized geode that pulses dimly with purple light" + ], + [ + "51", + "A book filled with writing that only appears when the book is held underwater" + ], + [ + "52", + "A sealed envelope made of red leather that you haven't been able to open. It smells of campfire" + ], + [ + "53", + "A locket of hair that is rumored to have come from a famed fire genasi" + ], + [ + "54", + "Flint and steel that, when used to start a fire, creates a random colored flame" + ], + [ + "55", + "A blank piece of wet parchment that never seems to dry" + ], + [ + "56", + "A small puzzle box made of brass, that is slightly warm to the touch" + ], + [ + "57", + "A cloudy chunk of glass that is said to hold a spark of breath from a blue dragon" + ], + [ + "58", + "A crude chalice made of coal" + ], + [ + "59", + "A miniature brass horn, silent when played, but fills the air with the scent of warm and exotic spices" + ], + [ + "60", + "An eye-sized blue pearl that floats in salt water" + ], + [ + "61", + "A tuning fork made from a dark metal which glows with a pale, white light during thunderstorms" + ], + [ + "62", + "A small vial that is always filled with the smell of autumn wind" + ], + [ + "63", + "A clear marble that slowly rolls toward the nearest source of running water" + ], + [ + "64", + "A small collapsible silver cup that perspires constantly when opened" + ], + [ + "65", + "An hourglass that tells time with falling mist instead of sand" + ], + [ + "66", + "An ornate razor, which only cuts in freezing cold temperature" + ], + [ + "67", + "A shark tooth covered in tiny etched words from a lost language" + ], + [ + "68", + "A large brass coin with no markings or images on it" + ], + [ + "69", + "A small wooden box filled with a strange red clay" + ], + [ + "70", + "A necklace with a small, rusted iron anchor" + ], + [ + "71", + "A small brass flute adorned with silver wire that is always faintly sounding" + ], + [ + "72", + "A red and black Aarakocra feather" + ], + [ + "73", + "A palm-sized stone with a hole in it, through which can be heard a constantly whispering wind" + ], + [ + "74", + "A small conch shell covered in black crystal" + ], + [ + "75", + "A small music box made of brass. It features a pair of tiny automatons that resemble {@creature Azer} working at a forge" + ], + [ + "76", + "A glass jar containing the preserved corpse of an unfamiliar aquatic creature" + ], + [ + "77", + "A piece of petrified wood carved into the shape of a seashell" + ], + [ + "78", + "A wooden puzzle cube covered in elemental symbols" + ], + [ + "79", + "A small stone cube that acts as a magnet when placed against another stone" + ], + [ + "80", + "A ring made of a white metal. On the inside is a name etched in Auran" + ], + [ + "81", + "A bracelet made of silvered fish hooks" + ], + [ + "82", + "A journal filled with poetry hand-written in Primordial" + ], + [ + "83", + "A yellow gemstone that glows dimly when a storm is nearby" + ], + [ + "84", + "A charred chisel with an unfamiliar symbol stamped into its base" + ], + [ + "85", + "A canteen filled with a foul smelling orange mud" + ], + [ + "86", + "A faceless doll made of driftwood" + ], + [ + "87", + "A heavy iron key bearing the name of a ship long lost to the sea" + ], + [ + "88", + "A small jewelry box made from the shell of a turtle" + ], + [ + "89", + "A chess piece fashioned to look like fire myrmidon" + ], + [ + "90", + "A spinning top with an image of one of the four elements on each side" + ], + [ + "91", + "A single hoop earring made of a porous red stone" + ], + [ + "92", + "An arrowhead carved from seasalt" + ], + [ + "93", + "A small comb made of blue coral" + ], + [ + "94", + "Seven small beads of sandstone on a string, all different colors" + ], + [ + "95", + "A romance chapbook written in Undercommon titled \"Just one Layer of Grey\"" + ], + [ + "96", + "A tiny, broken clockwork Harpy" + ], + [ + "97", + "An ivory whale statuette" + ], + [ + "98", + "A fist-sized cog, covered in barnacles" + ], + [ + "99", + "An eyepatch made of obsidian and a black leather cord" + ], + [ + "100", + "A glass bottle with a tiny ship of unfamiliar design inside" + ] + ] + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Trinket", + "source": "PHB", + "page": 159, + "basicRules": true, + "reprintedAs": [ + "Trinket|XPHB" + ], + "type": "G", + "rarity": "none", + "entries": [ + "When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.", + { + "type": "table", + "caption": "Player's Handbook Trinket Table", + "colLabels": [ + "{@dice d100}", + "Trinket" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01", + "A mummified goblin hand" + ], + [ + "02", + "A piece of crystal that faintly glows in the moonlight" + ], + [ + "03", + "A gold coin minted in an unknown land" + ], + [ + "04", + "A diary written in a language you don't know" + ], + [ + "05", + "A brass ring that never tarnishes" + ], + [ + "06", + "An old chess piece made from glass" + ], + [ + "07", + "A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips" + ], + [ + "08", + "A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it" + ], + [ + "09", + "A rope necklace from which dangles four mummified elf fingers" + ], + [ + "10", + "The deed for a parcel of land in a realm unknown to you" + ], + [ + "11", + "A 1-ounce block made from an unknown material" + ], + [ + "12", + "A small cloth doll skewered with needles" + ], + [ + "13", + "A tooth from an unknown beast" + ], + [ + "14", + "An enormous scale, perhaps from a dragon" + ], + [ + "15", + "A bright green feather" + ], + [ + "16", + "An old divination card bearing your likeness" + ], + [ + "17", + "A glass orb filled with moving smoke" + ], + [ + "18", + "A 1-pound egg with a bright red shell" + ], + [ + "19", + "A pipe that blows bubbles" + ], + [ + "20", + "A glass jar containing a weird bit of flesh floating in pickling fluid" + ], + [ + "21", + "A tiny gnome-crafted music box that plays a song you dimly remember from your childhood" + ], + [ + "22", + "A small wooden statuette of a smug halfling" + ], + [ + "23", + "A brass orb etched with strange runes" + ], + [ + "24", + "A multicolored stone disk" + ], + [ + "25", + "A tiny silver icon of a raven" + ], + [ + "26", + "A bag containing forty-seven humanoid teeth, one of which is rotten" + ], + [ + "27", + "A shard of obsidian that always feels warm to the touch" + ], + [ + "28", + "A dragon's bony talon hanging from a plain leather necklace" + ], + [ + "29", + "A pair of old socks" + ], + [ + "30", + "A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking" + ], + [ + "31", + "A silver badge in the shape of a five-pointed star" + ], + [ + "32", + "A knife that belonged to a relative" + ], + [ + "33", + "A glass vial filled with nail clippings" + ], + [ + "34", + "A rectangular metal device with two tiny metal cups on one end that throws sparks when wet" + ], + [ + "35", + "A white, sequined glove sized for a human" + ], + [ + "36", + "A vest with one hundred tiny pockets" + ], + [ + "37", + "A small, weightless stone block" + ], + [ + "38", + "A tiny sketch portrait of a goblin" + ], + [ + "39", + "An empty glass vial that smells of perfume when opened" + ], + [ + "40", + "A gemstone that looks like a lump of coal when examined by anyone but you" + ], + [ + "41", + "A scrap of cloth from an old banner" + ], + [ + "42", + "A rank insignia from a lost legionnaire" + ], + [ + "43", + "A tiny silver bell without a clapper" + ], + [ + "44", + "A mechanical canary inside a gnomish lamp" + ], + [ + "45", + "A tiny chest carved to look like it has numerous feet on the bottom" + ], + [ + "46", + "A dead {@creature sprite} inside a clear glass bottle" + ], + [ + "47", + "A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)" + ], + [ + "48", + "A glass orb filled with water, in which swims a clockwork goldfish" + ], + [ + "49", + "A silver spoon with an 'M' engraved on the handle" + ], + [ + "50", + "A whistle made from gold-colored wood" + ], + [ + "51", + "A dead scarab beetle the size of your hand" + ], + [ + "52", + "Two toy soldiers, one with a missing head " + ], + [ + "53", + "A small box filled with different-sized buttons" + ], + [ + "54", + "A candle that can't be lit" + ], + [ + "55", + "A tiny cage with no door" + ], + [ + "56", + "An old key" + ], + [ + "57", + "An indecipherable treasure map" + ], + [ + "58", + "A hilt from a broken sword" + ], + [ + "59", + "A rabbit's foot" + ], + [ + "60", + "A glass eye" + ], + [ + "61", + "A cameo carved in the likeness of a hideous person" + ], + [ + "62", + "A silver skull the size of a coin" + ], + [ + "63", + "An alabaster mask" + ], + [ + "64", + "A pyramid of sticky black incense that smells very bad" + ], + [ + "65", + "A nightcap that, when worn, gives you pleasant dreams" + ], + [ + "66", + "A single caltrop made from bone" + ], + [ + "67", + "A gold monocle frame without the lens" + ], + [ + "68", + "A 1-inch cube, each side painted a different color" + ], + [ + "69", + "A crystal knob from a door" + ], + [ + "70", + "A small packet filled with pink dust" + ], + [ + "71", + "A fragment of a beautiful song, written as musical notes on two pieces of parchment" + ], + [ + "72", + "A silver teardrop earring made from a real teardrop" + ], + [ + "73", + "The shell of an egg painted with scenes of human misery in disturbing detail" + ], + [ + "74", + "A fan that, when unfolded, shows a sleeping cat" + ], + [ + "75", + "A set of bone pipes" + ], + [ + "76", + "A four-leaf clover pressed inside a book discussing manners and etiquette" + ], + [ + "77", + "A sheet of parchment upon which is drawn a complex mechanical contraption" + ], + [ + "78", + "An ornate scabbard that fits no blade you have found so far" + ], + [ + "79", + "An invitation to a party where a murder happened" + ], + [ + "80", + "A bronze pentacle with an etching of a rat's head in its center" + ], + [ + "81", + "A purple handkerchief embroidered with the name of a powerful {@creature archmage}" + ], + [ + "82", + "Half of a floorplan for a temple, castle, or some other structure" + ], + [ + "83", + "A bit of folded cloth that, when unfolded, turns into a stylish cap" + ], + [ + "84", + "A receipt of deposit at a bank in a far-flung city" + ], + [ + "85", + "A diary with seven missing pages" + ], + [ + "86", + "An empty silver snuffbox bearing an inscription on the surface that says \"dreams\"" + ], + [ + "87", + "An iron holy symbol devoted to an unknown god" + ], + [ + "88", + "A book that tells the story of a legendary hero's rise and fall, with the last chapter missing" + ], + [ + "89", + "A vial of dragon blood" + ], + [ + "90", + "An ancient arrow of elven design" + ], + [ + "91", + "A needle that never bends" + ], + [ + "92", + "An ornate brooch of dwarven design" + ], + [ + "93", + "An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\"" + ], + [ + "94", + "A mosaic tile with a multicolored, glazed surface" + ], + [ + "95", + "A {@condition petrified} mouse" + ], + [ + "96", + "A black pirate flag adorned with a dragon's skull and crossbones" + ], + [ + "97", + "A tiny mechanical crab or spider that moves about when it's not being observed" + ], + [ + "98", + "A glass jar containing lard with a label that reads, \"Griffon Grease\"" + ], + [ + "99", + "A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body" + ], + [ + "100", + "A metal urn containing the ashes of a hero" + ] + ] + } + ], + "miscTags": [ + "TT" + ], + "hasFluffImages": true + }, + { + "name": "Trinket", + "source": "XPHB", + "page": 47, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "entries": [ + "When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets.", + { + "type": "table", + "caption": "Trinkets", + "colLabels": [ + "{@dice 1d100}", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01", + "A mummified goblin hand" + ], + [ + "02", + "A crystal that faintly glows in moonlight" + ], + [ + "03", + "A gold coin minted in an unknown land" + ], + [ + "04", + "A diary written in a language you don't know" + ], + [ + "05", + "A brass ring that never tarnishes" + ], + [ + "06", + "An old chess piece made from glass" + ], + [ + "07", + "A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips" + ], + [ + "08", + "A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it" + ], + [ + "09", + "A lock of someone's hair" + ], + [ + "10", + "The deed for a parcel of land in a realm unknown to you" + ], + [ + "11", + "A 1-ounce block made from an unknown material" + ], + [ + "12", + "A small cloth doll skewered with needles" + ], + [ + "13", + "A tooth from an unknown beast" + ], + [ + "14", + "An enormous scale, perhaps from a dragon" + ], + [ + "15", + "A bright-green feather" + ], + [ + "16", + "An old divination card bearing your likeness" + ], + [ + "17", + "A glass orb filled with moving smoke" + ], + [ + "18", + "A 1-pound egg with a bright-red shell" + ], + [ + "19", + "A pipe that blows bubbles" + ], + [ + "20", + "A glass jar containing a bit of flesh floating in pickling fluid" + ], + [ + "21", + "A gnome-crafted music box that plays a song you dimly remember from your childhood" + ], + [ + "22", + "A wooden statuette of a smug halfling" + ], + [ + "23", + "A brass orb etched with strange runes" + ], + [ + "24", + "A multicolored stone disk" + ], + [ + "25", + "A silver icon of a raven" + ], + [ + "26", + "A bag containing forty-seven teeth, one of which is rotten" + ], + [ + "27", + "A shard of obsidian that always feels warm to the touch" + ], + [ + "28", + "A dragon's talon strung on a leather necklace" + ], + [ + "29", + "A pair of old socks" + ], + [ + "30", + "A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking" + ], + [ + "31", + "A silver badge that is a five-pointed star" + ], + [ + "32", + "A knife that belonged to a relative" + ], + [ + "33", + "A glass vial filled with nail clippings" + ], + [ + "34", + "A rectangular metal device with two tiny metal cups on one end that throws sparks when wet" + ], + [ + "35", + "A white, sequined glove sized for a human" + ], + [ + "36", + "A vest with one hundred tiny pockets" + ], + [ + "37", + "A weightless stone" + ], + [ + "38", + "A sketch of a goblin" + ], + [ + "39", + "An empty glass vial that smells of perfume" + ], + [ + "40", + "A gemstone that looks like a lump of coal when examined by anyone but you" + ], + [ + "41", + "A scrap of cloth from an old banner" + ], + [ + "42", + "A rank insignia from a lost legionnaire" + ], + [ + "43", + "A silver bell without a clapper" + ], + [ + "44", + "A mechanical canary inside a lamp" + ], + [ + "45", + "A miniature chest carved to look like it has numerous feet on the bottom" + ], + [ + "46", + "A dead sprite inside a clear glass bottle" + ], + [ + "47", + "A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)" + ], + [ + "48", + "A glass orb filled with water, in which swims a clockwork goldfish" + ], + [ + "49", + "A silver spoon with an M engraved on the handle" + ], + [ + "50", + "A whistle made from gold-colored wood" + ], + [ + "51", + "A dead scarab beetle the size of your hand" + ], + [ + "52", + "Two toy soldiers, one missing a head" + ], + [ + "53", + "A small box filled with different-sized buttons" + ], + [ + "54", + "A candle that can't be lit" + ], + [ + "55", + "A miniature cage with no door" + ], + [ + "56", + "An old key" + ], + [ + "57", + "An indecipherable treasure map" + ], + [ + "58", + "A hilt from a broken sword" + ], + [ + "59", + "A rabbit's foot" + ], + [ + "60", + "A glass eye" + ], + [ + "61", + "A cameo of a hideous person" + ], + [ + "62", + "A silver skull the size of a coin" + ], + [ + "63", + "An alabaster mask" + ], + [ + "64", + "A cone of sticky black incense that stinks" + ], + [ + "65", + "A nightcap that gives you pleasant dreams when you wear it" + ], + [ + "66", + "A single caltrop made from bone" + ], + [ + "67", + "A gold monocle frame without the lens" + ], + [ + "68", + "A 1-inch cube, each side a different color" + ], + [ + "69", + "A crystal doorknob" + ], + [ + "70", + "A packet filled with pink dust" + ], + [ + "71", + "A fragment of a beautiful song, written as musical notes on two pieces of parchment" + ], + [ + "72", + "A silver teardrop earring containing a real teardrop" + ], + [ + "73", + "An eggshell painted with scenes of misery in disturbing detail" + ], + [ + "74", + "A fan that, when unfolded, shows a sleepy cat" + ], + [ + "75", + "A set of bone pipes" + ], + [ + "76", + "A four-leaf clover pressed inside a book discussing manners and etiquette" + ], + [ + "77", + "A sheet of parchment upon which is drawn a mechanical contraption" + ], + [ + "78", + "An ornate scabbard that fits no blade you have found" + ], + [ + "79", + "An invitation to a party where a murder happened" + ], + [ + "80", + "A bronze pentacle with an etching of a rat's head in its center" + ], + [ + "81", + "A purple handkerchief embroidered with the name of an archmage" + ], + [ + "82", + "Half a floor plan for a temple, a castle, or another structure" + ], + [ + "83", + "A bit of folded cloth that, when unfolded, turns into a stylish cap" + ], + [ + "84", + "A receipt of deposit at a bank in a far-off city" + ], + [ + "85", + "A diary with seven missing pages" + ], + [ + "86", + "An empty silver snuffbox bearing the inscription \"dreams\" on its lid" + ], + [ + "87", + "An iron holy symbol devoted to an unknown god" + ], + [ + "88", + "A book about a legendary hero's rise and fall, with the last chapter missing" + ], + [ + "89", + "A vial of dragon blood" + ], + [ + "90", + "An ancient arrow of elven design" + ], + [ + "91", + "A needle that never bends" + ], + [ + "92", + "An ornate brooch of dwarven design" + ], + [ + "93", + "An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\"" + ], + [ + "94", + "A mosaic tile with a multicolored, glazed surface" + ], + [ + "95", + "A petrified mouse" + ], + [ + "96", + "A black pirate flag adorned with a dragon's skull and crossbones" + ], + [ + "97", + "A tiny mechanical crab or spider that moves about when it's not being observed" + ], + [ + "98", + "A glass jar containing lard with a label that reads, \"Griffon Grease\"" + ], + [ + "99", + "A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body" + ], + [ + "00", + "A metal urn containing the ashes of a hero" + ] + ] + } + ], + "miscTags": [ + "TT" + ], + "hasFluffImages": true + }, + { + "name": "True-Ice Shards (Dagger)", + "source": "CoA", + "page": 275, + "baseItem": "dagger|phb", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "C", + "bonusAc": "+3", + "entries": [ + "{@note This item is paired with {@item True-Ice Shards (Rapier)|CoA}}", + "Crafted from the very glacier in which he was imprisoned, the True-Ice Shards are a rapier and parrying dagger (main gauche) pair used by Levistus. They exemplify his time spent in the glacier, augmenting telepathy, divination, and defense. Due to his control over ice, Levistus can conjure the True-Ice Shards from anywhere, including if they were destroyed.", + "When using the magic dagger, you gain a +3 bonus to your AC, as long as it is used as your offhand weapon, and it does {@damage 1d6} cold damage instead of its regular damage.", + "Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The True-Ice Shards have the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} properties", + "2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Sub-Zero", + "entries": [ + "Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards, rather than double.", + "After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest." + ] + }, + { + "type": "entries", + "name": "Mental Command", + "entries": [ + "While attuned to the True-Ice Shards, you can use an action to cast the {@spell Detect Thoughts} spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails.", + "As long as you maintain {@status concentration}, you can use a bonus action to send a telepathic message to the focused creature. It can reply\u2014using a bonus action to do so\u2014as long as the focus and {@status concentration} continue." + ] + }, + { + "type": "entries", + "name": "Omniscient", + "entries": [ + "You can use the True-Ice Shards to cast a variety of divination spells. {@spell Locate Animals or Plants}, {@spell Locate Creature}, and {@spell Locate Object} may be cast at will, and don't have a maximum range. Other limitations of the spells still apply, and they can't detect subjects on other planes of existence.", + "Additionally, you may cast {@spell Scrying} (with a spell save DC of 20) and Find the Path. Once either spell is cast, you must finish a long rest before casting either of them again." + ] + }, + { + "type": "entries", + "name": "Destroying the Shards", + "entries": [ + "While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level." + ] + } + ], + "attachedSpells": [ + "detect thoughts", + "locate animals or plants", + "locate creature", + "locate object", + "scrying" + ] + }, + { + "name": "True-Ice Shards (Rapier)", + "source": "CoA", + "page": 275, + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weaponCategory": "martial", + "property": [ + "F" + ], + "dmg1": "1d8", + "dmgType": "C", + "bonusWeapon": "+3", + "entries": [ + "{@note This item is paired with {@item True-Ice Shards (Dagger)|CoA}}", + "Crafted from the very glacier in which he was imprisoned, the True-Ice Shards are a rapier and parrying dagger (main gauche) pair used by Levistus. They exemplify his time spent in the glacier, augmenting telepathy, divination, and defense. Due to his control over ice, Levistus can conjure the True-Ice Shards from anywhere, including if they were destroyed.", + "You gain a +3 bonus to attack and damage rolls made with the magical rapier and it does {@damage 1d8} cold damage instead of its regular damage.", + "Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The True-Ice Shards have the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} properties", + "2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Sub-Zero", + "entries": [ + "Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards, rather than double.", + "After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest." + ] + }, + { + "type": "entries", + "name": "The Best Defense", + "entries": [ + "As a reaction to being attacked, you use the rapier to increase your defense, adding +3 to your AC until the end of your next turn. If you attack with the rapier before the end of your next turn, you do not have its +3 bonus to attack and damage rolls." + ] + }, + { + "type": "entries", + "name": "Mental Command", + "entries": [ + "While attuned to the True-Ice Shards, you can use an action to cast the {@spell Detect Thoughts} spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails.", + "As long as you maintain {@status concentration}, you can use a bonus action to send a telepathic message to the focused creature. It can reply\u2014using a bonus action to do so\u2014as long as the focus and {@status concentration} continue." + ] + }, + { + "type": "entries", + "name": "Omniscient", + "entries": [ + "You can use the True-Ice Shards to cast a variety of divination spells. {@spell Locate Animals or Plants}, {@spell Locate Creature}, and {@spell Locate Object} may be cast at will, and don't have a maximum range. Other limitations of the spells still apply, and they can't detect subjects on other planes of existence.", + "Additionally, you may cast {@spell Scrying} (with a spell save DC of 20) and Find the Path. Once either spell is cast, you must finish a long rest before casting either of them again." + ] + }, + { + "type": "entries", + "name": "Destroying the Shards", + "entries": [ + "While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level." + ] + } + ], + "attachedSpells": [ + "detect thoughts", + "locate animals or plants", + "locate creature", + "locate object", + "scrying" + ] + }, + { + "name": "Truth Serum", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 15000, + "poison": true, + "entries": [ + "A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become {@condition poisoned} for 1 hour. The {@condition poisoned} creature can't knowingly speak a lie, as if under the effect of a {@spell zone of truth} spell." + ], + "poisonTypes": [ + "ingested" + ], + "attachedSpells": [ + "zone of truth" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Turquoise", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 1000, + "entries": [ + "An opaque light blue-green gemstone." + ] + }, + { + "name": "Turtle Ship", + "source": "AAG", + "page": 52, + "type": "SPC|AAG", + "rarity": "none", + "value": 4000000, + "crew": 16, + "vehAc": 19, + "vehHp": 300, + "vehDmgThresh": 15, + "vehSpeed": 3, + "capCargo": 30, + "entries": [ + "A turtle ship is encased in a protective metal shell, as befits its name, and bristles with weapons. In addition to its roomy quarters, it can carry a decent- sized payload, making it popular among traders and others who need a lot of cargo space. The ship can land on the ground, and it floats on water. Sliding panels can be closed to make the hull airtight, enabling the ship to travel underwater safely, even to great depths. If the ship takes damage while on or under the water, interior hatches can be sealed to prevent the ship from flooding completely.", + "Standard weaponry on a turtle ship includes three forward-mounted ballistae and a rear-facing mangonel. These weapons can't be used while the ship is underwater." + ], + "seeAlsoVehicle": [ + "Turtle Ship|AAG" + ] + }, + { + "name": "Two-Birds Sling", + "source": "MOT", + "page": 198, + "baseItem": "sling|PHB", + "type": "R", + "rarity": "rare", + "weaponCategory": "simple", + "property": [ + "A" + ], + "range": "30/120", + "dmg1": "1d4", + "dmgType": "B", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this weapon.", + "When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target." + ], + "ammoType": "sling bullet|phb" + }, + { + "name": "Two-Person Tent", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Tent|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 20, + "value": 200, + "entries": [ + "A simple and portable canvas shelter, a tent sleeps two." + ] + }, + { + "name": "Tyrant Ship", + "source": "AAG", + "page": 54, + "type": "SPC|AAG", + "rarity": "none", + "crew": 10, + "vehAc": 17, + "vehHp": 300, + "vehDmgThresh": 20, + "vehSpeed": 4.5, + "capCargo": 20, + "entries": [ + "Beholders carve tyrant ships out of stone using their disintegration rays and use these ships to wander the Astral Plane, looking for worlds to conquer and rival beholders to destroy. No two tyrant ships look alike, but they all have one or more features reminiscent of their creators, such as a bulbous shape and eyestalks.", + "A spherical chamber on the ship's command deck functions as a spelljamming helm that only beholders can attune to. Any beholder that occupies this chamber can attune to it. Reducing a tyrant ship to 0 hit points not only destroys it but also destroys the ship's spelljamming helm and eyestalk cannons.", + "A tyrant ship can't float on water, but it can safely land on the ground." + ], + "seeAlsoVehicle": [ + "Tyrant Ship|AAG" + ] + }, + { + "name": "Unbreakable Arrow", + "source": "XGE", + "page": 139, + "type": "A", + "tier": "minor", + "rarity": "common", + "entries": [ + "This arrow can't be broken, except when it is within an {@spell antimagic field}." + ], + "hasFluffImages": true + }, + { + "name": "Uncommon Glamerweave", + "source": "ERLW", + "page": 277, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "Glamerweave is clothing imbued with harmless illusory magic. While wearing these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. Alternatively, you can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.", + "When you make a Charisma ({@skill Performance}) or Charisma ({@skill Persuasion}) check while wearing the glamerweave, you can roll a {@dice d4} and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn." + ] + }, + { + "name": "Universal Solvent", + "source": "DMG", + "page": 209, + "srd": true, + "tier": "minor", + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including {@item sovereign glue}." + ], + "lootTables": [ + "Magic Item Table E" + ], + "hasFluffImages": true + }, + { + "name": "Vanisher Hat", + "source": "ToB1-2023", + "page": 319, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This plain hat appears to be a rough burlap tam. A creature that can see through illusions sees the hat as a golden, bejeweled coronet. While wearing this hat, you can use an action to speak its command word to become invisible and gain a flying speed of 40 feet for up to 1 minute. Anything you are wearing or carrying is invisible with you. You remain invisible and capable of flying until you repeat the command word as an action or until you attack or cast a spell. Once used, the hat can't be used again until the next dawn." + ] + }, + { + "name": "Vanquisher's Banner", + "source": "XMtS", + "page": 19, + "rarity": "unknown (magic)", + "entries": [ + "This battle-worn but unbroken standard bears the insignia of one of the forces of the Legion of Dusk. A creature that holds the vanquisher's banner can use a bonus action to grant an ally advantage on the ally's next attack roll, saving throw, or ability check." + ] + }, + { + "name": "Vanrak's Mithral Shirt", + "source": "WDMM", + "page": 237, + "baseItem": "chain shirt|phb", + "type": "MA", + "rarity": "uncommon", + "weight": 20, + "ac": 13, + "strength": null, + "stealth": false, + "entries": [ + "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity ({@skill Stealth}) checks or has a Strength requirement, the mithral version of the armor doesn't.", + "While you wear this armor, you gain {@sense darkvision} out to a range of 60 feet." + ] + }, + { + "name": "Velvet doublet with gold buttons (Legion of Dusk)", + "source": "PSX", + "page": 24, + "type": "$A|DMG", + "rarity": "none", + "value": 2500 + }, + { + "name": "Ventilating Lungs", + "source": "ERLW", + "page": 279, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "entries": [ + "These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can't be suppressed by magic.", + "Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a {@spell cloudkill} spell, a {@spell stinking cloud} spell, inhaled poisons, and gaseous breath weapons.", + "As an action, you can use these lungs to exhale a gust of wind, as if you had cast the {@spell gust of wind} spell (spell save DC 15) with no components. This property of the lungs can't be used again until the next dawn.", + "If your attunement to the lungs ends, your original lungs reappear." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "attachedSpells": [ + "gust of wind" + ] + }, + { + "name": "Verminshroud (Awakened)", + "source": "EGW", + "_copy": { + "name": "Verminshroud (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "While wearing the Verminshroud in its awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to poison damage.", + "You can use an action to cast the {@spell insect plague} spell (save DC 15) from the Verminshroud, requiring no material components. This property can't be used again until the next dawn.", + "When you cast the {@spell polymorph} spell using the Verminshroud, you can transform into a {@creature giant wasp}." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "resist": [ + "poison" + ], + "attachedSpells": [ + "polymorph", + "insect plague" + ] + }, + { + "name": "Verminshroud (Dormant)", + "source": "EGW", + "page": 273, + "conditionImmune": [ + "disease" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "entries": [ + "This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While wearing the Verminshroud in its dormant state, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on Wisdom ({@skill Perception}) checks that rely on smell, you are immune to disease, and you have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, wearing the cloak increases the range of your {@sense darkvision} by 60 feet.", + "As an action, you can use the Verminshroud to cast {@spell polymorph} on yourself, transforming into a {@creature giant rat} or {@creature rat} while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn." + ] + } + ] + } + ], + "attachedSpells": [ + "polymorph" + ] + }, + { + "name": "Verminshroud (Exalted)", + "source": "EGW", + "_copy": { + "name": "Verminshroud (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "While wearing the Verminshroud in its exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a climbing speed equal to your walking speed.", + "Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.", + "When you cast the {@spell polymorph} spell using the Verminshroud, you can transform into a {@creature giant scorpion}." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "modifySpeed": { + "equal": { + "climb": "walk" + } + }, + "attachedSpells": [ + "polymorph", + "insect plague" + ] + }, + { + "name": "Veteran's Cane", + "source": "XGE", + "page": 139, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical." + ] + }, + { + "name": "Vial", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Vial|XPHB" + ], + "type": "G", + "rarity": "none", + "value": 100, + "entries": [ + "A vial can hold up to 4 ounces of liquid." + ] + }, + { + "name": "Vial", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "value": 100, + "entries": [ + "A Vial holds up to 4 ounces." + ], + "containerCapacity": { + "weight": [ + 0.25 + ] + } + }, + { + "name": "Vial of Greed", + "source": "CoA", + "page": 270, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This small glass vial can stockpile resources for use in the future. Once stored, resources last for 1 century before vanishing. As an action you make the vial store any number of the following resources, which are magically consumed and converted into a violet-colored liquid:", + { + "type": "list", + "items": [ + "Up to 31 days of food and/or drink. The flavors are lost, instead becoming tasteless.", + "Up to 7 days of alcohol. The flavors are lost, instead becoming tasteless.", + "Up to 5 magic scrolls that affect a single creature. The target of the spell is you, and if the spell requires {@status concentration}, you can concentrate.", + "Up to 5 magic potions. No more than 2 duplicate potions can be stored at a time." + ] + }, + "You may have more than one kind of resource in the vial, up to the limits expressed above. You can use a bonus action to consume one day of food (or alcohol) or activate one scroll or magic potion. If activating a magic scroll, the effects of that scroll must end before you can activate another scroll from the Vial of Greed." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Vial of Stardust", + "source": "WDMM", + "page": 251, + "type": "OTH", + "rarity": "unknown", + "entries": [ + "Any creature that sprinkles the contents of a Vial of Stardust over itself gains the ability to cast the {@spell dream} spell once as an action (spell save DC 15), requiring no components." + ], + "attachedSpells": [ + "dream" + ] + }, + { + "name": "Vial of Thought Capture", + "source": "AZfyT", + "page": 4, + "rarity": "unknown (magic)", + "entries": [ + "This dark blue vial allows you to read another's surface thoughts and capture them as thought strands, storing the strands within the vial. As an action, you can activate the vial to target a creature you can see within 10 feet of you to learn its surface thoughts and pull the thoughts learned out of the creature's head as a tangible glowing string of energy known as a thought strand. The strands can be stored in the vial for up to 24 hours or until the vial reaches capacity, in which case the oldest strands dissipate. A creature affected by the vial knows that its thoughts are being probed.", + "The vial can also store thought strands created by the {@spell encode thoughts|ggr} cantrip. It does not extend the duration of those strands beyond 8 hours, but stored strands do not disappear if you cast {@spell encode thoughts|ggr} again during the duration of the cantrip.", + "The vial has 3 charges and can store up to 3 thought strands. It regains all its charges daily at dusk." + ] + }, + { + "name": "Void Card", + "source": "BMT", + "page": 15, + "rarity": "legendary", + "wondrous": true, + "recharge": "dawn", + "entries": [ + "As an action, you can brandish this card and attempt to banish up to three creatures you can see within 120 feet of yourself. If the target is from a different plane of existence than the plane you're on, the target must succeed on a {@dc 17} Charisma saving throw or be banished, returning to that other plane. Once this property is used, it can't be used again until the next dawn." + ], + "hasFluffImages": true + }, + { + "name": "Voidwalker Armor", + "source": "BMT", + "page": 39, + "baseItem": "studded leather armor|PHB", + "type": "LA", + "rarity": "rare", + "reqAttune": true, + "curse": true, + "weight": 13, + "ac": 12, + "entries": [ + "This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection's space. The projection disappears at the end of your turn. Once you use this bonus action, it can't be used again until the next dawn.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This armor is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you're unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this way, your body is inert and doesn't age or require sustenance. Destroying the object frees your soul; otherwise, only a {@spell Wish} spell can restore your soul to your body." + ] + } + ] + }, + { + "name": "Voting Kit", + "source": "AI", + "page": 22, + "rarity": "common", + "wondrous": true, + "entries": [ + "At rank 4, your voting kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the voting kit, or can remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check.", + "Additionally, you can use the voting kit to cast {@spell charm person} (save DC 15). This property of the kit can't be used again until the next dawn." + ], + "attachedSpells": [ + "charm person" + ] + }, + { + "name": "Vox Seeker", + "source": "EGW", + "page": 270, + "rarity": "common", + "wondrous": true, + "entries": [ + "This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying {@creature Vox Seeker|EGW} stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed." + ] + }, + { + "name": "Voyager Staff", + "source": "GGR", + "page": 181, + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+1", + "bonusSpellAttack": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls.", + "This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: {@spell banishment} (4 charges), {@spell blink} (3 charges), {@spell misty step} (2 charges), {@spell passwall} (5 charges), or {@spell teleport} (7 charges).", + "The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff vanishes forever." + ], + "attachedSpells": [ + "banishment", + "blink", + "misty step", + "passwall", + "teleport" + ] + }, + { + "name": "Wagon", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Wagon|XPHB" + ], + "type": "VEH", + "rarity": "none", + "weight": 400, + "value": 3500 + }, + { + "name": "Wagon", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "VEH|XPHB", + "rarity": "none", + "weight": 400, + "value": 3500 + }, + { + "name": "Wakened Dragon Vessel", + "source": "FTD", + "_copy": { + "name": "Stirring Dragon Vessel", + "source": "FTD", + "_preserve": { + "page": true + } + }, + "rarity": "very rare", + "entries": [ + "This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.", + "As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, mead, wine, a {@item potion of healing}, a {@item potion of greater healing}, a {@item potion of superior healing}, a {@item potion of climbing}, a {@item potion of fire breath}, or a {@item potion of flying}. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours." + ] + }, + { + "name": "Wakened Dragon-Touched Focus", + "source": "FTD", + "_copy": { + "name": "Stirring Dragon-Touched Focus", + "source": "FTD", + "_preserve": { + "page": true + } + }, + "rarity": "very rare", + "entries": [ + "This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.", + "You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.", + "The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Chromatic", + "entries": [ + "Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a {@dice d6}, and you gain a bonus equal to the number rolled to one of the spell's damage rolls." + ] + }, + { + "type": "item", + "name": "Gem", + "entries": [ + "Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you." + ] + }, + { + "type": "item", + "name": "Metallic", + "entries": [ + "When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw." + ] + } + ] + }, + "While you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Chromatic", + "entries": [ + "{@spell Hold monster}, {@spell Rime's binding ice|FTD}" + ] + }, + { + "type": "item", + "name": "Gem", + "entries": [ + "{@spell Rary's telepathic bond}, {@spell Raulothim's psychic lance|FTD}" + ] + }, + { + "type": "item", + "name": "Metallic", + "entries": [ + "{@spell Fizban's platinum shield|FTD}, {@spell legend lore}" + ] + } + ] + } + ], + "attachedSpells": [ + "hold monster", + "rime's binding ice|ftd", + "rary's telepathic bond", + "raulothim's psychic lance|ftd", + "fizban's platinum shield|ftd", + "legend lore" + ] + }, + { + "name": "Wakened Scaled Ornament", + "source": "FTD", + "_copy": { + "name": "Stirring Scaled Ornament", + "source": "FTD", + "_preserve": { + "page": true + } + }, + "rarity": "very rare", + "entries": [ + "This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.", + "You gain a +1 bonus to AC, and you can't be {@condition charmed} or {@condition frightened}. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being {@condition charmed} or {@condition frightened} or to end those conditions on itself.", + "When you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn." + ] + }, + { + "name": "Wand of Binding", + "source": "DMG", + "page": 209, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges for the following properties. It regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.", + { + "name": "Spells", + "type": "entries", + "entries": [ + "While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): {@spell hold monster} (5 charges) or {@spell hold person} (2 charges)." + ] + }, + { + "name": "Assisted Escape", + "type": "entries", + "entries": [ + "While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being {@condition paralyzed} or {@condition restrained}, or you can expend 1 charge and gain advantage on any check you make to escape a grapple." + ] + } + ], + "attachedSpells": [ + "hold monster", + "hold person" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Conducting", + "source": "XGE", + "page": 140, + "type": "WD|DMG", + "tier": "minor", + "rarity": "common", + "weight": 1, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.", + "The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed." + ] + }, + { + "name": "Wand of Enemy Detection", + "source": "DMG", + "page": 210, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, {@condition invisible}, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Entangle", + "source": "TftYP", + "page": 229, + "type": "WD|DMG", + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the {@spell entangle} spell (save DC 13) from it.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed." + ], + "attachedSpells": [ + "entangle" + ] + }, + { + "name": "Wand of Fear", + "source": "DMG", + "page": 210, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges for the following properties. It regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.", + { + "name": "Command", + "type": "entries", + "entries": [ + "While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the {@spell command} spell (save DC 15)." + ] + }, + { + "name": "Cone of Fear", + "type": "entries", + "entries": [ + "While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become {@condition frightened} of you for 1 minute. While it is {@condition frightened} in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the {@action Dodge} action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success." + ] + } + ], + "attachedSpells": [ + "command" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Fireballs", + "source": "DMG", + "page": 210, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the {@spell fireball} spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed." + ], + "attachedSpells": [ + "fireball" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Lightning Bolts", + "source": "DMG", + "page": 211, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the {@spell lightning bolt} spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed." + ], + "attachedSpells": [ + "lightning bolt" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Magic Detection", + "source": "DMG", + "page": 211, + "srd": true, + "basicRules": true, + "type": "WD|DMG", + "tier": "minor", + "rarity": "uncommon", + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the {@spell detect magic} spell from it. The wand regains {@dice 1d3} expended charges daily at dawn." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "attachedSpells": [ + "detect magic" + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Magic Missiles", + "source": "DMG", + "page": 211, + "srd": true, + "basicRules": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "uncommon", + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the {@spell magic missile} spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed." + ], + "attachedSpells": [ + "magic missile" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Orcus", + "source": "DMG", + "page": 227, + "baseItem": "mace|phb", + "type": "WD|DMG", + "typeAlt": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 4, + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "bonusWeapon": "+3", + "bonusAc": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 3}", + "charges": 7, + "entries": [ + "The ghastly Wand of Orcus rarely leaves {@creature Orcus|MTF|Orcus's} side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. {@creature Orcus|MTF} allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.", + "Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by {@creature Orcus|MTF}. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence.", + "Any creature besides {@creature Orcus|MTF} that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes {@damage 10d6} necrotic damage. On a failed save, the creature dies and rises as a {@creature zombie}.", + "In the hands of one who is attuned to it, the wand can be wielded as a magic {@item mace|phb} that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra {@damage 2d12} necrotic damage on a hit.", + { + "name": "Random Properties", + "type": "entries", + "entries": [ + "The Wand of Orcus has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}", + "2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental properties}", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental property}" + ] + }, + "The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to {@creature Orcus|MTF} himself." + ] + }, + { + "name": "Protection", + "type": "entries", + "entries": [ + "You gain a +3 bonus to Armor Class while holding the wand." + ] + }, + { + "name": "Spells", + "type": "entries", + "entries": [ + "The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: {@spell animate dead} (1 charge), {@spell blight} (2 charges), {@spell circle of death} (3 charges), {@spell finger of death} (3 charges), {@spell power word kill} (4 charges), or {@spell speak with dead} (1 charge). The wand regains {@dice 1d4 + 3} expended charges daily at dawn.", + "While attuned to the wand, {@creature Orcus|MTF} or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0)." + ] + }, + { + "name": "Call Undead", + "type": "entries", + "entries": [ + "While you are holding the wand, you can use an action to conjure {@creature skeleton||skeletons} and {@creature zombie||zombies}, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn.", + "While attuned to the wand, {@creature Orcus|MTF} can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until {@creature Orcus|MTF} dismisses them." + ] + }, + { + "name": "Sentience", + "type": "entries", + "entries": [ + "The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common." + ] + }, + { + "name": "Personality", + "type": "entries", + "entries": [ + "The wand's purpose is to help satisfy {@creature Orcus|MTF|Orcus's} desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow {@creature Orcus|MTF}." + ] + }, + { + "name": "Destroying the Wand", + "type": "entries", + "entries": [ + "Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life\u2014no easy task, given the fact that {@creature Orcus|MTF} has imprisoned the hero's soul and keeps it hidden and well guarded.", + "Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on {@creature Orcus|MTF|Orcus's} layer of the Abyss." + ] + } + ], + "attachedSpells": [ + "animate dead", + "blight", + "circle of death", + "finger of death", + "power word kill", + "speak with dead" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Paralysis", + "source": "DMG", + "page": 211, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be {@condition paralyzed} for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Polymorph", + "source": "DMG", + "page": 211, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the {@spell polymorph} spell (save DC 15) from it.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed." + ], + "attachedSpells": [ + "polymorph" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Pyrotechnics", + "source": "XGE", + "page": 140, + "type": "WD|DMG", + "tier": "minor", + "rarity": "common", + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed." + ] + }, + { + "name": "Wand of Scowls", + "source": "XGE", + "page": 140, + "type": "WD|DMG", + "tier": "minor", + "rarity": "common", + "weight": 1, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.", + "The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand transforms into a {@item wand of smiles|xge}." + ] + }, + { + "name": "Wand of Secrets", + "source": "DMG", + "page": 211, + "srd": true, + "type": "WD|DMG", + "tier": "minor", + "rarity": "uncommon", + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains {@dice 1d3} expended charges daily at dawn." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Silence", + "source": "GHLoE", + "page": 111, + "type": "WD|DMG", + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action to expend 1 charge to cast the {@spell silence} spell (save DC 15). The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed." + ], + "attachedSpells": [ + "silence" + ] + }, + { + "name": "Wand of Smiles", + "source": "XGE", + "page": 140, + "type": "WD|DMG", + "tier": "minor", + "rarity": "common", + "weight": 1, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.", + "The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand transforms into a {@item wand of scowls|xge}." + ] + }, + { + "name": "Wand of Viscid Globs", + "source": "OotA", + "page": 223, + "type": "WD|DMG", + "rarity": "rare", + "reqAttune": true, + "weight": 1, + "recharge": "midnight", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "Crafted by the {@creature drow}, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is {@condition restrained} for 1 hour. After that time, the viscous material cracks and falls away.", + "Applying a pint or more of alcohol to the {@condition restrained} creature dissolves the glob instantly, as does the application of {@item oil of etherealness} or {@item universal solvent}. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.", + "The wand regains {@dice 1d6 + 1} expended charges daily at midnight. If you expend the wands last charge, roll a {@dice d20}. On a 1, the wand melts into harmless slime and is destroyed.", + "A wand of viscous globs is destroyed if exposed to sunlight for 1 hour without interruption." + ] + }, + { + "name": "Wand of Web", + "source": "DMG", + "page": 212, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the {@spell web} spell (save DC 15) from it.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed." + ], + "attachedSpells": [ + "web" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Winter", + "source": "HotDQ", + "page": 94, + "otherSources": [ + { + "source": "ToD", + "page": 178 + } + ], + "type": "WD|DMG", + "rarity": "rare", + "reqAttune": true, + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand looks and feels like an icicle. You must be attuned to the wand to use it.", + "The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: {@spell ray of frost} (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), {@spell sleet storm} (3 charges; spell save DC 15), or {@spell ice storm} (4 charges; spell save DC 15). No components are required. The wand regains {@dice 1d6 + 1} expended charges each day at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 20, the wand melts away, forever destroyed." + ], + "attachedSpells": [ + "ray of frost", + "sleet storm", + "ice storm" + ], + "hasFluffImages": true + }, + { + "name": "Wand of Wonder", + "source": "DMG", + "page": 212, + "srd": true, + "type": "WD|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 1, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll {@dice d100} and consult the following table to discover what happens.", + "If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.", + "If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into dust and is destroyed.", + { + "type": "table", + "colLabels": [ + "{@dice d100}", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "01-05", + "You cast {@spell slow}." + ], + [ + "06-10", + "You cast {@spell faerie fire}." + ], + [ + "11-15", + "You are {@condition stunned} until the start of your next turn, believing something awesome just happened." + ], + [ + "16-20", + "You cast {@spell gust of wind}." + ], + [ + "21-25", + "You cast {@spell detect thoughts} on the target you chose. If you didn't target a creature, you instead take {@damage 1d6} psychic damage." + ], + [ + "26-30", + "You cast {@spell stinking cloud}." + ], + [ + "31-33", + "Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn." + ], + [ + "34-36", + "An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a {@dice d100} to determine which animal appears. On a 01-25, a {@creature rhinoceros} appears; on a 26-50, an {@creature elephant} appears; and on a 51-100, a {@creature rat} appears." + ], + [ + "37-46", + "You cast {@spell lightning bolt}." + ], + [ + "47-49", + "A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes." + ], + [ + "50-53", + "You enlarge the target as if you had cast {@spell enlarge/reduce}. If the target can't be affected by that spell or if you didn't target a creature, you become the target." + ], + [ + "54-58", + "You cast {@spell darkness}." + ], + [ + "59-62", + "Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute." + ], + [ + "63-65", + "An object of the DM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension." + ], + [ + "66-69", + "You shrink yourself as if you had cast {@spell enlarge/reduce} on yourself." + ], + [ + "70-79", + "You cast {@spell fireball}." + ], + [ + "80-84", + "You cast {@spell invisibility} on yourself." + ], + [ + "85-87", + "Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours." + ], + [ + "88-90", + "A stream of {@dice 1d4 × 10} gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line." + ], + [ + "91-95", + "A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + [ + "96-97", + "The target's skin turns bright blue for {@dice 1d10} days. If you chose a point in space, the creature nearest to that point is affected." + ], + [ + "98-00", + "If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly {@condition petrified}. On any other failed save, the target is {@condition restrained} and begins to turn to stone. While {@condition restrained} in this way, the target must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the target is freed by the {@spell greater restoration} spell or similar magic." + ] + ] + } + ], + "attachedSpells": [ + "slow", + "faerie fire", + "gust of wind", + "detect thoughts", + "stinking cloud", + "lightning bolt", + "enlarge/reduce", + "darkness", + "fireball", + "invisibility" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Wand Sheath", + "source": "ERLW", + "page": 279, + "rarity": "common", + "reqAttune": "by a warforged", + "reqAttuneTags": [ + { + "race": "warforged|erlw" + } + ], + "wondrous": true, + "entries": [ + "A wand sheath clamps onto your arm and imparts the following benefits:", + { + "type": "list", + "items": [ + "The wand sheath can't be removed from you while you're attuned to it.", + "You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.", + "You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free." + ] + }, + "If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends." + ] + }, + { + "name": "War Horn of Valor", + "source": "BGG", + "page": 117, + "rarity": "rare", + "wondrous": true, + "bonusAc": "+1", + "entries": [ + "This brass war horn is engraved with the war rune, which glows purple when the horn is blown.", + "You can blow the horn as a bonus action. When you do, if you have the frightened condition, you immediately end that condition on yourself. You also have advantage on saving throws against being frightened until the start of your next turn.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "When you blow the horn, you can also invoke the rune, imbuing the horn's deep call with protective magic that affects creatures of your choice within 30 feet of yourself. You and all affected creatures gain a +1 bonus to AC until the start of your next turn.", + "Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ] + }, + { + "name": "Warhorse", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Warhorse|XPHB" + ], + "type": "MNT", + "rarity": "none", + "value": 40000, + "carryingCapacity": 540, + "speed": 60 + }, + { + "name": "Warhorse", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "MNT|XPHB", + "rarity": "none", + "value": 40000, + "carryingCapacity": 540, + "speed": 60 + }, + { + "name": "Warrior's Passkey", + "source": "BMT", + "page": 39, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "grantsProficiency": true, + "bonusWeapon": "+1", + "entries": [ + "This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the {@spell Knock} spell from the key.", + { + "type": "entries", + "name": "Transforming the Key", + "entries": [ + "While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals {@damage 1d10} force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.", + "If you end your attunement to the item while it's in its sword form, it automatically reverts to its key form." + ] + } + ], + "attachedSpells": [ + "knock" + ], + "hasFluffImages": true + }, + { + "name": "Warship", + "source": "DMG", + "page": 119, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Warship|XPHB" + ], + "type": "SHP", + "rarity": "none", + "value": 2500000, + "crew": 60, + "vehAc": 15, + "vehHp": 500, + "vehDmgThresh": 20, + "vehSpeed": 2.5, + "capPassenger": 60, + "capCargo": 200, + "seeAlsoVehicle": [ + "Warship" + ] + }, + { + "name": "Warship", + "source": "XPHB", + "page": 230, + "freeRules2024": true, + "type": "SHP|XPHB", + "rarity": "none", + "value": 2500000, + "crew": 60, + "vehAc": 15, + "vehHp": 500, + "vehDmgThresh": 20, + "vehSpeed": 2.5, + "capPassenger": 60, + "capCargo": 200, + "seeAlsoVehicle": [ + "Warship" + ] + }, + { + "name": "Wasp Ship", + "source": "AAG", + "page": 56, + "type": "SPC|AAG", + "rarity": "none", + "value": 2000000, + "crew": 5, + "vehAc": 15, + "vehHp": 250, + "vehDmgThresh": 15, + "vehSpeed": 5.5, + "capCargo": 10, + "entries": [ + "Wasp ships are lightweight wooden vessels capable of landing safely on the ground, but not on water. They appeal to adventurers because they're affordable and don't require a large crew. Pirates like them because they're swift. Aristocrats are fond of using them as flying yachts because the ship's cargo hold can be easily converted into posh living quarters.", + "The ship's raised back provides high ground for a weapon emplacement, which is typically equipped with a ballista." + ], + "seeAlsoVehicle": [ + "Wasp Ship|AAG" + ] + }, + { + "name": "Watchful Helm", + "source": "CM", + "page": 183, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "entries": [ + "While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom ({@skill Perception}) checks that rely on sight.", + "As a bonus action, you can cast the {@spell see invisibility} spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "see invisibility" + ] + }, + { + "name": "Waterskin", + "source": "PHB", + "page": 153, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Waterskin|XPHB" + ], + "type": "G", + "rarity": "none", + "weight": 5, + "weightNote": "(full)", + "value": 20, + "entries": [ + "A waterskin can hold up to 4 pints of liquid." + ] + }, + { + "name": "Waterskin", + "source": "XPHB", + "page": 229, + "freeRules2024": true, + "type": "G|XPHB", + "rarity": "none", + "weight": 5, + "weightNote": "(full)", + "value": 20, + "entries": [ + "A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration." + ], + "containerCapacity": { + "volume": [ + 0.08 + ] + } + }, + { + "name": "Wave", + "source": "DMG", + "page": 218, + "baseItem": "trident|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a creature that worships a god of the sea", + "sentient": true, + "weight": 4, + "weaponCategory": "martial", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "bonusWeapon": "+3", + "entries": [ + "Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.", + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.", + "The weapon also functions as a {@item trident of fish command} and a {@item weapon of warning}. It can confer the benefit of a {@item cap of water breathing} while you hold it, and you can use it as a {@item cube of force} by choosing the effect, instead of pressing cube sides to select it.", + { + "name": "Sentience", + "type": "entries", + "entries": [ + "Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a {@spell speak with animals} spell, using telepathy to involve its wielder in the conversation." + ] + }, + { + "name": "Personality", + "type": "entries", + "entries": [ + "When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.", + "Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to\u2014or rebellion against\u2014that god.", + "Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert." + ] + } + ], + "attachedSpells": [ + "speak with animals" + ], + "hasFluffImages": true + }, + { + "name": "Wayfarer's Boots", + "source": "BGG", + "page": 117, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom ({@skill Survival}) checks.", + { + "type": "entries", + "name": "Invoking the Runes", + "entries": [ + "As a bonus action, you can invoke the boots' runes to cast the {@spell expeditious retreat} spell with them. Once the runes have been invoked, they can't be invoked again until the next dawn." + ] + } + ], + "attachedSpells": [ + "expeditious retreat" + ] + }, + { + "name": "Waythe", + "source": "TftYP", + "page": 229, + "baseItem": "greatsword|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "sentient": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+1", + "entries": [ + "Waythe is a unique greatsword most recently in the possession of a high-ranking {@creature cloud giant} ambassador.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra {@damage 2d6} slashing damage, and it must succeed on a DC 15 Strength saving throw or fall {@condition prone}.", + "The sword also functions as a {@item wand of enemy detection}. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.", + { + "name": "Sentience", + "type": "entries", + "entries": [ + "Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder." + ] + }, + { + "name": "Personality", + "type": "entries", + "entries": [ + "This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder." + ] + } + ] + }, + { + "name": "Weaver's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 85 + } + ], + "reprintedAs": [ + "Weaver's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 5, + "value": 100, + "additionalEntries": [ + "Weaver's tools allow you to create cloth and tailor it into articles of clothing.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport." + ] + }, + { + "type": "entries", + "name": "Arcana, History", + "entries": [ + "Your expertise lends you additional insight when examining cloth objects, including cloaks and robes." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items." + ] + }, + { + "type": "entries", + "name": "Repair", + "entries": [ + "As part of a short rest, you can repair a single damaged cloth object." + ] + }, + { + "type": "entries", + "name": "Craft Clothing", + "entries": [ + "Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest." + ] + }, + { + "type": "table", + "caption": "Weaver's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Repurpose cloth", + "10" + ], + [ + "Mend a hole in a piece of cloth", + "10" + ], + [ + "Tailor an outfit", + "15" + ] + ] + } + ] + }, + { + "name": "Weaver's Tools", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 5, + "value": 100, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Dexterity" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Mend a tear in clothing ({@dc 10}), or sew a Tiny design ({@dc 10})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Padded Armor|XPHB}, {@item Basket|XPHB}, {@item Bedroll|XPHB}, {@item Blanket|XPHB}, {@item Fine Clothes|XPHB}, {@item Net|XPHB}, {@item Robe|XPHB}, {@item Rope|XPHB}, {@item Sack|XPHB}, {@item String|XPHB}, {@item Tent|XPHB}, {@item Traveler's Clothes|XPHB}" + ] + } + ] + } + ] + }, + { + "name": "Weird Tank", + "source": "PotA", + "page": 223, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A {@creature water weird} is contained within the tank. While wearing the tank, you can use an action to open it, allowing the {@creature water weird} to emerge. The {@creature water weird} acts immediately after you in the initiative order, and it is bound to the tank.", + "You can command the {@creature water weird} telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the {@creature water weird} to retract into it or if the {@creature water weird} is dead.", + "If the {@creature water weird} is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new {@creature water weird} forms inside it.", + "The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the {@creature water weird} contained within it." + ], + "hasFluffImages": true + }, + { + "name": "Well of Many Worlds", + "source": "DMG", + "page": 213, + "srd": true, + "tier": "major", + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.", + "You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for {@dice 1d8} hours." + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Wheat", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TG", + "rarity": "none", + "weight": 1, + "value": 1 + }, + { + "name": "Wheel of Stars", + "source": "AI", + "page": 222, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "bonusSavingThrow": "+1", + "entries": [ + "While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the {@spell dancing lights}, {@spell guidance}, or {@spell message} cantrips.", + { + "type": "entries", + "name": "Portent of the Stars", + "entries": [ + "As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a {@dice d10} and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Alter Gravity", + "entries": [ + "As an action, you can cast {@spell fly} on yourself or you can cast {@spell levitate} (save DC 15). Once you use this feature of the wheel of stars, it cannot be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Part of a Whole", + "entries": [ + "While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM." + ] + } + ], + "attachedSpells": [ + "dancing lights", + "guidance", + "message", + "fly", + "levitate" + ] + }, + { + "name": "Wheel of Wind and Water", + "source": "ERLW", + "page": 280, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel.", + "If a wheel of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour." + ] + }, + { + "name": "Whelm", + "source": "DMG", + "page": 218, + "baseItem": "warhammer|phb", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a dwarf", + "reqAttuneTags": [ + { + "race": "dwarf" + } + ], + "sentient": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "bonusWeapon": "+3", + "entries": [ + "Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.", + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.", + { + "name": "Thrown Weapon", + "type": "entries", + "entries": [ + "Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra {@damage 1d8} bludgeoning damage, or an extra {@damage 2d8} bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet." + ] + }, + { + "name": "Shock Wave", + "type": "entries", + "entries": [ + "You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn." + ] + }, + { + "name": "Supernatural Awareness", + "type": "entries", + "entries": [ + "While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast {@spell detect evil and good} or {@spell locate object} from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn." + ] + }, + { + "name": "Sentience", + "type": "entries", + "entries": [ + "Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat." + ] + }, + { + "name": "Personality", + "type": "entries", + "entries": [ + "Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a {@creature vampire}. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan." + ] + } + ], + "attachedSpells": [ + "detect evil and good", + "locate object" + ], + "hasFluffImages": true + }, + { + "name": "Whetstone", + "source": "PHB", + "page": 150, + "srd": true, + "basicRules": true, + "type": "G", + "rarity": "none", + "weight": 1, + "value": 1 + }, + { + "name": "Whisper (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Whisper (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When Whisper reaches an awakened state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this dagger, the target takes an extra {@damage 1d6} psychic damage.", + "The DC to resist being {@condition frightened} from a critical hit increases to 15." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+2", + "hasFluffImages": true + }, + { + "name": "Whisper (Dormant)", + "source": "TDCSR", + "page": 211, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T", + "Vst|TDCSR" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "Forged with a mercurial metal accidentally drawn from the Realms Beyond, this dagger shimmers with an unsettling sourceless light. It was once wielded by {@creature Champion of Ravens|TDCSR|Vax'ildan, a legendary champion of the Matron of Ravens}. Two raven feathers are linked to its pommel as a memento of its former bearer.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While Whisper is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "Additionally, when you score a critical hit with this dagger, the target must succeed on a {@dc 13} Wisdom {@quickref saving throws|PHB|2|1|saving throw} or become {@condition frightened} of you for 1 minute. On a success, the target is immune to this effect for 24 hours." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Whisper (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Whisper (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When Whisper reaches an exalted state, you gain the following benefits:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3, and the extra psychic damage it deals increases to {@dice 1d8}.", + "The DC to resist being {@condition frightened} from a critical hit increases to 17.", + "When this dagger is used to make a ranged attack, you can choose to transform into shadow and merge with the blade as part of the action used to attack, teleporting to another location. If the attack hits, you appear in an unoccupied space of your choice within 5 feet of the target. If the attack misses, you appear where the GM determines the dagger lands (typically within {@dice 1d6 × 5} feet of the target). In either case, you appear with the dagger in your hand." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+3", + "hasFluffImages": true + }, + { + "name": "Whisper Jar", + "source": "AI", + "page": 27, + "rarity": "varies", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Also at rank 1, you are the beneficiary of a whisper jar\u2014a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others' stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the playback of a particular recording is an action.", + { + "type": "table", + "caption": "Things Recorded in Your Whisper Jar", + "colLabels": [ + "d8", + "Recording" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A live recording of the only performance of the mostly forgotten stage play Tabaxi on a Hot Tin Roof" + ], + [ + "2", + "The life's work of the loremonger who owned the jar before you" + ], + [ + "3", + "Every courageous thought you've ever had, to cover for how scared you are most of the time" + ], + [ + "4", + "Everything, because everyone else around you will eat their words one day!" + ], + [ + "5", + "The top seven places to eat fried rat skewers in every settlement you've ever visited" + ], + [ + "6", + "The entire family tree of every royal line, extant or lost, in Faerûn" + ], + [ + "7", + "A moment-by-moment review of your favorite Jim Darkmagic stage performance" + ], + [ + "8", + "The sound of raucous applause, which you play back liberally" + ] + ] + }, + { + "type": "entries", + "name": "Whispered Encyclopedia", + "entries": [ + "At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15 Intelligence ({@skill History}) check. On a success, the jar plays back a recording on that subject, made somewhere, sometime by another Acq Inc loremonger. This property of the whisper jar can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Whispered Warnings", + "entries": [ + "Also at rank 3, your whisper jar gains additional power and becomes a rare magic item. As an action, you can cause the jar to function as a {@item wand of enemy detection}, whereupon it whispers the direction to foes within range. This property of the whisper jar can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Whispered Arcana", + "entries": [ + "Also at rank 4, your whisper jar gains access to even more magic. By whispering the name of one of the following spells into the jar as an action, you can cast that spell from the jar: {@spell detect evil and good}, {@spell detect magic}, {@spell detect poison and disease}, {@spell find traps}, {@spell identify}, or {@spell locate animals or plants}. This property of the whisper jar can't be used again until the next dawn." + ] + } + ], + "attachedSpells": [ + "detect evil and good", + "detect magic", + "detect poison and disease", + "find traps", + "identify", + "locate animals or plants" + ], + "hasFluffImages": true + }, + { + "name": "Whistle-Stick", + "source": "OGA", + "page": 4, + "type": "INS", + "rarity": "unknown", + "entries": [ + "The {@race grung|OGA} of {@book One Grung Above|OGA} are trained to use this new musical instrument. This is a hollow tube with holes cut throughout, much like a flute. You can play music with it for entertainment, but the grung also swing it about by a sturdy cord (attached) to create a sound recognizable by other grung, so they know each other's approximate location. Additionally, grung that know {@language Thieves' Cant} can use a whistle stick in this manner to communicate over distance." + ] + }, + { + "name": "White Chromatic Rose", + "source": "WBtW", + "page": 208, + "resist": [ + "cold" + ], + "detail1": "is covered in frost", + "rarity": "rare", + "wondrous": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Chromatic Rose|WBtW}" + ] + }, + { + "name": "White Dragon Cape", + "source": "TftYP", + "page": 193, + "type": "OTH", + "resist": [ + "cold" + ], + "rarity": "unknown (magic)", + "entries": [ + "You have resistance to cold damage while wearing this cape." + ] + }, + { + "name": "White Dragon Mask", + "source": "RoTOS", + "page": 4, + "resist": [ + "cold" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "grantsLanguage": true, + "entries": [ + "This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.", + { + "type": "entries", + "name": "Damage Absorption", + "entries": [ + "You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type." + ] + }, + { + "type": "entries", + "name": "Draconic Majesty", + "entries": [ + "While you are wearing no armor, you can add your Charisma bonus to your Armor Class." + ] + }, + { + "type": "entries", + "name": "Dragon Breath", + "entries": [ + "If you have a breath weapon that requires rest to recharge, it gains a recharge of 6." + ] + }, + { + "type": "entries", + "name": "Dragon Sight", + "entries": [ + "You gain {@sense darkvision} out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain {@sense blindsight} out to 30 feet for 5 minutes." + ] + }, + { + "type": "entries", + "name": "Dragon Tongue", + "entries": [ + "You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons." + ] + }, + { + "type": "entries", + "name": "Legendary Resistance", + "entries": [ + "(1/Day) If you fail a saving throw, you can choose to succeed instead." + ] + }, + { + "type": "entries", + "name": "Winter's Fury", + "entries": [ + "While your current hit points are equal to or less than half your hit point maximum, you deal an extra {@damage 1d8} cold damage with your melee attacks." + ] + } + ] + }, + { + "name": "White Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "resist": [ + "cold" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.", + "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn." + ] + }, + { + "name": "White Ghost Orchid Seed", + "source": "JttRC", + "page": 212, + "type": "G", + "rarity": "none", + "entries": [ + "More rarely, the orchids produce a smaller pod holding a single white seed. Among its various magical properties, if a white seed is ground and scattered over a dead body, the body is affected by the {@spell resurrection} spell. A white ghost orchid seed has no effect if consumed." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Whitestone", + "source": "TDCSR", + "page": 75, + "type": "TG", + "rarity": "unknown (magic)", + "entries": [ + "The sheer amount of leftover arcane power within the whitestone of the {@book Alabaster Sierra|TDCSR|3|Alabaster Sierras} mountains is incredibly receptive to enchantment. Magic items that incorporate at least an ounce of whitestone into their construction require only one-quarter the creation time of other magic items. Some alchemists in {@book Emon|TDCSR|3|Emon, the City of Fellowship} have discovered that dissolving whitestone with specific acids can leave behind pure {@item residuum|TDCSR}, which can substitute for expensive spell components when such materials are not readily available." + ] + }, + { + "name": "Wildroot", + "source": "ToA", + "page": 205, + "type": "G", + "rarity": "unknown", + "value": 2500, + "entries": [ + "Introducing the juice of a wildroot into a {@condition poisoned} creature's bloodstream (for example, by rubbing it on an open wound) rids the creature of the {@condition poisoned} condition. Once used in this way, a wildroot loses this property." + ] + }, + { + "name": "Wildspace Orrery", + "source": "AAG", + "page": 23, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location." + ] + }, + { + "name": "Will of the Talon (Awakened)", + "source": "EGW", + "_copy": { + "name": "Will of the Talon (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the war pick reaches an awakened state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +2.", + "The saving throw DC for the war pick's Breath Weapon property increases to 15, and that property deals {@damage 4d6} damage on a failed save, or half as much damage on a successful one.", + "The saving throw DC for the war pick's Frightful Presence property increases to 15.", + "While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ], + "bonusWeapon": "+2" + }, + { + "name": "Will of the Talon (Dormant)", + "source": "EGW", + "page": 279, + "baseItem": "war pick|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat.", + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "A short-tempered {@creature bone devil} named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations\u2014and to always take a fair share of treasure in return." + ] + }, + { + "type": "entries", + "name": "Dormant", + "entries": [ + "The war pick grants the following benefits in its dormant state:", + { + "type": "list", + "items": [ + "You can speak, read, and write Draconic and Infernal.", + "You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become {@condition frightened} of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can't be used again until the next dawn.", + "While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes {@damage 3d6} damage on a failed save, or half as much damage on a successful one." + ] + }, + "When you use the war pick to unleash a breath weapon of a specific damage type, you can't choose that same damage type again until the next dawn." + ] + }, + { + "type": "table", + "caption": "Will of the Talon Breath Weapons", + "colStyles": [ + "col-3", + "col-7", + "col-3 text-center" + ], + "colLabels": [ + "Damage Type", + "Area", + "Saving Throw" + ], + "rows": [ + [ + "Acid", + "5 ft. wide, 30 ft. long line", + "Dexterity" + ], + [ + "Cold", + "15 ft. cone", + "Constitution" + ], + [ + "Fire", + "15 ft. cone", + "Dexterity" + ], + [ + "Lightning", + "5 ft. wide, 30 ft. long line", + "Dexterity" + ], + [ + "Poison", + "15 ft. cone", + "Constitution" + ] + ] + }, + { + "type": "inset", + "name": "Betrayer Artifact Properties", + "entries": [ + "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information." + ] + } + ] + }, + { + "name": "Will of the Talon (Exalted)", + "source": "EGW", + "_copy": { + "name": "Will of the Talon (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the war pick reaches an exalted state, it gains the following properties:", + { + "type": "list", + "items": [ + "The weapon's bonus to attack and damage rolls increases to +3.", + "The saving throw DC for the war pick's Breath Weapon property increases to 17, and that property deals {@damage 5d6} damage on a failed save, or half as much damage on a successful one.", + "The saving throw DC for the war pick's Frightful Presence property increases to 17." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "bonusWeapon": "+3" + }, + { + "name": "Willowshade Oil", + "source": "EGW", + "page": 70, + "type": "G", + "rarity": "none", + "value": 3000, + "entries": [ + "A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been {@condition petrified} for less than 1 minute, causing the {@condition petrified} condition on that creature to end at the start of what would be that creature's next turn." + ] + }, + { + "name": "Wind Fan", + "source": "DMG", + "page": 213, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "While holding this fan, you can use an action to cast the {@spell gust of wind} spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative {@chance 20} chance of not working and tearing into useless, nonmagical tatters." + ], + "attachedSpells": [ + "gust of wind" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Windvane", + "source": "PotA", + "page": 224, + "baseItem": "spear|phb", + "type": "M", + "resist": [ + "lightning" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 3, + "weaponCategory": "simple", + "property": [ + "T", + "V", + "F" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "grantsLanguage": true, + "bonusWeapon": "+2", + "entries": [ + "A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of {@creature Yan-C-Bin|PotA}, the Prince of Evil Air.", + "You have a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra {@damage 1d6} lightning damage.", + { + "name": "Air Mastery", + "type": "entries", + "entries": [ + "You gain the following benefits while you hold Windvane:" + ] + }, + { + "type": "list", + "items": [ + "You can speak Auran fluently.", + "You have resistance to lightning damage.", + "You can cast {@spell dominate monster} (save DC 17) on an {@creature air elemental}. Once you have done so, Windvane can't be used this way again until the next dawn." + ] + }, + { + "name": "Song of the Four Winds", + "type": "entries", + "entries": [ + "While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a {@item devastation orb of air|PotA}. Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn." + ] + }, + { + "name": "Flaw", + "type": "entries", + "entries": [ + "Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: \"I break my vows and plans. Duty and honor mean nothing to me.\"" + ] + } + ], + "attachedSpells": [ + "dominate monster" + ], + "hasFluffImages": true + }, + { + "name": "Wing Crest Shield", + "source": "HWCS", + "page": 214, + "type": "S", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "ac": 2, + "bonusAc": "+1", + "entries": [ + "While wielding this shield, you gain a +1 bonus to your AC.", + "As an action, you can speak the command word to cast {@spell gust of wind} (save DC 15). Once the shield has been used to cast this spell, it can't be used to cast this spell again until the next dawn." + ], + "attachedSpells": [ + "gust of wind" + ], + "hasFluffImages": true + }, + { + "name": "Winged Boots", + "source": "DMG", + "page": 214, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "equal": { + "fly": "walk" + } + }, + "entries": [ + "While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.", + "The boots regain 2 hours of flying capability for every 12 hours they aren't in use." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": true + }, + { + "name": "Wings of Flying", + "source": "DMG", + "page": 214, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "static": { + "fly": 60 + } + }, + "entries": [ + "While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for {@dice 1d12} hours." + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Wingwear", + "source": "PotA", + "page": 223, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "static": { + "fly": 30 + } + }, + "charges": 3, + "entries": [ + "This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.", + "The suit regains all of its expended charges after spending at least 1 hour in an elemental air node." + ] + }, + { + "name": "Winter's Dark Bite", + "source": "HftT", + "page": 4, + "baseItem": "greatsword|phb", + "type": "M", + "rarity": "uncommon", + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this magic weapon.", + "This greatsword is made of an unknown black metal. In most cases, it works as a {@item +1 greatsword}. But when used against a {@creature thessalhydra|hftt}, it works as a {@item +3 greatsword}. While in the Upside Down, it works as a +4 greatsword." + ] + }, + { + "name": "Witchlight Vane", + "source": "WBtW", + "page": 27, + "baseItem": "mace|phb", + "typeAlt": "M", + "rarity": "legendary", + "reqAttune": "by a mister light or his handpicked successor", + "sentient": true, + "weight": 3, + "bonusWeapon": "+3", + "entries": [ + "This ornate rod is topped by a pair of butterfly wings and incorporates bits of red glass into its length. It weighs 3 pounds.", + { + "type": "entries", + "name": "Magic Weapon", + "entries": [ + "In the hands of one who is attuned to it, the vane can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra {@damage 1d8} radiant damage on a hit." + ] + }, + { + "type": "entries", + "name": "Sense Mood", + "entries": [ + "While the vane is inside the perimeter of the Witchlight Carnival, it can sense the mood of every creature in the carnival that has an Intelligence of 4 or higher. As an action, a creature attuned to the vane can use it to pinpoint the location of the happiest creature in the carnival.", + "The butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high; if the general mood in the carnival is dour, the top of the vane spins slowly counterclockwise." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The vane is a sentient, chaotic good wondrous item with an Intelligence of 11, a Wisdom of 14, and a Charisma of 14. It has hearing and normal vision out to a range of 30 feet, and it communicates by transmitting emotion to the creature attuned to it. Its purpose is to make sure everyone in the Witchlight Carnival is having a good time." + ] + }, + { + "type": "entries", + "name": "Additional Properties", + "entries": [ + "The vane has the following additional properties:", + { + "type": "list", + "items": [ + "The creature holding the vane has vulnerability to lightning damage.", + "The creature attuned to the vane can't be {@condition blinded}, {@condition deafened}, {@condition petrified}, or {@condition stunned}.", + "While carrying the vane, the creature attuned to it can cast the {@spell dancing lights}, {@spell polymorph}, or {@spell ray of frost} spell as an action, requiring no spell components and using Charisma as the spellcasting ability. After the vane's {@spell polymorph} spell is cast, roll a {@dice d8}; on a roll of 3 or 8, the vane can't be used to cast this spell again until the next dawn." + ] + } + ] + } + ], + "attachedSpells": [ + "dancing lights" + ], + "hasFluffImages": true + }, + { + "name": "Witchlight Watch", + "source": "WBtW", + "page": 25, + "rarity": "legendary", + "reqAttune": "by a mister witch or his handpicked successor", + "wondrous": true, + "entries": [ + "This ornate pocket watch is fastened to the end of a gold chain. It glows with a faint golden light when opened, and it makes a soft ticking noise that can be heard only by the creature holding it. The face of the watch shows a miniature painting of the Witchlight Carnival ringed by a tiny henge, orbited at night by a mote of light small enough to slip through the eye of a needle. This light causes the henge to cast shadows, and these shadows allow the watch's owner to track the passage of time.", + { + "type": "entries", + "name": "Carnival Setup and Takedown", + "entries": [ + "The creature attuned to the watch can use an action to initiate the packing up or the unpacking of the Witchlight Carnival, provided the creature and the carnival are on the same plane of existence. In the span of 1 hour, all objects that are elements of the carnival are magically whisked about until everything is packed up and ready for travel, or unpacked and assembled. The watch has no effect on creatures, which can move about freely and safely while the carnival is being set up or taken down. Once the process of packing up or unpacking the carnival begins, it can't be stopped until the task is complete. When the watch is used to pack up or unpack the carnival, this property cannot be used again until 8 hours have elapsed." + ] + }, + { + "type": "entries", + "name": "Additional Properties", + "entries": [ + "The pocket watch has the following additional properties:", + { + "type": "list", + "items": [ + "While carrying the watch, the creature attuned to it can cast the {@spell fire bolt}, {@spell invisibility}, or {@spell message} spell as an action, requiring no spell components and using Intelligence as the spellcasting ability. After the watch's {@spell invisibility} spell is cast, roll a {@dice d8}; on a roll of 3 or 8, the watch can't be used to cast this spell again until the next dawn.", + "The creature attuned to the watch gains 30 pounds. This extra weight vanishes when the attunement ends.", + "The creature attuned to the watch must eat and drink eight times the normal amount each day." + ] + } + ] + } + ], + "attachedSpells": [ + "fire bolt" + ] + }, + { + "name": "Witherbloom Primer", + "source": "SCC", + "page": 39, + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "The Witherbloom Primer is a magic textbook created at Strixhaven's Witherbloom College. The primer has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you make an Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check while holding the primer, you can expend 1 charge to give yourself a {@dice 1d4} bonus to the check, immediately after you roll the {@dice d20}.", + "In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma." + ] + }, + { + "name": "Witherbloom Trinket", + "source": "SCC", + "page": 36, + "type": "G", + "rarity": "none", + "entries": [ + "When you make your character, you may roll once on the Witherbloom Trinkets table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.", + { + "caption": "Witherbloom Trinkets", + "colLabels": [ + "d6", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A black bird-shaped mask, trimmed with glowing green thread" + ], + [ + "2", + "A set of rabbit bones" + ], + [ + "3", + "A pair of thick knee-high waders, stained with muck and moss" + ], + [ + "4", + "A slimy green tentacle, which occasionally wriggles" + ], + [ + "5", + "A notebook containing waterproof paper" + ], + [ + "6", + "A necklace of five small vials, each filled with luminescent white liquid" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Woodcarver's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "XGE", + "page": 85 + } + ], + "reprintedAs": [ + "Woodcarver's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "weight": 5, + "value": 100, + "additionalEntries": [ + "Woodcarver's tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Woodcarver's tools consist of a knife, a gouge, and a small saw." + ] + }, + { + "type": "entries", + "name": "Arcana, History", + "entries": [ + "Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows." + ] + }, + { + "type": "entries", + "name": "Nature", + "entries": [ + "Your knowledge of wooden objects gives you some added insight when you examine trees." + ] + }, + { + "type": "entries", + "name": "Repair", + "entries": [ + "As part of a short rest, you can repair a single damaged wooden object." + ] + }, + { + "type": "entries", + "name": "Craft Arrows", + "entries": [ + "As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them." + ] + }, + { + "type": "table", + "caption": "Woodcarver's Tools", + "colLabels": [ + "Activity", + "DC" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Craft a small wooden figurine", + "10" + ], + [ + "Carve an intricate pattern in wood", + "15" + ] + ] + } + ] + }, + { + "name": "Woodcarver's Tools", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "AT|XPHB", + "rarity": "none", + "weight": 5, + "value": 100, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Ability:", + "type": "item", + "entries": [ + "Dexterity" + ] + }, + { + "name": "Utilize:", + "type": "item", + "entries": [ + "Carve a pattern in wood ({@dc 10})" + ] + }, + { + "name": "Craft:", + "type": "item", + "entries": [ + "{@item Club|XPHB}, {@item Greatclub|XPHB}, {@item Quarterstaff|XPHB}, Ranged weapons (except {@item Pistol|XPHB}, {@item Musket|XPHB}, and {@item Sling|XPHB}), {@item Arcane Focus|XPHB}, {@item Arrows (20)|XPHB|Arrows}, {@item Bolts (20)|XPHB|Bolts}, {@item Druidic Focus|XPHB}, {@item Ink Pen|XPHB}, {@item Needles (50)|XPHB|Needles}" + ] + } + ] + } + ] + }, + { + "name": "Woodcutter's Axe", + "source": "WBtW", + "page": 214, + "baseItem": "greataxe|PHB", + "type": "M", + "rarity": "rare", + "weight": 7, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "S", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this magic weapon.", + "When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn't being worn or carried, the attack deals an extra {@damage 2d6} slashing damage on a hit." + ] + }, + { + "name": "Wraps of Dyamak (Awakened)", + "source": "TDCSR", + "_copy": { + "name": "Wraps of Dyamak (Dormant)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Awakened", + "entries": [ + "When the Wraps of Dyamak reach an awakened state, they gain the following properties:", + { + "type": "list", + "items": [ + "The bonus to attack and damage rolls with your unarmed strike increases to +2.", + "You can cast the {@spell misty step} spell from the wraps as a bonus action, vanishing in a cloud of crimson mist. This property of the wraps can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}, or until you score a critical hit with an unarmed strike against a hostile creature." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+2", + "recharge": "special", + "attachedSpells": [ + "misty step" + ], + "hasFluffImages": true + }, + { + "name": "Wraps of Dyamak (Dormant)", + "source": "TDCSR", + "page": 212, + "rarity": "legendary", + "reqAttune": "by a monk", + "reqAttuneTags": [ + { + "class": "monk" + } + ], + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "bonusWeapon": "+1", + "entries": [ + "Created and wielded by the ancient warrior-monk Dyamak, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin. The current resting place of the wraps is unknown.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "When the Wraps of Dyamak are in a dormant state, you gain a +1 bonus to attack and damage rolls made with your unarmed strike while wearing them.", + "In addition, when you finish a {@quickref resting|PHB|2|0|short or long rest}, you gain a number of temporary hit points equal to your total number of ki points." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Wraps of Dyamak (Exalted)", + "source": "TDCSR", + "_copy": { + "name": "Wraps of Dyamak (Awakened)", + "source": "TDCSR", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "entries": [ + { + "type": "entries", + "name": "Exalted", + "entries": [ + "When the Wraps of Dyamak reach an exalted state, they gain the following properties:", + { + "type": "list", + "items": [ + "The bonus to attack and damage rolls with your unarmed strike increases to +3.", + "When you hit with an unarmed strike, you can choose to make the attack a ravenous strike. The target takes an extra {@damage 6d6} necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. This property of the wraps can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}, or until you score a critical hit with an unarmed strike against a hostile creature." + ] + } + ] + } + ] + } + } + ] + }, + "_preserve": { + "page": true, + "fluff": true + } + }, + "bonusWeapon": "+3", + "hasFluffImages": true + }, + { + "name": "Wreath of the Prism (Awakened)", + "source": "EGW", + "_copy": { + "name": "Wreath of the Prism (Dormant)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Awakened", + "entries": [ + "Once the Wreath of the Prism reaches an awakened state, it gains the following benefits:", + { + "type": "list", + "items": [ + "You can affect creatures of challenge rating 10 or lower with the wreath.", + "The save DC of the wreath's spell increases to 15." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "hasFluffImages": true + }, + { + "name": "Wreath of the Prism (Dormant)", + "source": "EGW", + "page": 274, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "entries": [ + "This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.", + { + "type": "entries", + "name": "Dormant", + "entries": [ + "While wearing the wreath in its dormant state, you have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, wearing the wreath increases the range of your {@sense darkvision} by 60 feet.", + "When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast {@spell dominate monster} on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer {@condition charmed} by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was {@condition charmed} by you." + ] + } + ], + "attachedSpells": [ + "dominate monster" + ], + "hasFluffImages": true + }, + { + "name": "Wreath of the Prism (Exalted)", + "source": "EGW", + "_copy": { + "name": "Wreath of the Prism (Awakened)", + "source": "EGW", + "_mod": { + "entries": { + "mode": "insertArr", + "index": -1, + "items": { + "type": "entries", + "name": "Exalted", + "entries": [ + "Once the Wreath of the Prism reaches an exalted state, it gains the following benefits:", + { + "type": "list", + "items": [ + "You can affect creatures of challenge rating 15 or lower with the wreath.", + "The save DC of the wreath's spell increases to 17." + ] + } + ] + } + } + }, + "_preserve": { + "page": true, + "hasFluffImages": true + } + }, + "hasFluffImages": true + }, + { + "name": "Writing Kit", + "source": "TDCSR", + "page": 183, + "type": "G", + "rarity": "none", + "entries": [ + "Includes:", + { + "type": "list", + "items": [ + "a {@item pouch|PHB|small pouch}", + "a quill", + "{@item Ink (1-ounce bottle)|PHB|ink}", + "{@item Parchment (one sheet)|PHB|folded parchment}", + "a penknife" + ] + } + ], + "packContents": [ + "pouch|PHB", + { + "special": "a quill" + }, + "Ink (1-ounce bottle)|PHB", + { + "item": "Parchment (one sheet)|PHB", + "quantity": 10 + }, + { + "special": "a penknife" + } + ] + }, + { + "name": "Wrought-Iron Tower", + "source": "CoA", + "page": 276, + "baseItem": "warhammer|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "bonusWeapon": "+3", + "bonusAc": "+2", + "bonusSavingThrow": "+2", + "recharge": "dawn", + "rechargeAmount": 10, + "charges": 10, + "entries": [ + "Constructed from the same materials as his tower, Dispater's Wrought-Iron Tower is a powerful weapon that marks his rule over Dis. It embodies his ideals, representing defense, authority, and power. Its construction changes hourly, similar to the tower, appearing as either iron, steel, lead, or adamantine.", + "The Wrought-Iron Tower is a magic staff that functions as a warhammer and you have a +3 bonus to attack and damage rolls made with it. If a creature is vulnerable to a certain type of damage, all damage dealt with the staff is converted to that damage type. When you hit a good aligned creature with it, that creature takes an extra {@damage 3d6} fire damage.", + "While holding the staff, you can control and navigate through the Iron Tower in Dis. While the staff is on the layer of Dis, Dispater knows the exact location of it, and is capable of teleporting to within 30 feet of it at will.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Wrought-Iron Tower has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties." + ] + } + ] + }, + { + "type": "entries", + "name": "The Best Offense", + "entries": [ + "While attuned to the staff, you have a +2 bonus to AC and a +2 bonus to all saving throws.", + "Additionally, the staff has 10 charges. When you make an attack, you may spend 1 or more charges. For each charge spent, you deal an additional 2 fire damage on a successful attack. Charges are still consumed if the attack misses. The staff regains all charges each day at dawn.", + "After dealing damage with the staff, you may use a bonus action and expend 1 charge to replace the damage dealt with your total AC instead." + ] + }, + { + "type": "entries", + "name": "Rulership", + "entries": [ + "The Wrought-Iron Tower also functions as a {@item Rod of Rulership}, with an increased save DC of 18. This property costs 3 charges to use, though a creature that successfully saves against one of its uses is immune to future uses for 24 hours." + ] + }, + { + "type": "entries", + "name": "Slag", + "entries": [ + "You can cast {@spell Searing Smite} at 6th level on yourself, expending 1 charge. Instead of doing fire damage, you may have Searing Smite inflict acid damage. The spell requires no {@status concentration} and lasts for 1 minute." + ] + }, + { + "type": "entries", + "name": "Destroying the Staff", + "entries": [ + "The Wrought-Iron Tower can only be destroyed inside the Iron Tower on Dis. Located somewhere within the tower is the forge that Dispater used to create the staff. An attuned creature must place the staff into the forge fires, then cast {@spell Dispel Evil and Good} and touch the staff. They then take {@damage 20d10} fire damage, which ignores resistance and immunities. If the attuned creature survives the fire damage, the staff is destroyed." + ] + } + ], + "attachedSpells": [ + "searing smite", + "dispel evil and good" + ], + "hasFluffImages": true + }, + { + "name": "Wukka Nut", + "source": "ToA", + "page": 205, + "type": "G", + "rarity": "unknown", + "value": 100, + "entries": [ + "These fist-sized nuts grow on wukka trees, which are popular haunts for {@creature jaculi|ToA}, {@creature su-monster|ToA|su-monsters}, and {@creature zorbo|ToA|zorbos}. A wukka nut rattles when shaken, causing its shell to shed bright light in a 10-foot radius and dim light for an additional 10 feet. This magical light fades after 1 minute, but shaking the nut again causes the light to reappear. If the shell of the nut is cracked open, it loses its magic." + ] + }, + { + "name": "Wyllow's Staff of Flowers", + "source": "WDMM", + "page": 75, + "_copy": { + "name": "Staff of Flowers", + "source": "XGE", + "_mod": { + "entries": { + "mode": "appendArr", + "items": "Wyllow's staff is peculiar in that it can't create roses, which the archdruid dislikes. If a rose is chosen, a daisy grows instead." + } + } + }, + "reqAttune": true + }, + { + "name": "Wyrmreaver Gauntlets", + "source": "BGG", + "page": 117, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Originally crafted for ground-bound giant brawlers to fight against dragons and other enormous predators of the sky, these studded gauntlets are engraved with the dragon rune.", + "While you are wearing these gauntlets, your unarmed strike deals an additional {@damage 1d6} force damage on a hit. Additionally, whenever you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type until you finish another long rest.", + { + "type": "entries", + "name": "Invoking the Runes", + "entries": [ + "As a bonus action, you can invoke the gauntlets' runes and summon two enormous spectral fists that envelop the gauntlets and mimic your hand motions. The fists can also launch themselves to strike distant opponents, returning immediately to your space after they hit or miss.", + "The fists last for 1 minute or until you are incapacitated. While the spectral fists are active, unarmed strikes you make on your turn have a reach of 30 feet, and when you hit a creature with an opportunity attack made with your unarmed strike, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or have the prone condition.", + "Once the runes have been invoked, they can't be invoked again until the next dawn." + ] + } + ] + }, + { + "name": "Wyrmskull Throne", + "source": "SKT", + "page": 237, + "rarity": "artifact", + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 9, + "charges": 9, + "entries": [ + "Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire. The Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet\u2014the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian winking to life with blue energy when the throne's powers are activated.", + "After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the {@creature storm giant} Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton's throne room in the undersea citadel of Maelstrom. Fear of the throne's power has helped prevent evil giants from challenging or threatening Hekaton's leadership.", + "Any creature not attuned to a Ruling Scepter who sits on the throne is {@condition paralyzed} and encased in a magical force field. While encased, the creature can't be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains {@condition paralyzed} until it is separated from the throne.", + "Any creature seated on the throne can hear faint Whispers in Draconic\u2014the whisperings of four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne's master.", + { + "name": "Properties of the Throne", + "type": "entries", + "entries": [ + "The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Sceptor in its possession can harness the throne's properties, which are as follows:", + "The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This property doesn't expend any charges.", + "Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn't expend any charges.", + "As an action, the creature can expend 1 charge to cast {@spell lightning bolt} (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 ({@damage 14d6}) lightning damage. The bolt discharges from the mouth of one of the throne's blue dragon skulls.", + "As an action, the creature can expend 2 charges to cast the {@spell globe of invulnerability} spell from the throne. The globe encloses both the creature and the throne.", + "As an action, the creature can expend 3 charges to create a spectral image of an {@creature ancient blue dragon} that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an {@creature ancient blue dragon||ancient blue dragon's} bite and claw attacks." + ] + }, + { + "name": "Destroying the Throne", + "type": "entries", + "entries": [ + "The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 ({@damage 20d6}) slashing damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "attachedSpells": [ + "lightning bolt", + "globe of invulnerability" + ], + "hasFluffImages": true + }, + { + "name": "Wyvern Poison", + "source": "DMG", + "page": 258, + "srd": true, + "type": "G", + "rarity": "none", + "value": 120000, + "poison": true, + "entries": [ + "This poison must be harvested from a dead or {@condition incapacitated} {@creature wyvern}. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one." + ], + "poisonTypes": [ + "injury" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Xen'drik Trinket", + "source": "ERLW", + "page": 140, + "type": "G", + "rarity": "none", + "entries": [ + { + "caption": "Trinkets from Xen'drik", + "colLabels": [ + "d8", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A punched ticket for a voyage from Sharn to Stormreach" + ], + [ + "2", + "A scorpion's barb engraved with a single Elvish letter" + ], + [ + "3", + "A copper coin so big you could use it as a dinner plate" + ], + [ + "4", + "An image of an elf warrior engraved on a giant's tooth" + ], + [ + "5", + "A single page from a giant wizard's spellbook, bearing an incomplete spell" + ], + [ + "6", + "A scrap of parchment, part of a map of Stormreach" + ], + [ + "7", + "A small book titled {@i Feersome Beests of Zendrik}" + ], + [ + "8", + "A scrimshaw carving of a sahuagin" + ] + ], + "type": "table" + } + ], + "miscTags": [ + "TT" + ] + }, + { + "name": "Yahcha", + "source": "ToA", + "page": 205, + "type": "G", + "rarity": "none", + "value": 100, + "entries": [ + "A yahcha (pronounced YAH-chah) is a harmless, meaty beetle about the size of a human hand, which feeds on worms and maggots. It moves slowly (walking speed 10 feet) and is easy to catch. A creature with blue mist fever that eats a raw or cooked yahcha can immediately make a saving throw with advantage against that disease (see \"Diseases,\" page 40)," + ] + }, + { + "name": "Yellow Sapphire", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 100000, + "entries": [ + "A transparent fiery yellow or yellow-green gemstone." + ] + }, + { + "name": "Yester Hill Axe", + "alias": [ + "Treebane" + ], + "source": "CoS", + "page": 198, + "baseItem": "battleaxe|phb", + "type": "M", + "rarity": "unknown (magic)", + "weight": 2, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "entries": [ + "The axe's handle is carved with leaves and vines, and it weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra {@damage 1d8} slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical." + ] + }, + { + "name": "Yew Wand", + "source": "PHB", + "page": 151, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Yew Wand|XPHB" + ], + "type": "SCF", + "scfType": "druid", + "rarity": "none", + "weight": 1, + "value": 1000 + }, + { + "name": "Yew Wand", + "source": "XPHB", + "page": 225, + "freeRules2024": true, + "type": "SCF|XPHB", + "scfType": "druid", + "rarity": "none", + "weight": 1, + "value": 1000 + }, + { + "name": "Ythryn Mythallar", + "source": "IDRotF", + "page": 316, + "rarity": "legendary", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the Weave that can be harnessed for various purposes. For example, Netherese mages used mythallars to keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can hold. The largest mythallars are 150 feet in diameter.", + "The Ythryn mythallar is a relatively small device\u2014a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master's Guide. If a ninth creature tries to attune to the mythallar, nothing happens.", + "All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device can use any of its properties, but only if all other creatures attuned to the device agree to allow it. The Ythryn mythallar's properties are as follows:", + { + "type": "list", + "items": [ + "While you're on the same plane of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn mythallar and all structures held aloft by it hover in place when not in motion.", + "As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythallar to immediately regain all its expended charges or uses. A magic item recharged in this manner can't be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own.", + "You can use the Ythryn mythallar to cast the {@spell control weather} spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell's casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails." + ] + }, + { + "type": "entries", + "name": "Touching the Mythallar", + "entries": [ + "Any creature that touches the globe of the mythallar must make a DC 22 Constitution saving throw, taking 180 ({@damage 20d10 + 70}) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that touches the globe, other than an artifact or the mythallar's cradle, is disintegrated instantly (no save)." + ] + } + ], + "attachedSpells": [ + "control weather" + ] + }, + { + "name": "Zabou", + "source": "ToA", + "page": 205, + "type": "G", + "rarity": "none", + "value": 1000, + "entries": [ + "Zabou mushrooms feed on offal and the rotting wood of dead trees. If handled carefully, a zabou can be picked or uprooted without causing it to release its spores. If crushed or struck, a zabou releases its spores in a 10-foot-radius sphere. A zabou can also be hurled up to 30 feet away or dropped like a grenade, releasing its cloud of spores on impact. Any creature in that area must succeed on a DC 10 Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} creature's skin itches for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Zeal", + "source": "TDCSR", + "page": 85, + "type": "IDG|TDCSR", + "rarity": "unknown", + "value": 15000, + "entries": [ + "Distilled from the ichor of demons, {@item zeal|TDCSR} was originally used by Tal'Dorei's ancient berserkers to grant them incredible strength and courage before battles. These days, it's most commonly used by criminal bruisers before a brawl. Most modern warriors stay well away from {@item zeal|TDCSR}, due both to its addictive nature and to the mental and physical degeneration it can cause over long periods of time. When prepared properly, {@item zeal|TDCSR} is a purple, ashy-tasting gel that typically costs 150 gp per dose.", + "After slathering {@item zeal|TDCSR} across your exposed skin as an action, you must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition paralyzed} for {@dice 1d4} rounds as your muscles lock up. On a success, your weapon attacks deal an additional {@damage 1d6} damage for the next minute. After this effect ends, you gain one level of {@condition exhaustion}." + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Zircon", + "source": "DMG", + "page": 134, + "type": "$G|DMG", + "rarity": "none", + "value": 5000, + "entries": [ + "A transparent pale blue-green gemstone." + ] + } + ], + "itemGroup": [ + { + "name": "Absorbing Tattoo", + "source": "TCE", + "page": 119, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "tattoo": true, + "entries": [ + "Produced by a special needle, this magic tattoo features designs that emphasize one color.", + { + "type": "entries", + "name": "Tattoo Attunement", + "entries": [ + "To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.", + "If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space." + ] + }, + { + "type": "entries", + "name": "Damage Resistance", + "entries": [ + "While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.", + { + "type": "table", + "caption": "Absorbing Tattoo", + "colLabels": [ + "d10", + "Color", + "Tattoo" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "1", + "Green", + "{@item Acid Absorbing Tattoo|TCE}" + ], + [ + "2", + "Blue", + "{@item Cold Absorbing Tattoo|TCE}" + ], + [ + "3", + "Red", + "{@item Fire Absorbing Tattoo|TCE}" + ], + [ + "4", + "White", + "{@item Force Absorbing Tattoo|TCE}" + ], + [ + "5", + "Yellow", + "{@item Lightning Absorbing Tattoo|TCE}" + ], + [ + "6", + "Black", + "{@item Necrotic Absorbing Tattoo|TCE}" + ], + [ + "7", + "Violet", + "{@item Poison Absorbing Tattoo|TCE}" + ], + [ + "8", + "Silver", + "{@item Psychic Absorbing Tattoo|TCE}" + ], + [ + "9", + "Gold", + "{@item Radiant Absorbing Tattoo|TCE}" + ], + [ + "10", + "Orange", + "{@item Thunder Absorbing Tattoo|TCE}" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Damage Absorption", + "entries": [ + "When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn." + ] + } + ], + "items": [ + "Acid Absorbing Tattoo|TCE", + "Cold Absorbing Tattoo|TCE", + "Fire Absorbing Tattoo|TCE", + "Force Absorbing Tattoo|TCE", + "Lightning Absorbing Tattoo|TCE", + "Necrotic Absorbing Tattoo|TCE", + "Poison Absorbing Tattoo|TCE", + "Psychic Absorbing Tattoo|TCE", + "Radiant Absorbing Tattoo|TCE", + "Thunder Absorbing Tattoo|TCE" + ] + }, + { + "name": "Agony", + "source": "TDCSR", + "page": 202, + "baseItem": "flail|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a creature of non-good alignment", + "reqAttuneTags": [ + { + "alignment": [ + "N", + "E", + "C", + "L", + "A" + ] + } + ], + "weight": 2, + "weaponCategory": "martial", + "property": [ + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "B", + "bonusWeapon": "+2", + "entries": [ + "Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon constantly show dried blood and rot. Legend says that Agony was wielded in the {@book Calamity|TDCSR|1|The Calamity} by the gnoll scion of a flesh-eating Demon Lord." + ], + "items": [ + "Agony (Dormant)|TDCSR", + "Agony (Awakened)|TDCSR", + "Agony (Exalted)|TDCSR" + ], + "hasFluffImages": true + }, + { + "name": "Arcane Focus", + "source": "PHB", + "page": 151, + "reprintedAs": [ + "Arcane Focus|XPHB" + ], + "type": "SCF", + "scfType": "arcane", + "rarity": "none", + "focus": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "items": [ + "Crystal|phb", + "Orb|phb", + "Rod|phb", + "Staff|phb", + "Wand|phb" + ] + }, + { + "name": "Arcane Focus", + "source": "XPHB", + "page": 224, + "type": "SCF|XPHB", + "scfType": "arcane", + "rarity": "none", + "focus": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "items": [ + "Crystal|XPHB", + "Orb|XPHB", + "Rod|XPHB", + "Staff|XPHB", + "Wand|XPHB" + ] + }, + { + "name": "Armor of Resistance", + "source": "DMG", + "page": 162, + "type": "GV|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d10", + "Damage Type" + ], + "rows": [ + [ + "1", + "{@item armor of acid resistance||Acid}" + ], + [ + "2", + "{@item armor of cold resistance||Cold}" + ], + [ + "3", + "{@item armor of fire resistance||Fire}" + ], + [ + "4", + "{@item armor of force resistance||Force}" + ], + [ + "5", + "{@item armor of lightning resistance||Lightning}" + ], + [ + "6", + "{@item armor of necrotic resistance||Necrotic}" + ], + [ + "7", + "{@item armor of poison resistance||Poison}" + ], + [ + "8", + "{@item armor of psychic resistance||Psychic}" + ], + [ + "9", + "{@item armor of radiant resistance||Radiant}" + ], + [ + "10", + "{@item armor of thunder resistance||Thunder}" + ] + ] + } + ], + "items": [ + "Armor of Acid Resistance", + "Armor of Cold Resistance", + "Armor of Fire Resistance", + "Armor of Force Resistance", + "Armor of Lightning Resistance", + "Armor of Necrotic Resistance", + "Armor of Poison Resistance", + "Armor of Psychic Resistance", + "Armor of Radiant Resistance", + "Armor of Thunder Resistance" + ], + "hasFluffImages": true + }, + { + "name": "Armor of the Valiant Soul", + "source": "TDCSR", + "page": 202, + "baseItem": "scale mail|PHB", + "type": "MA", + "immune": [ + "acid" + ], + "resist": [ + "acid" + ], + "conditionImmune": [ + "frightened" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 45, + "property": [ + "Vst|TDCSR" + ], + "ac": 14, + "bonusAc": "+1", + "stealth": true, + "entries": [ + "This antique armor forged from jade and black dragon scales was once worn by J'mon Sa Ord of {@book Ank'Harel|TDCSR|3|Marquet}." + ], + "items": [ + "Armor of the Valiant Soul (Dormant)|TDCSR", + "Armor of the Valiant Soul (Awakened)|TDCSR", + "Armor of the Valiant Soul (Exalted)|TDCSR" + ], + "attachedSpells": [ + "command" + ], + "hasFluffImages": true + }, + { + "name": "Armor of Vulnerability", + "source": "DMG", + "page": 152, + "baseItem": "plate armor|phb", + "type": "HA", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "curse": true, + "weight": 65, + "ac": 18, + "strength": "15", + "stealth": true, + "items": [ + "Armor of Vulnerability (Bludgeoning)", + "Armor of Vulnerability (Piercing)", + "Armor of Vulnerability (Slashing)" + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + { + "name": "Artisan's Tools", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Artisan's Tools|XPHB" + ], + "type": "AT", + "rarity": "none", + "items": [ + "Alchemist's Supplies|PHB", + "Brewer's Supplies|PHB", + "Calligrapher's Supplies|PHB", + "Carpenter's Tools|PHB", + "Cartographer's Tools|PHB", + "Cobbler's Tools|PHB", + "Cook's Utensils|PHB", + "Glassblower's Tools|PHB", + "Jeweler's Tools|PHB", + "Leatherworker's Tools|PHB", + "Mason's Tools|PHB", + "Painter's Supplies|PHB", + "Potter's Tools|PHB", + "Smith's Tools|PHB", + "Tinker's Tools|PHB", + "Weaver's Tools|PHB", + "Woodcarver's Tools|PHB" + ] + }, + { + "name": "Artisan's Tools", + "source": "XPHB", + "page": 220, + "type": "AT|XPHB", + "rarity": "none", + "items": [ + "Alchemist's Supplies|XPHB", + "Brewer's Supplies|XPHB", + "Calligrapher's Supplies|XPHB", + "Carpenter's Tools|XPHB", + "Cartographer's Tools|XPHB", + "Cobbler's Tools|XPHB", + "Cook's Utensils|XPHB", + "Glassblower's Tools|XPHB", + "Jeweler's Tools|XPHB", + "Leatherworker's Tools|XPHB", + "Mason's Tools|XPHB", + "Painter's Supplies|XPHB", + "Potter's Tools|XPHB", + "Smith's Tools|XPHB", + "Tinker's Tools|XPHB", + "Weaver's Tools|XPHB", + "Woodcarver's Tools|XPHB" + ] + }, + { + "name": "Bag of Tricks", + "source": "DMG", + "page": 154, + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "weight": 0.5, + "items": [ + "Bag of Tricks, Gray", + "Bag of Tricks, Rust", + "Bag of Tricks, Tan" + ], + "hasFluffImages": true + }, + { + "name": "Belt of Giant Strength", + "source": "DMG", + "page": 155, + "rarity": "varies", + "reqAttune": true, + "wondrous": true, + "items": [ + "Belt of Cloud Giant Strength", + "Belt of Fire Giant Strength", + "Belt of Frost Giant Strength", + "Belt of Hill Giant Strength", + "Belt of Stone Giant Strength", + "Belt of Storm Giant Strength" + ], + "hasFluffImages": true + }, + { + "name": "Blade of Broken Mirrors", + "source": "EGW", + "page": 275, + "baseItem": "dagger|phb", + "type": "M", + "rarity": "artifact", + "reqAttune": "by a humanoid", + "reqAttuneTags": [ + { + "creatureType": "humanoid" + } + ], + "sentient": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T", + "Vst|TDCSR" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "entries": [ + "A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end." + ], + "items": [ + "Blade of Broken Mirrors (Dormant)|EGW", + "Blade of Broken Mirrors (Awakened)|EGW", + "Blade of Broken Mirrors (Exalted)|EGW" + ] + }, + { + "name": "Cabal's Ruin", + "source": "TDCSR", + "page": 203, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "recharge": "restShort", + "charges": 4, + "entries": [ + "This cloak is made of heavy dark cloth trimmed with golden patterns, and occasionally shimmers with sparks of arcane energy. It was once worn by the famed gunslinger {@creature Percival de Rolo|TDCSR|Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone}." + ], + "items": [ + "Cabal's Ruin (Dormant)|TDCSR", + "Cabal's Ruin (Awakened)|TDCSR", + "Cabal's Ruin (Exalted)|TDCSR" + ], + "hasFluffImages": true + }, + { + "name": "Carpet of Flying", + "source": "DMG", + "page": 157, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "items": [ + "Carpet of Flying, 3 ft. × 5 ft.", + "Carpet of Flying, 4 ft. × 6 ft.", + "Carpet of Flying, 5 ft. × 7 ft.", + "Carpet of Flying, 6 ft. × 9 ft." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + { + "name": "Chromatic Rose", + "source": "WBtW", + "page": 208, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This magic rose comes in one of five colors, as noted in the Chromatic Roses table. While a rose is held, it gains a harmless visual effect as indicated on the table.", + "While holding the rose by its stem, you gain resistance to damage of the type associated with the rose's color. If you would take more than 10 damage of this type from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.", + "As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by the rose's damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking {@damage 3d10} damage of the appropriate type on a failed save, or half as much damage on a successful one. Using this property destroys the rose.", + { + "type": "table", + "caption": "Chromatic Roses", + "colStyles": [ + "col-2 text-center", + "col-7 text-center", + "col-3 text-center" + ], + "colLabels": [ + "Color", + "Visual Effect", + "Damage Type" + ], + "rows": [ + [ + "{@item Black Chromatic Rose|WBtW|Black}", + "Drips acid", + "Acid" + ], + [ + "{@item Blue Chromatic Rose|WBtW|Blue}", + "Crackles with lightning", + "Lightning" + ], + [ + "{@item Green Chromatic Rose|WBtW|Green}", + "Issues green gas", + "Poison" + ], + [ + "{@item Red Chromatic Rose|WBtW|Red}", + "Wreathed in fire", + "Fire" + ], + [ + "{@item White Chromatic Rose|WBtW|White}", + "Covered in frost", + "Cold" + ] + ] + } + ], + "items": [ + "Black Chromatic Rose|WBtW", + "Blue Chromatic Rose|WBtW", + "Green Chromatic Rose|WBtW", + "Red Chromatic Rose|WBtW", + "White Chromatic Rose|WBtW" + ] + }, + { + "name": "Circlet of Barbed Vision", + "source": "TDCSR", + "page": 203, + "immune": [ + "poison" + ], + "resist": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "rarity": "legendary", + "reqAttune": "by a creature of non-good alignment", + "reqAttuneTags": [ + { + "alignment": [ + "N", + "E", + "C", + "L", + "A" + ] + } + ], + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "entries": [ + "When you don this circlet of gnarled onyx, black barbs dig into your head, imparting power to you as the circlet twists your appearance to amuse the {@deity The Spider Queen|Exandria|TDCSR}. The current resting place of the Circlet of Barbed Vision is unknown, but rumor has it that a spectral assassin known as {@creature Jourrael, the Caedogeist|TDCSR|the Inevitable End} seeks this relic." + ], + "items": [ + "Circlet of Barbed Vision (Dormant)|TDCSR", + "Circlet of Barbed Vision (Awakened)|TDCSR", + "Circlet of Barbed Vision (Exalted)|TDCSR" + ], + "hasFluffImages": true + }, + { + "name": "Condemner", + "source": "TDCSR", + "page": 204, + "baseItem": "heavy crossbow|PHB", + "type": "R", + "rarity": "legendary", + "reqAttune": true, + "weight": 18, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "LD", + "2H", + "Vst|TDCSR" + ], + "range": "100/400", + "dmg1": "1d10", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "This shadow-touched {@item heavy crossbow|phb} once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named {@book Ixrattu Khar|TDCSR|2|Ixrattu Khar}." + ], + "items": [ + "Condemner (Dormant)|TDCSR", + "Condemner (Awakened)|TDCSR", + "Condemner (Exalted)|TDCSR" + ], + "ammoType": "crossbow bolt|phb", + "attachedSpells": [ + "fog cloud", + "silence", + "hold person", + "blight" + ], + "hasFluffImages": true + }, + { + "name": "Crystal Ball (Legendary Version)", + "source": "DMG", + "page": 159, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "weight": 3, + "items": [ + "Crystal Ball of Mind Reading", + "Crystal Ball of Telepathy", + "Crystal Ball of True Seeing" + ], + "attachedSpells": [ + "scrying" + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "Danoth's Visor", + "source": "EGW", + "page": 270, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "entries": [ + "These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot {@condition invisible} enemies and scout areas from afar." + ], + "items": [ + "Danoth's Visor (Dormant)|EGW", + "Danoth's Visor (Awakened)|EGW", + "Danoth's Visor (Exalted)|EGW" + ], + "hasFluffImages": true + }, + { + "name": "Deathwalker's Ward", + "source": "TDCSR", + "page": 204, + "baseItem": "studded leather armor|PHB", + "type": "LA", + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "necrotic", + "poison" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 13, + "property": [ + "Vst|TDCSR" + ], + "ac": 12, + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "entries": [ + "This beautiful black leather armor is covered in intricate scrollwork, and has a mantle bearing the black feathers of {@deity The Matron of Ravens|Exandria|TDCSR}. Legends say that it has been worn by a number of that deity's champions over the centuries\u2014most recently, {@creature Champion of Ravens|TDCSR|Vax'ildan of Vox Machina}." + ], + "items": [ + "Deathwalker's Ward (Dormant)|TDCSR", + "Deathwalker's Ward (Awakened)|TDCSR", + "Deathwalker's Ward (Exalted)|TDCSR" + ], + "hasFluffImages": true + }, + { + "name": "Devastation Orb", + "source": "PotA", + "page": 222, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a {@item devastation orb of air|PotA}. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.", + "A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates {@dice 1d100} hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as {@spell identify} and {@spell divination} can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.", + "A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a {@item devastation orb of air|PotA} and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes {@dice 1d6} rounds later, unless it is returned to the container.", + "Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use." + ], + "items": [ + "Devastation Orb of Air|PotA", + "Devastation Orb of Earth|PotA", + "Devastation Orb of Fire|PotA", + "Devastation Orb of Water|PotA" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Dragon Scale Mail", + "source": "DMG", + "page": 165, + "srd": true, + "type": "MA", + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "stealth": true, + "items": [ + "Black Dragon Scale Mail", + "Blue Dragon Scale Mail", + "Brass Dragon Scale Mail", + "Bronze Dragon Scale Mail", + "Copper Dragon Scale Mail", + "Gold Dragon Scale Mail", + "Green Dragon Scale Mail", + "Red Dragon Scale Mail", + "Silver Dragon Scale Mail", + "White Dragon Scale Mail" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Dragon Vessel", + "source": "FTD", + "page": 27, + "rarity": "varies", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid." + ], + "items": [ + "Slumbering Dragon Vessel|FTD", + "Stirring Dragon Vessel|FTD", + "Wakened Dragon Vessel|FTD", + "Ascendant Dragon Vessel|FTD" + ] + }, + { + "name": "Dragon's Wrath Weapon", + "source": "FTD", + "page": 25, + "type": "GV|DMG", + "rarity": "varies", + "reqAttune": true, + "entries": [ + "This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties." + ], + "items": [ + "Slumbering Dragon's Wrath Weapon|FTD", + "Stirring Dragon's Wrath Weapon|FTD", + "Wakened Dragon's Wrath Weapon|FTD", + "Ascendant Dragon's Wrath Weapon|FTD" + ] + }, + { + "name": "Dragon-Touched Focus", + "source": "FTD", + "page": 26, + "rarity": "varies", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "focus": [ + "Artificer", + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer", + "Warlock", + "Wizard" + ], + "entries": [ + "This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales." + ], + "items": [ + "Slumbering Dragon-Touched Focus|FTD", + "Stirring Dragon-Touched Focus|FTD", + "Wakened Dragon-Touched Focus|FTD", + "Ascendant Dragon-Touched Focus|FTD" + ] + }, + { + "name": "Druidic Focus", + "source": "PHB", + "page": 151, + "reprintedAs": [ + "Druidic Focus|XPHB" + ], + "type": "SCF", + "scfType": "druid", + "rarity": "none", + "focus": [ + "Druid" + ], + "items": [ + "Sprig of mistletoe|phb", + "Totem|phb", + "Wooden staff|phb", + "Yew wand|phb" + ] + }, + { + "name": "Druidic Focus", + "source": "XPHB", + "page": 225, + "type": "SCF|XPHB", + "scfType": "druid", + "rarity": "none", + "focus": [ + "Druid" + ], + "items": [ + "Sprig of mistletoe|XPHB", + "Wooden staff|XPHB", + "Yew wand|XPHB" + ] + }, + { + "name": "Elemental Gem", + "source": "DMG", + "page": 167, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "items": [ + "Elemental Gem, Blue Sapphire", + "Elemental Gem, Emerald", + "Elemental Gem, Red Corundum", + "Elemental Gem, Yellow Diamond" + ], + "attachedSpells": [ + "conjure elemental" + ], + "lootTables": [ + "Magic Item Table B" + ], + "hasFluffImages": true + }, + { + "name": "Eye and Hand of Vecna", + "source": "DMG", + "page": 224, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "ability": { + "static": { + "str": 20 + } + }, + "entries": [ + "Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.", + "{@creature Orcus|MTF}, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a {@creature lich}. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.", + "Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.", + "The {@item Eye of Vecna} and the {@item Hand of Vecna} might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.", + "To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.", + "To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.", + { + "name": "Random Properties", + "type": "entries", + "entries": [ + "The {@item Eye of Vecna} and the {@item Hand of Vecna} each have the following random properties:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial property}", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}" + ] + } + ] + }, + { + "name": "Properties of the Eye", + "type": "entries", + "entries": [ + "Your alignment changes to neutral evil, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You have {@sense truesight}.", + "You can use an action to see as if you were wearing a {@item ring of X-ray vision}. You can end this effect as a bonus action.", + "The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: {@spell clairvoyance} (2 charges), {@spell crown of madness} (1 charge), {@spell disintegrate} (4 charges), {@spell dominate monster} (5 charges), or {@spell eyebite} (4 charges). The eye regains {@dice 1d4 + 4} expended charges daily at dawn. Each time you cast a spell from the eye, there is a {@chance 5} chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control." + ] + } + ] + }, + { + "name": "Properties of the Hand", + "type": "entries", + "entries": [ + "Your alignment changes to neutral evil, and you gain the following benefits:", + { + "type": "list", + "items": [ + "Your Strength score becomes 20, unless it is already 20 or higher.", + "Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra {@damage 2d8} cold damage on a hit.", + "The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: {@spell finger of death} (5 charges), {@spell sleep} (1 charge), {@spell slow} (2 charges), or {@spell teleport} (3 charges). The hand regains {@dice 1d4 + 4} expended charges daily at dawn. Each time you cast a spell from the hand, it casts the {@spell suggestion} spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you." + ] + } + ] + }, + { + "name": "Properties of the Eye and Hand", + "type": "entries", + "entries": [ + "If you are attuned to both the hand and eye, you gain the following additional benefits:", + { + "type": "list", + "items": [ + "You are immune to disease and poison.", + "Using the eye's X-ray vision never causes you to suffer {@condition exhaustion}.", + "You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@status surprised}.", + "If you start your turn with at least 1 hit point, you regain {@dice 1d10} hit points.", + "If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the {@item Hand of Vecna}. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.", + "You can use an action to cast {@spell wish}. This property can't be used again until 30 days have passed." + ] + } + ] + }, + { + "name": "Destroying the Eye and Hand", + "type": "entries", + "entries": [ + "If the {@item Eye of Vecna} and the {@item Hand of Vecna} are both attached to the same creature, and that creature is slain by the {@item Sword of Kas}, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered." + ] + } + ], + "items": [ + "Eye of Vecna|DMG", + "Hand of Vecna|DMG" + ], + "attachedSpells": [ + "wish", + "finger of death", + "sleep", + "slow", + "teleport", + "clairvoyance", + "crown of madness", + "disintegrate", + "dominate monster", + "eyebite" + ], + "hasFluffImages": true + }, + { + "name": "Fenthras", + "source": "TDCSR", + "page": 205, + "baseItem": "longbow|PHB", + "type": "R", + "rarity": "legendary", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "2H", + "Vst|TDCSR" + ], + "range": "150/600", + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "This gorgeous {@item longbow|phb} made of everbark from the Fey Realm flexes and shifts like a living entity. It is said to have been wielded by the legendary ranger {@creature Vex'ahlia|TDCSR} against great evils." + ], + "items": [ + "Fenthras (Dormant)|TDCSR", + "Fenthras (Awakened)|TDCSR", + "Fenthras (Exalted)|TDCSR" + ], + "ammoType": "arrow|phb", + "hasFluffImages": true + }, + { + "name": "Figurine of Wondrous Power", + "source": "DMG", + "page": 169, + "rarity": "varies", + "wondrous": true, + "items": [ + "Figurine of Wondrous Power, Bronze Griffon", + "Figurine of Wondrous Power, Ebony Fly", + "Figurine of Wondrous Power, Golden Lions", + "Figurine of Wondrous Power, Ivory Goats", + "Figurine of Wondrous Power, Marble Elephant", + "Figurine of Wondrous Power, Obsidian Steed", + "Figurine of Wondrous Power, Onyx Dog", + "Figurine of Wondrous Power, Serpentine Owl", + "Figurine of Wondrous Power, Silver Raven" + ], + "hasFluffImages": true + }, + { + "name": "Flensing Claws", + "source": "VGM", + "page": 81, + "type": "OTH", + "rarity": "unknown", + "dmgType": "S", + "entries": [ + "{@creature mind flayer||Illithids} don't always provide their thralls with normal weapons, such as swords and axes. Sometimes they improve the natural capabilities of thralls by giving them new anatomy. Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.", + "Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The claws deal slashing damage based on the creature's size. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. Tiny and Gargantuan creatures can't be fitted with flensing claws." + ], + "items": [ + "Flensing Claws (Small)|VGM", + "Flensing Claws (Medium)|VGM", + "Flensing Claws (Large)|VGM", + "Flensing Claws (Huge)|VGM" + ] + }, + { + "name": "Gaming Set", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Gaming Set|XPHB" + ], + "type": "GS", + "rarity": "none", + "items": [ + "Dice Set|PHB", + "Dragonchess Set|PHB", + "Playing Card Set|PHB", + "Three-Dragon Ante Set|PHB" + ] + }, + { + "name": "Gaming Set", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "GS|XPHB", + "rarity": "none", + "items": [ + "Dice Set|XPHB", + "Dragonchess Set|XPHB", + "Playing Cards|XPHB", + "Three-Dragon Ante Set|XPHB" + ] + }, + { + "name": "Glamerweave", + "source": "ERLW", + "page": 277, + "rarity": "varies", + "wondrous": true, + "items": [ + "Common Glamerweave|ERLW", + "Uncommon Glamerweave|ERLW" + ] + }, + { + "name": "Grimoire Infinitus", + "source": "EGW", + "page": 271, + "rarity": "legendary", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "weight": 3, + "property": [ + "Vst|TDCSR" + ], + "entries": [ + "Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds." + ], + "items": [ + "Grimoire Infinitus (Dormant)|EGW", + "Grimoire Infinitus (Awakened)|EGW", + "Grimoire Infinitus (Exalted)|EGW" + ], + "hasFluffImages": true + }, + { + "name": "Grovelthrash", + "source": "EGW", + "page": 275, + "baseItem": "warhammer|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "V", + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "entries": [ + "Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain." + ], + "items": [ + "Grovelthrash (Dormant)|EGW", + "Grovelthrash (Awakened)|EGW", + "Grovelthrash (Exalted)|EGW" + ], + "hasFluffImages": true + }, + { + "name": "Guild Keyrune", + "source": "GGR", + "page": 177, + "rarity": "varies", + "reqAttune": "by a member of the relevant guild", + "wondrous": true, + "entries": [ + "Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild's headquarters and outposts. At the DM's discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild." + ], + "items": [ + "Azorius Keyrune|GGR", + "Boros Keyrune|GGR", + "Dimir Keyrune|GGR", + "Golgari Keyrune|GGR", + "Gruul Keyrune|GGR", + "Izzet Keyrune|GGR", + "Orzhov Keyrune|GGR", + "Rakdos Keyrune|GGR", + "Selesnya Keyrune|GGR", + "Simic Keyrune|GGR" + ] + }, + { + "name": "Guild Signet", + "source": "GGR", + "page": 178, + "type": "RG|DMG", + "rarity": "uncommon", + "reqAttune": true, + "charges": 3, + "entries": [ + "A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor." + ], + "items": [ + "Azorius Guild Signet|GGR", + "Boros Guild Signet|GGR", + "Dimir Guild Signet|GGR", + "Golgari Guild Signet|GGR", + "Gruul Guild Signet|GGR", + "Izzet Guild Signet|GGR", + "Orzhov Guild Signet|GGR", + "Rakdos Guild Signet|GGR", + "Selesnya Guild Signet|GGR", + "Simic Guild Signet|GGR" + ] + }, + { + "name": "Hide of the Feral Guardian", + "source": "EGW", + "page": 271, + "baseItem": "studded leather armor|PHB", + "type": "LA", + "rarity": "legendary", + "reqAttune": true, + "weight": 13, + "property": [ + "Vst|TDCSR" + ], + "ac": 12, + "entries": [ + "It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity." + ], + "items": [ + "Hide of the Feral Guardian (Dormant)|EGW", + "Hide of the Feral Guardian (Awakened)|EGW", + "Hide of the Feral Guardian (Exalted)|EGW" + ], + "attachedSpells": [ + "polymorph" + ] + }, + { + "name": "Holy Symbol", + "source": "PHB", + "page": 151, + "reprintedAs": [ + "Holy Symbol|XPHB" + ], + "type": "SCF", + "scfType": "holy", + "rarity": "none", + "focus": [ + "Cleric", + "Paladin" + ], + "items": [ + "Amulet|phb", + "Emblem|phb", + "Reliquary|phb" + ] + }, + { + "name": "Holy Symbol", + "source": "XPHB", + "page": 226, + "type": "SCF|XPHB", + "scfType": "holy", + "rarity": "none", + "focus": [ + "Cleric", + "Paladin" + ], + "items": [ + "Amulet|XPHB", + "Emblem|XPHB", + "Reliquary|XPHB" + ] + }, + { + "name": "Honor's Last Stand", + "source": "TDCSR", + "page": 206, + "baseItem": "shield|PHB", + "type": "S", + "rarity": "legendary", + "reqAttune": "by a creature of non-evil alignment", + "reqAttuneTags": [ + { + "alignment": [ + "N", + "G", + "C", + "L", + "A" + ] + } + ], + "weight": 6, + "property": [ + "Vst|TDCSR" + ], + "ac": 2, + "bonusAc": "+3", + "entries": [ + "This massive silvered shield bears the crest of {@deity The Platinum Dragon|Exandria|TDCSR} and never tarnishes. Its metal is always warm to the touch." + ], + "items": [ + "Honor's Last Stand (Dormant)|TDCSR", + "Honor's Last Stand (Awakened)|TDCSR", + "Honor's Last Stand (Exalted)|TDCSR" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Horn of Valhalla", + "source": "DMG", + "page": 175, + "rarity": "varies", + "wondrous": true, + "items": [ + "Horn of Valhalla, Brass", + "Horn of Valhalla, Bronze", + "Horn of Valhalla, Iron", + "Horn of Valhalla, Silver" + ], + "hasFluffImages": true + }, + { + "name": "Imbued Wood Focus", + "source": "ERLW", + "page": 277, + "type": "SCF", + "scfType": "arcane", + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this as a spellcasting focus.", + "When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item's wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table.", + { + "type": "table", + "caption": "Imbued Wood Focus", + "colLabels": [ + "Wood", + "Damage Type" + ], + "colStyles": [ + "col-6", + "col-6" + ], + "rows": [ + [ + "{@item Imbued Wood (Fernian Ash)|ERLW|Fernian Ash}", + "Fire" + ], + [ + "{@item Imbued Wood (Irian Rosewood)|ERLW|Irian Rosewood}", + "Radiant" + ], + [ + "{@item Imbued Wood (Kythrian Manchineel)|ERLW|Kythrian Manchineel}", + "Acid or poison" + ], + [ + "{@item Imbued Wood (Lamannian Oak)|ERLW|Lamannian Oak}", + "Lightning or thunder" + ], + [ + "{@item Imbued Wood (Mabaran Ebony)|ERLW|Mabaran Ebony}", + "Necrotic" + ], + [ + "{@item Imbued Wood (Risian Pine)|ERLW|Risian Pine}", + "Cold" + ], + [ + "{@item Imbued Wood (Shavarran Birch)|ERLW|Shavarran Birch}", + "Force" + ], + [ + "{@item Imbued Wood (Xorian Wenge)|ERLW|Xorian Wenge}", + "Psychic" + ] + ] + } + ], + "items": [ + "Imbued Wood (Fernian Ash)|ERLW", + "Imbued Wood (Irian Rosewood)|ERLW", + "Imbued Wood (Kythrian Manchineel)|ERLW", + "Imbued Wood (Lamannian Oak)|ERLW", + "Imbued Wood (Mabaran Ebony)|ERLW", + "Imbued Wood (Risian Pine)|ERLW", + "Imbued Wood (Shavarran Birch)|ERLW", + "Imbued Wood (Xorian Wenge)|ERLW" + ] + }, + { + "name": "Infiltrator's Key", + "source": "EGW", + "page": 272, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "grantsProficiency": true, + "entries": [ + "This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum." + ], + "items": [ + "Infiltrator's Key (Dormant)|EGW", + "Infiltrator's Key (Awakened)|EGW", + "Infiltrator's Key (Exalted)|EGW" + ], + "hasFluffImages": true + }, + { + "name": "Instrument of the Bards", + "source": "DMG", + "page": 176, + "type": "INS", + "rarity": "varies", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "entries": [ + "An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.", + "You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.", + "You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.", + "All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}." + ], + "items": [ + "Instrument of the Bards, Anstruth Harp", + "Instrument of the Bards, Canaith Mandolin", + "Instrument of the Bards, Cli Lyre", + "Instrument of the Bards, Doss Lute", + "Instrument of the Bards, Fochlucan Bandore", + "Instrument of the Bards, Mac-Fuirmidh Cittern", + "Instrument of the Bards, Ollamh Harp" + ], + "attachedSpells": [ + "fly", + "invisibility", + "levitate", + "protection from evil and good" + ] + }, + { + "name": "Ioun Stone", + "source": "DMG", + "page": 176, + "rarity": "varies", + "reqAttune": true, + "wondrous": true, + "items": [ + "Ioun Stone, Absorption", + "Ioun Stone, Agility", + "Ioun Stone, Awareness", + "Ioun Stone, Fortitude", + "Ioun Stone, Greater Absorption", + "Ioun Stone, Insight", + "Ioun Stone, Intellect", + "Ioun Stone, Leadership", + "Ioun Stone, Mastery", + "Ioun Stone, Protection", + "Ioun Stone, Regeneration", + "Ioun Stone, Reserve", + "Ioun Stone, Strength", + "Ioun Stone, Sustenance" + ] + }, + { + "name": "Ioun Stone", + "source": "LLK", + "page": 55, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "items": [ + "Ioun Stone, Supreme Intellect|LLK", + "Ioun Stone, Historical Knowledge|LLK", + "Ioun Stone, Natural Knowledge|LLK", + "Ioun Stone, Religious Knowledge|LLK", + "Ioun Stone, Language Knowledge|LLK", + "Ioun Stone, Self-Preservation|LLK" + ] + }, + { + "name": "Jewel of Three Prayers", + "source": "CRCotN", + "page": 213, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "recharge": "dawn", + "entries": [ + "The Jewel of Three Prayers is a Vestige of Divergence (see the \"Vestiges of Divergence\" sidebar). In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart. When the jewel is found, only Sehanine's power thrums within its dormant heart. The power of the other two deities waits to be reawakened by a hero\u2014or heroes\u2014who can follow in Alyxian's footsteps." + ], + "items": [ + "Jewel of Three Prayers (Dormant)|CRCotN", + "Jewel of Three Prayers (Awakened)|CRCotN", + "Jewel of Three Prayers (Exalted)|CRCotN" + ], + "attachedSpells": [ + "invisibility" + ], + "hasFluffImages": true + }, + { + "name": "Kiss of the Changebringer", + "source": "TDCSR", + "page": 206, + "conditionImmune": [ + "grappled" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "bonusSavingThrow": "+1", + "entries": [ + "A beautiful, glittering emerald is set within this silver chain, humming with power and possibility. It is said that this amulet was stolen from the neck of {@deity The Changebringer|Exandria|TDCSR} herself by the {@deity The Lord of the Hells|Exandria|TDCSR}, and locked within the vaults of Bazzoxan in {@book Wildemount|TDCSR|3|Wildemount}. It was later claimed there by a group of Aurora Watch soldiers during an expedition into that grim fortress's abandoned temples." + ], + "items": [ + "Kiss of the Changebringer (Dormant)|TDCSR", + "Kiss of the Changebringer (Awakened)|TDCSR", + "Kiss of the Changebringer (Exalted)|TDCSR" + ], + "attachedSpells": [ + "blink" + ], + "hasFluffImages": true + }, + { + "name": "Lash of Shadows", + "source": "EGW", + "page": 276, + "baseItem": "whip|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R", + "Vst|TDCSR" + ], + "dmg1": "1d4", + "dmgType": "S", + "entries": [ + "This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads." + ], + "items": [ + "Lash of Shadows (Dormant)|EGW", + "Lash of Shadows (Awakened)|EGW", + "Lash of Shadows (Exalted)|EGW" + ], + "hasFluffImages": true + }, + { + "name": "Mace of the Black Crown", + "source": "EGW", + "page": 276, + "baseItem": "mace|PHB", + "type": "M", + "resist": [ + "fire", + "poison" + ], + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "Vst|TDCSR" + ], + "dmg1": "1d6", + "dmgType": "B", + "entries": [ + "This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells." + ], + "items": [ + "Mace of the Black Crown (Dormant)|EGW", + "Mace of the Black Crown (Awakened)|EGW", + "Mace of the Black Crown (Exalted)|EGW" + ], + "hasFluffImages": true + }, + { + "name": "Manual of Golems", + "source": "DMG", + "page": 180, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 5, + "items": [ + "Manual of Clay Golems", + "Manual of Flesh Golems", + "Manual of Iron Golems", + "Manual of Stone Golems" + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": true + }, + { + "name": "Mind Crystal", + "source": "PaBTSO", + "page": 218, + "rarity": "varies", + "wondrous": true, + "entries": [ + "These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.", + "When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp." + ], + "items": [ + "Mind Crystal (Careful)|PaBTSO", + "Mind Crystal (Distant)|PaBTSO", + "Mind Crystal (Empowered)|PaBTSO", + "Mind Crystal (Extended)|PaBTSO", + "Mind Crystal (Heightened)|PaBTSO", + "Mind Crystal (Quickened)|PaBTSO", + "Mind Crystal (Subtle)|PaBTSO" + ], + "hasFluffImages": true + }, + { + "name": "Musical Instrument", + "source": "PHB", + "page": 154, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Musical Instrument|XPHB" + ], + "type": "INS", + "rarity": "none", + "items": [ + "Bagpipes|PHB", + "Drum|PHB", + "Dulcimer|PHB", + "Flute|PHB", + "Horn|PHB", + "Lute|PHB", + "Lyre|PHB", + "Pan Flute|PHB", + "Shawm|PHB", + "Viol|PHB" + ] + }, + { + "name": "Musical Instrument", + "source": "SCAG", + "page": 124, + "reprintedAs": [ + "Musical Instrument|XPHB" + ], + "type": "INS", + "rarity": "none", + "items": [ + "Birdpipes|SCAG", + "Glaur|SCAG", + "Hand Drum|SCAG", + "Longhorn|SCAG", + "Shawm|SCAG", + "Songhorn|SCAG", + "Tantan|SCAG", + "Thelarr|SCAG", + "Tocken|SCAG", + "Wargong|SCAG", + "Yarting|SCAG", + "Zulkoon|SCAG" + ] + }, + { + "name": "Musical Instrument", + "source": "XPHB", + "page": 221, + "freeRules2024": true, + "type": "INS|XPHB", + "rarity": "none", + "items": [ + "Bagpipes|XPHB", + "Drum|XPHB", + "Dulcimer|XPHB", + "Flute|XPHB", + "Horn|XPHB", + "Lute|XPHB", + "Lyre|XPHB", + "Pan Flute|XPHB", + "Shawm|XPHB", + "Viol|XPHB" + ] + }, + { + "name": "Mythcarver", + "source": "TDCSR", + "page": 207, + "baseItem": "longsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V", + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "This incredible silvered blade once belonged to the legendary White Duke, a founding member of the {@book Golden Grin|TDCSR|2|Golden Grin}, and many other master bards before him. It resonates with nearby musical tones. In the modern era, it is best known as the personal weapon of famed bard {@creature Scanlan Shorthalt|TDCSR}." + ], + "items": [ + "Mythcarver (Dormant)|TDCSR", + "Mythcarver (Awakened)|TDCSR", + "Mythcarver (Exalted)|TDCSR" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Orb of Shielding", + "source": "ERLW", + "page": 278, + "type": "SCF", + "scfType": "arcane", + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "weight": 3, + "entries": [ + "An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.", + "If you're holding the orb when you take damage of the type associated with the orb's material, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0). The materials and their associated damage types are listed in the Orb of Shielding table.", + { + "type": "table", + "caption": "Orb of Shielding", + "colLabels": [ + "Planar Material", + "Damage Type" + ], + "colStyles": [ + "col-6", + "col-6" + ], + "rows": [ + [ + "{@item Orb of Shielding (Fernian Basalt)|ERLW|Fernian basalt}", + "Fire" + ], + [ + "{@item Orb of Shielding (Irian Quartz)|ERLW|Irian quartz}", + "Radiant" + ], + [ + "{@item Orb of Shielding (Kythrian Skarn)|ERLW|Kythrian skarn}", + "Acid and poison" + ], + [ + "{@item Orb of Shielding (Lamannian Flint)|ERLW|Lamannian flint}", + "Lightning and thunder" + ], + [ + "{@item Orb of Shielding (Mabaran Obsidian)|ERLW|Mabaran obsidian}", + "Necrotic" + ], + [ + "{@item Orb of Shielding (Risian Shale)|ERLW|Risian shale}", + "Cold" + ], + [ + "{@item Orb of Shielding (Shavarran Chert)|ERLW|Shavarran chert}", + "Force" + ], + [ + "{@item Orb of Shielding (Xorian Marble)|ERLW|Xorian marble}", + "Psychic" + ] + ] + } + ], + "items": [ + "Orb of Shielding (Fernian Basalt)|ERLW", + "Orb of Shielding (Irian Quartz)|ERLW", + "Orb of Shielding (Kythrian Skarn)|ERLW", + "Orb of Shielding (Lamannian Flint)|ERLW", + "Orb of Shielding (Mabaran Obsidian)|ERLW", + "Orb of Shielding (Risian Shale)|ERLW", + "Orb of Shielding (Shavarran Chert)|ERLW", + "Orb of Shielding (Xorian Marble)|ERLW" + ] + }, + { + "name": "Plate of the Dawnmartyr", + "source": "TDCSR", + "page": 208, + "baseItem": "plate armor|PHB", + "type": "HA", + "resist": [ + "fire" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 65, + "property": [ + "Vst|TDCSR" + ], + "ac": 18, + "strength": "15", + "bonusAc": "+1", + "stealth": true, + "entries": [ + "Beautiful silver scrollwork and priceless cut rubies adorn this set of brass-and-gold armor. Legend holds that it was worn by Duana, High Priest of the {@deity The Dawnfather|Exandria|TDCSR}, when she was martyred in the Battle of Ghor Dranas in the final days of the {@book Calamity|TDCSR|1|The Calamity}. In more recent times, it was worn by {@creature Pike Trickfoot|TDCSR}, a legendary cleric of the {@deity The Everlight|Exandria|TDCSR}, while fighting against {@book the Chroma Conclave|TDCSR|1|The Chroma Conclave} and {@deity The Whispered One|Exandria|TDCSR}." + ], + "items": [ + "Plate of the Dawnmartyr (Dormant)|TDCSR", + "Plate of the Dawnmartyr (Awakened)|TDCSR", + "Plate of the Dawnmartyr (Exalted)|TDCSR" + ], + "hasFluffImages": true + }, + { + "name": "Potion of Giant Strength", + "source": "DMG", + "page": 187, + "type": "P", + "rarity": "varies", + "items": [ + "Potion of Cloud Giant Strength", + "Potion of Fire Giant Strength", + "Potion of Frost Giant Strength", + "Potion of Hill Giant Strength", + "Potion of Stone Giant Strength", + "Potion of Storm Giant Strength" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Healing (*)", + "source": "DMG", + "page": 187, + "srd": true, + "type": "P", + "rarity": "varies", + "entries": [ + "{@note * This item group has the same name and source as the item {@item potion of healing}}." + ], + "items": [ + "Potion of Healing", + "Potion of Greater Healing", + "Potion of Superior Healing", + "Potion of Supreme Healing" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Mind Control", + "source": "TftYP", + "page": 229, + "type": "P", + "rarity": "varies", + "items": [ + "Potion of Mind Control (beast)|TftYP", + "Potion of Mind Control (humanoid)|TftYP", + "Potion of Mind Control (monster)|TftYP" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Potion of Resistance", + "source": "DMG", + "page": 188, + "type": "P", + "tier": "minor", + "rarity": "uncommon", + "items": [ + "Potion of Acid Resistance", + "Potion of Cold Resistance", + "Potion of Fire Resistance", + "Potion of Force Resistance", + "Potion of Lightning Resistance", + "Potion of Necrotic Resistance", + "Potion of Poison Resistance", + "Potion of Psychic Resistance", + "Potion of Radiant Resistance", + "Potion of Thunder Resistance" + ], + "lootTables": [ + "Magic Item Table B" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Prehistoric Figurine of Wondrous Power", + "source": "BGG", + "page": 114, + "rarity": "varies", + "wondrous": true, + "entries": [ + "Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.", + "As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.", + "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.", + "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description." + ], + "items": [ + "Prehistoric Figurine of Wondrous Power, Carnelian Triceratops|BGG", + "Prehistoric Figurine of Wondrous Power, Jasper Tyrannosaurus Rex|BGG", + "Prehistoric Figurine of Wondrous Power, Kyanite Pteranodon|BGG", + "Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus|BGG" + ], + "hasFluffImages": true + }, + { + "name": "Pyremaul", + "source": "TDCSR", + "page": 208, + "baseItem": "maul|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "weight": 10, + "weaponCategory": "martial", + "property": [ + "H", + "2H", + "Vst|TDCSR" + ], + "dmg1": "2d6", + "dmgType": "B", + "bonusWeaponAttack": "+1", + "entries": [ + "Forged from deep red iron, this massive hammer is set with a brilliant fire opal that shimmers with eternal flame. It is rumored to be currently wielded by {@book Grand Legate Phaestor, the fire giant ruler of Vulkanon|TDCSR|6|fire giants}, somewhere beneath the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}." + ], + "items": [ + "Pyremaul (Dormant)|TDCSR", + "Pyremaul (Awakened)|TDCSR", + "Pyremaul (Exalted)|TDCSR" + ], + "attachedSpells": [ + "burning hands" + ], + "hasFluffImages": true + }, + { + "name": "Quaal's Feather Token", + "source": "DMG", + "page": 188, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.", + { + "type": "table", + "colLabels": [ + "d100", + "Feather Token" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01-20", + "{@item Quaal's Feather Token, Anchor||Anchor}" + ], + [ + "21-35", + "{@item Quaal's Feather Token, Bird||Bird}" + ], + [ + "36-50", + "{@item Quaal's Feather Token, Fan||Fan}" + ], + [ + "51-65", + "{@item Quaal's Feather Token, Swan Boat||Boat}" + ], + [ + "66-90", + "{@item Quaal's Feather Token, Tree||Tree}" + ], + [ + "91-100", + "{@item Quaal's Feather Token, Whip||Whip}" + ] + ] + } + ], + "items": [ + "Quaal's Feather Token, Anchor", + "Quaal's Feather Token, Bird", + "Quaal's Feather Token, Fan", + "Quaal's Feather Token, Swan Boat", + "Quaal's Feather Token, Tree", + "Quaal's Feather Token, Whip" + ], + "lootTables": [ + "Magic Item Table C" + ], + "hasFluffImages": true + }, + { + "name": "Ring of Elemental Command", + "source": "DMG", + "page": 190, + "type": "RG|DMG", + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "charges": 5, + "items": [ + "Ring of Air Elemental Command", + "Ring of Earth Elemental Command", + "Ring of Fire Elemental Command", + "Ring of Water Elemental Command" + ] + }, + { + "name": "Ring of Resistance", + "source": "DMG", + "page": 192, + "type": "RG|DMG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-5", + "col-5" + ], + "colLabels": [ + "d10", + "Damage Type", + "Gem" + ], + "rows": [ + [ + "1", + "{@item ring of acid resistance||Acid}", + "Pearl" + ], + [ + "2", + "{@item ring of cold resistance||Cold}", + "Tourmaline" + ], + [ + "3", + "{@item ring of fire resistance||Fire}", + "Garnet" + ], + [ + "4", + "{@item ring of force resistance||Force}", + "Sapphire" + ], + [ + "5", + "{@item ring of lightning resistance||Lightning}", + "Citrine" + ], + [ + "6", + "{@item ring of necrotic resistance||Necrotic}", + "Jet" + ], + [ + "7", + "{@item ring of poison resistance||Poison}", + "Amethyst" + ], + [ + "8", + "{@item ring of psychic resistance||Psychic}", + "Jade" + ], + [ + "9", + "{@item ring of radiant resistance||Radiant}", + "Topaz" + ], + [ + "10", + "{@item ring of thunder resistance||Thunder}", + "Spinel" + ] + ] + } + ], + "items": [ + "Ring of Acid Resistance", + "Ring of Cold Resistance", + "Ring of Fire Resistance", + "Ring of Force Resistance", + "Ring of Lightning Resistance", + "Ring of Necrotic Resistance", + "Ring of Poison Resistance", + "Ring of Psychic Resistance", + "Ring of Radiant Resistance", + "Ring of Thunder Resistance" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": true + }, + { + "name": "Ruin's Wake", + "source": "EGW", + "page": 277, + "baseItem": "spear|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 3, + "weaponCategory": "simple", + "property": [ + "T", + "V", + "Vst|TDCSR" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "entries": [ + "This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh." + ], + "items": [ + "Ruin's Wake (Dormant)|EGW", + "Ruin's Wake (Awakened)|EGW", + "Ruin's Wake (Exalted)|EGW" + ], + "hasFluffImages": true + }, + { + "name": "Sage's Signet", + "source": "BMT", + "page": 37, + "type": "RG|DMG", + "rarity": "varies", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.", + "Six varieties of Sage's Signet rings exist, each with a different signet (see the table below). A ring's signet determines its rarity as well as the additional spells it can cast. While wearing a Sage's Signet, you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can't cast the spell again until the next dawn.", + { + "type": "table", + "caption": "Sage's Signet", + "colStyles": [ + "col-2", + "col-2", + "col-8" + ], + "colLabels": [ + "Signet", + "Rarity", + "Spells" + ], + "rows": [ + [ + "{@item Sage's Signet (Bear)|BMT|Bear}", + "Very rare", + "{@spell Enlarge/Reduce}, {@spell Polymorph}" + ], + [ + "{@item Sage's Signet (Hart)|BMT|Hart}", + "Very rare", + "{@spell Aura of Vitality}, {@spell Mass Cure Wounds}" + ], + [ + "{@item Sage's Signet (Lion)|BMT|Lion}", + "Very rare", + "{@spell Destructive Wave}, {@spell Fireball}" + ], + [ + "{@item Sage's Signet (Serpent)|BMT|Serpent}", + "Rare", + "{@spell Fear}, {@spell Hex}" + ], + [ + "{@item Sage's Signet (Songbird)|BMT|Songbird}", + "Rare", + "{@spell Charm Person}, {@spell Hypnotic Pattern}" + ], + [ + "{@item Sage's Signet (Wolf)|BMT|Wolf}", + "Very rare", + "{@spell Freedom of Movement}, {@spell Pass without Trace}" + ] + ] + } + ], + "items": [ + "Sage's Signet (Bear)|BMT", + "Sage's Signet (Hart)|BMT", + "Sage's Signet (Lion)|BMT", + "Sage's Signet (Serpent)|BMT", + "Sage's Signet (Songbird)|BMT", + "Sage's Signet (Wolf)|BMT" + ], + "attachedSpells": [ + "augury" + ] + }, + { + "name": "Scaled Ornament", + "source": "FTD", + "page": 27, + "rarity": "varies", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "entries": [ + "This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes." + ], + "items": [ + "Slumbering Scaled Ornament|FTD", + "Stirring Scaled Ornament|FTD", + "Wakened Scaled Ornament|FTD", + "Ascendant Scaled Ornament|FTD" + ] + }, + { + "name": "Scroll of Protection", + "source": "DMG", + "page": 199, + "type": "SC|DMG", + "tier": "minor", + "rarity": "rare", + "items": [ + "Scroll of Protection from Aberrations", + "Scroll of Protection from Beasts", + "Scroll of Protection from Celestials", + "Scroll of Protection from Elementals", + "Scroll of Protection from Fey", + "Scroll of Protection from Fiends", + "Scroll of Protection from Plants", + "Scroll of Protection from Undead" + ], + "lootTables": [ + "Magic Item Table C" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Shard Solitaire", + "source": "KftGV", + "page": 193, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.", + { + "type": "entries", + "name": "Rift Step", + "entries": [ + "As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.", + "When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires, as well as the spells specific to each kind of stone. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16).", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Shard Solitaire", + "Spells" + ], + "rows": [ + [ + "All", + "{@spell Banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge)" + ], + [ + "Black sapphire", + "{@spell Blight} (3 charges), {@spell finger of death} (6 charges)" + ], + [ + "Diamond", + "{@spell Ice storm} (3 charges), {@spell simulacrum} (6 charges; the duplicate created by the spell has the same number of hit points as the creature it imitates)" + ], + [ + "Jacinth", + "{@spell Fireball} (2 charges), {@spell fire storm} (6 charges)" + ], + [ + "Rainbow pearl", + "{@spell Prismatic spray} (6 charges), {@spell water breathing} (2 charges)" + ], + [ + "Ruby", + "{@spell Fly} (2 charges), {@spell teleport} (6 charges)" + ] + ] + } + ] + } + ], + "items": [ + "Shard Solitaire (Black Sapphire)|KftGV", + "Shard Solitaire (Diamond)|KftGV", + "Shard Solitaire (Jacinth)|KftGV", + "Shard Solitaire (Rainbow Pearl)|KftGV", + "Shard Solitaire (Ruby)|KftGV" + ], + "attachedSpells": [ + "mirror image", + "banishment" + ], + "hasFluffImages": true + }, + { + "name": "Silken Spite", + "source": "EGW", + "page": 277, + "baseItem": "rapier|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "F", + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "P", + "modifySpeed": { + "equal": { + "climb": "walk" + } + }, + "entries": [ + "The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth." + ], + "items": [ + "Silken Spite (Dormant)|EGW", + "Silken Spite (Awakened)|EGW", + "Silken Spite (Exalted)|EGW" + ] + }, + { + "name": "Spell Gem", + "source": "OotA", + "page": 223, + "otherSources": [ + { + "source": "IMR", + "page": 95 + } + ], + "rarity": "varies", + "reqAttune": "optional", + "wondrous": true, + "items": [ + "Spell Gem (Amber)|OotA", + "Spell Gem (Bloodstone)|OotA", + "Spell Gem (Diamond)|OotA", + "Spell Gem (Jade)|OotA", + "Spell Gem (Lapis lazuli)|OotA", + "Spell Gem (Obsidian)|OotA", + "Spell Gem (Quartz)|OotA", + "Spell Gem (Ruby)|OotA", + "Spell Gem (Star ruby)|OotA", + "Spell Gem (Topaz)|OotA" + ] + }, + { + "name": "Spell Scroll", + "source": "DMG", + "page": 200, + "reprintedAs": [ + "Spell Scroll|XPHB" + ], + "type": "SC|DMG", + "rarity": "varies", + "items": [ + "Spell Scroll (Cantrip)", + "Spell Scroll (1st Level)", + "Spell Scroll (2nd Level)", + "Spell Scroll (3rd Level)", + "Spell Scroll (4th Level)", + "Spell Scroll (5th Level)", + "Spell Scroll (6th Level)", + "Spell Scroll (7th Level)", + "Spell Scroll (8th Level)", + "Spell Scroll (9th Level)" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spell Scroll", + "source": "XPHB", + "page": 228, + "type": "SC|XPHB", + "rarity": "varies", + "items": [ + "Spell Scroll (Cantrip)|XPHB", + "Spell Scroll (Level 1)|XPHB" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spellwrought Tattoo", + "source": "TCE", + "page": 135, + "rarity": "varies", + "wondrous": true, + "tattoo": true, + "items": [ + "Spellwrought Tattoo (Cantrip)|TCE", + "Spellwrought Tattoo (1st Level)|TCE", + "Spellwrought Tattoo (2nd Level)|TCE", + "Spellwrought Tattoo (3rd Level)|TCE", + "Spellwrought Tattoo (4th Level)|TCE", + "Spellwrought Tattoo (5th Level)|TCE" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Spire of Conflux", + "source": "TDCSR", + "page": 209, + "srd": true, + "basicRules": true, + "type": "M", + "rarity": "legendary", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V", + "Vst|TDCSR" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "recharge": "dawn", + "charges": 20, + "staff": true, + "entries": [ + "A powerful relic passed down from generation to generation of Ashari leaders, the Spire of Conflux was lost over three centuries ago when Joran the Sea-Speaker, a respected leader of {@book the Water Ashari|TDCSR|2|The Ashari}, was devoured by a demon of the Abyss. It was rediscovered by the legendary druid {@creature Keyleth, Voice of the Tempest|TDCSR|Keyleth of Zephrah, Voice of the Tempest}. However, rumors swirl that she is seeking another hero to wield it\u2014one who can travel the land and do good in small ways as she once did." + ], + "items": [ + "Spire of Conflux (Dormant)|TDCSR", + "Spire of Conflux (Awakened)|TDCSR", + "Spire of Conflux (Exalted)|TDCSR" + ], + "attachedSpells": [ + "burning hands", + "fireball", + "conjure elemental", + "ice storm", + "chain lightning", + "fire storm" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Star Razor", + "source": "TDCSR", + "page": 210, + "baseItem": "longsword|PHB", + "type": "M", + "resist": [ + "radiant" + ], + "rarity": "legendary", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V", + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "The thick, grooved blade of this shining silver {@item longsword|phb} is lined with etched runes that sparkle blue in the light. Star Razor\u2014known also as Dwueth'var\u2014was thought to have been destroyed or lost after the {@book Calamity|TDCSR|1|The Calamity}, but new rumors suggest that it might be wielded by a half-orc somewhere in {@book Wildemount|TDCSR|3|Wildemount}." + ], + "items": [ + "Star Razor (Dormant)|TDCSR", + "Star Razor (Awakened)|TDCSR", + "Star Razor (Exalted)|TDCSR" + ], + "attachedSpells": [ + "faerie fire", + "see invisibility", + "fly" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stormgirdle", + "source": "EGW", + "page": 273, + "resist": [ + "lightning", + "thunder" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "ability": { + "static": { + "str": 21 + } + }, + "entries": [ + "A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory." + ], + "items": [ + "Stormgirdle (Dormant)|EGW", + "Stormgirdle (Awakened)|EGW", + "Stormgirdle (Exalted)|EGW" + ] + }, + { + "name": "Suude", + "source": "TDCSR", + "page": 85, + "type": "IDG|TDCSR", + "rarity": "unknown (magic)", + "entries": [ + "Exandria's most infamous drug, {@item suude|TDCSR} is a glittering powder made from {@book residuum|TDCSR|3|An Enchanting Export}. It was first developed by power-hungry archmages in the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the {@book Calamity|TDCSR|1|The Calamity}, and many different types of {@item suude|TDCSR} have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.", + "After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors\u2014yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.", + "On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.", + "{@item Suude (Brown)|TDCSR|Brown suude} allows you to use the {@optfeature Extended Spell|PHB} Metamagic option, {@item Suude (blue)|TDCSR|blue suude} allows you to use {@optfeature Twinned Spell|PHB}, and {@item Suude (Brown)|TDCSR|red suude} grants {@optfeature Distant Spell|PHB}." + ], + "items": [ + "Suude (Brown)|TDCSR", + "Suude (Blue)|TDCSR", + "Suude (Red)|TDCSR" + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Sword of Answering", + "source": "DMG", + "page": 206, + "baseItem": "longsword|phb", + "type": "M", + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "items": [ + "Sword of Answering (Answerer)", + "Sword of Answering (Back Talker)", + "Sword of Answering (Concluder)", + "Sword of Answering (Last Quip)", + "Sword of Answering (Rebutter)", + "Sword of Answering (Replier)", + "Sword of Answering (Retorter)", + "Sword of Answering (Scather)", + "Sword of Answering (Squelcher)" + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + { + "name": "The Bloody End", + "source": "EGW", + "page": 278, + "baseItem": "morningstar|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 4, + "weaponCategory": "martial", + "property": [ + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "P", + "entries": [ + "Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel." + ], + "items": [ + "The Bloody End (Dormant)|EGW", + "The Bloody End (Awakened)|EGW", + "The Bloody End (Exalted)|EGW" + ], + "attachedSpells": [ + "charm person", + "dominate person", + "fear" + ] + }, + { + "name": "Titanstone Knuckles", + "source": "TDCSR", + "page": 211, + "resist": [ + "cold", + "fire", + "lightning", + "thunder" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "ability": { + "static": { + "str": 26 + } + }, + "entries": [ + "Carved from the heartstone of a slain earth primordial, these gauntlets bestow immeasurable might to their wearer. In recent times, they were wielded by the legendary barbarian {@creature Grog Strongjaw|TDCSR}, who continues to use them as he seeks worthy challengers across Tal'Dorei and Exandria." + ], + "items": [ + "Titanstone Knuckles (Dormant)|TDCSR", + "Titanstone Knuckles (Awakened)|TDCSR", + "Titanstone Knuckles (Exalted)|TDCSR" + ], + "attachedSpells": [ + "enlarge/reduce" + ], + "hasFluffImages": true + }, + { + "name": "True-Ice Shards", + "source": "CoA", + "page": 275, + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "bonusWeapon": "+3", + "bonusAc": "+3", + "entries": [ + "Crafted from the very glacier in which he was imprisoned, the True-Ice Shards are a rapier and parrying dagger (main gauche) pair used by Levistus. They exemplify his time spent in the glacier, augmenting telepathy, divination, and defense. Due to his control over ice, Levistus can conjure the True-Ice Shards from anywhere, including if they were destroyed.", + "You gain a +3 bonus to attack and damage rolls made with the magical rapier and it does {@damage 1d8} cold damage instead of its regular damage. When using the magic dagger, you gain a +3 bonus to your AC, as long as it is used as your offhand weapon, and it does {@damage 1d6} cold damage instead of its regular damage.", + "Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The True-Ice Shards have the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} properties", + "2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties", + "1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Sub-Zero", + "entries": [ + "Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards, rather than double.", + "After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest." + ] + }, + { + "type": "entries", + "name": "The Best Defense", + "entries": [ + "As a reaction to being attacked, you use the rapier to increase your defense, adding +3 to your AC until the end of your next turn. If you attack with the rapier before the end of your next turn, you do not have its +3 bonus to attack and damage rolls." + ] + }, + { + "type": "entries", + "name": "Mental Command", + "entries": [ + "While attuned to the True-Ice Shards, you can use an action to cast the {@spell Detect Thoughts} spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails.", + "As long as you maintain {@status concentration}, you can use a bonus action to send a telepathic message to the focused creature. It can reply\u2014using a bonus action to do so\u2014as long as the focus and {@status concentration} continue." + ] + }, + { + "type": "entries", + "name": "Omniscient", + "entries": [ + "You can use the True-Ice Shards to cast a variety of divination spells. {@spell Locate Animals or Plants}, {@spell Locate Creature}, and {@spell Locate Object} may be cast at will, and don't have a maximum range. Other limitations of the spells still apply, and they can't detect subjects on other planes of existence.", + "Additionally, you may cast {@spell Scrying} (with a spell save DC of 20) and Find the Path. Once either spell is cast, you must finish a long rest before casting either of them again." + ] + }, + { + "type": "entries", + "name": "Destroying the Shards", + "entries": [ + "While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level." + ] + } + ], + "items": [ + "True-Ice Shards (Rapier)|CoA", + "True-Ice Shards (Dagger)|CoA" + ], + "attachedSpells": [ + "detect thoughts", + "locate animals or plants", + "locate creature", + "locate object", + "scrying" + ] + }, + { + "name": "Verminshroud", + "source": "EGW", + "page": 273, + "conditionImmune": [ + "disease" + ], + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "entries": [ + "This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams." + ], + "items": [ + "Verminshroud (Dormant)|EGW", + "Verminshroud (Awakened)|EGW", + "Verminshroud (Exalted)|EGW" + ], + "attachedSpells": [ + "polymorph" + ] + }, + { + "name": "Whisper", + "source": "TDCSR", + "page": 211, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T", + "Vst|TDCSR" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+3", + "entries": [ + "Forged with a mercurial metal accidentally drawn from the Realms Beyond, this dagger shimmers with an unsettling sourceless light. It was once wielded by {@creature Champion of Ravens|TDCSR|Vax'ildan, a legendary champion of the Matron of Ravens}. Two raven feathers are linked to its pommel as a memento of its former bearer." + ], + "items": [ + "Whisper (Dormant)|TDCSR", + "Whisper (Awakened)|TDCSR", + "Whisper (Exalted)|TDCSR" + ], + "hasFluffImages": true + }, + { + "name": "Will of the Talon", + "source": "EGW", + "page": 279, + "baseItem": "war pick|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "Vst|TDCSR" + ], + "dmg1": "1d8", + "dmgType": "P", + "entries": [ + "Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat." + ], + "items": [ + "Will of the Talon (Dormant)|EGW", + "Will of the Talon (Awakened)|EGW", + "Will of the Talon (Exalted)|EGW" + ] + }, + { + "name": "Wraps of Dyamak", + "source": "TDCSR", + "page": 212, + "rarity": "legendary", + "reqAttune": "by a monk", + "reqAttuneTags": [ + { + "class": "monk" + } + ], + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "bonusWeapon": "+3", + "entries": [ + "Created and wielded by the ancient warrior-monk Dyamak, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin. The current resting place of the wraps is unknown." + ], + "items": [ + "Wraps of Dyamak (Dormant)|TDCSR", + "Wraps of Dyamak (Awakened)|TDCSR", + "Wraps of Dyamak (Exalted)|TDCSR" + ], + "attachedSpells": [ + "misty step" + ], + "hasFluffImages": true + }, + { + "name": "Wreath of the Prism", + "source": "EGW", + "page": 274, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "property": [ + "Vst|TDCSR" + ], + "entries": [ + "This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat." + ], + "items": [ + "Wreath of the Prism (Dormant)|EGW", + "Wreath of the Prism (Awakened)|EGW", + "Wreath of the Prism (Exalted)|EGW" + ], + "attachedSpells": [ + "dominate monster" + ], + "hasFluffImages": true + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/languages.json b/src/ttfrog/five_e_tools/sources/languages.json new file mode 100644 index 0000000..dc53337 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/languages.json @@ -0,0 +1,2165 @@ +{ + "language": [ + { + "name": "Aarakocra", + "source": "MM", + "page": 12, + "typicalSpeakers": [ + "{@creature aarakocra}" + ] + }, + { + "name": "Abanasinian", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Abanasinia" + ], + "script": "Common" + }, + { + "name": "Abyssal", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "{@filter demons|bestiary|source=GGR|tag=demon}", + "{@filter devils|bestiary|source=GGR|tag=devil}" + ], + "script": "Infernal" + }, + { + "name": "Abyssal", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Abyssal|XPHB" + ], + "type": "exotic", + "typicalSpeakers": [ + "{@filter demons|bestiary|tag=demon}" + ], + "script": "Infernal" + }, + { + "name": "Abyssal", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "rare", + "entries": [ + "Origin: Demons of the Abyss." + ] + }, + { + "name": "Alzhedo", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Calishite ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Aven", + "source": "PSD", + "page": 6, + "typicalSpeakers": [ + "{@race Aven|PSD}" + ] + }, + { + "name": "Blink Dog", + "source": "MM", + "page": 318, + "typicalSpeakers": [ + "{@creature Blink Dog||blink dogs}" + ] + }, + { + "name": "Bothii", + "source": "SKT", + "page": 86, + "typicalSpeakers": [ + "{@creature Uthgardt Barbarian Leader|SKT|uthgardt barbarians}", + "{@creature Uthgardt Shaman|SKT|uthgardt shamans}" + ] + }, + { + "name": "Bullywug", + "source": "MM", + "page": 35, + "typicalSpeakers": [ + "{@creature Bullywug||bullywugs}" + ] + }, + { + "name": "Celestial", + "source": "ERLW", + "page": 6, + "type": "exotic", + "typicalSpeakers": [ + "{@filter celestials|bestiary|source=ERLW|type=celestial}" + ], + "script": "Celestial" + }, + { + "name": "Celestial", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "{@filter angels|bestiary|source=GGR|tag=angel}" + ], + "script": "Celestial" + }, + { + "name": "Celestial", + "source": "MOT", + "page": 9, + "typicalSpeakers": [ + "Gods" + ], + "script": "Celestial" + }, + { + "name": "Celestial", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Celestial|XPHB" + ], + "type": "exotic", + "typicalSpeakers": [ + "{@filter celestials|bestiary|type=celestial}" + ], + "script": "Celestial" + }, + { + "name": "Celestial", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "rare", + "entries": [ + "Origin: Celestials." + ] + }, + { + "name": "Chessentan", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Mulan ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Chondathan", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Chondathan ethnic group", + "Tethyrian ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Coalition Pidgin", + "source": "PSX", + "page": 6, + "typicalSpeakers": [ + "Brazen Coalition", + "{@race Human (Ixalan)|PSX|Humans}", + "{@race Orc (Ixalan)|PSX|Orcs}", + "{@race Siren|PSX|Sirens}", + "{@race Goblin (Ixalan)|PSX|Goblins}" + ], + "entries": [ + "The humans of the Brazen Coalition speak a different language\u2014a pidgin of Orc, Siren, and a native human language that is similar to {@language Vampire|PSX} (about as closely related as Italian is to Spanish). Orcs, sirens, and goblins also speak this Brazen Coalition pidgin." + ] + }, + { + "name": "Common", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Trade language of Ansalon" + ], + "script": "Common" + }, + { + "name": "Common", + "source": "ERLW", + "page": 6, + "type": "standard", + "typicalSpeakers": [ + "The Five Nations", + "trade language of Khorvaire" + ], + "script": "Common" + }, + { + "name": "Common", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "{@filter humans|bestiary|type=humanoid|tag=any race;human|source=GGR}" + ], + "script": "Common" + }, + { + "name": "Common", + "source": "MOT", + "page": 9, + "typicalSpeakers": [ + "Humans" + ], + "script": "Common" + }, + { + "name": "Common", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Common|XPHB" + ], + "type": "standard", + "typicalSpeakers": [ + "{@filter humans|bestiary|type=humanoid|tag=any race;human}" + ], + "script": "Common", + "fonts": [ + "fonts/languages/PHB/Human/Harpers.ttf" + ] + }, + { + "name": "Common", + "source": "PSI", + "page": 9, + "typicalSpeakers": [ + "{@race Human (Innistrad)|PSI|Humans}", + "Members of the Church", + "{@creature Vampire Neonate|PSI|Vampires}", + "{@creature Werewolf (Krallenhorde)|PSI|Werewolves}", + "{@creature Geist|PSI|Geists}" + ] + }, + { + "name": "Common", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "standard", + "entries": [ + "Origin: Sigil." + ] + }, + { + "name": "Common Sign Language", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "standard", + "entries": [ + "Origin: Sigil." + ] + }, + { + "name": "Common Trade Pidgin", + "source": "PSX", + "page": 6, + "typicalSpeakers": [ + "Sun Empire", + "River Heralds", + "Legion of Dusk", + "Brazen Coalition", + "{@race Human (Ixalan)|PSX|Humans}", + "{@race Orc (Ixalan)|PSX|Orcs}", + "{@race Siren|PSX|Sirens}", + "{@race Goblin (Ixalan)|PSX|Goblins}" + ], + "entries": [ + "A trade pidgin used in circumstances where members of different peoples do interact with each other. But this language is almost impossible to use for discussions of matters of any depth." + ] + }, + { + "name": "Daelkyr", + "source": "ERLW", + "page": 6, + "type": "exotic", + "typicalSpeakers": [ + "{@filter aberrations|bestiary|type=aberration|source=ERLW}", + "denizens of Khyber" + ], + "script": "Daelkyr" + }, + { + "name": "Damaran", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Damaran ethnic group", + "Nar ethnic group" + ], + "script": "Dethek", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Dambrathan", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Arkaiun ethnic group" + ], + "script": "Espruar", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ] + }, + { + "name": "Deep Crow", + "source": "AI", + "page": 210, + "typicalSpeakers": [ + "{@creature Deep Crow|AI|deep crows}" + ] + }, + { + "name": "Deep Speech", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Deep Speech|XPHB" + ], + "type": "exotic", + "typicalSpeakers": [ + "{@creature mind flayer||mind flayers}", + "{@creature beholder||beholders}" + ], + "script": "none" + }, + { + "name": "Deep Speech", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "rare", + "entries": [ + "Origin: Aberrations." + ] + }, + { + "name": "Demonic", + "source": "PSI", + "page": 9, + "typicalSpeakers": [ + "{@filter Demons|bestiary|source=|tag=demon}", + "{@filter Devils|bestiary|source=|tag=devil}" + ] + }, + { + "name": "Draconic", + "source": "DSotDQ", + "page": 9, + "type": "rare", + "typicalSpeakers": [ + "Dragons" + ], + "script": "Draconic" + }, + { + "name": "Draconic", + "source": "ERLW", + "page": 6, + "type": "exotic", + "typicalSpeakers": [ + "{@filter dragons|bestiary|source=ERLW|type=dragon}", + "{@filter dragonborn|bestiary|type=humanoid|tag=any race;dragonborn|source=ERLW}" + ], + "script": "Draconic" + }, + { + "name": "Draconic", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "{@filter dragons|bestiary|source=GGR|type=dragon}" + ], + "script": "Draconic" + }, + { + "name": "Draconic", + "source": "MOT", + "page": 9, + "typicalSpeakers": [ + "Dragons" + ], + "script": "Draconic" + }, + { + "name": "Draconic", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "PHB", + "page": 32 + } + ], + "reprintedAs": [ + "Draconic|XPHB" + ], + "type": "exotic", + "typicalSpeakers": [ + "{@filter dragons|bestiary|type=dragon}", + "{@race dragonborn}" + ], + "script": "Draconic", + "entries": [ + "Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants." + ], + "hasFluffImages": true + }, + { + "name": "Draconic", + "source": "PSI", + "page": 9, + "typicalSpeakers": [ + "{@filter Dragons|bestiary|source=PSI|type=dragon}" + ] + }, + { + "name": "Draconic", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "standard", + "entries": [ + "Origin: Dragons." + ] + }, + { + "name": "Druidic", + "source": "GGR", + "page": 9, + "type": "secret", + "typicalSpeakers": [ + "Selesnya {@class druid||druids}/{@creature druid||druids}", + "Golgari {@class druid||druids}/{@creature druid||druids}" + ] + }, + { + "name": "Druidic", + "source": "PHB", + "page": 64, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Druidic|XPHB" + ], + "type": "secret", + "typicalSpeakers": [ + "{@class druid||druids}/{@creature druid||druids}", + "{@creature treant||treants}" + ], + "entries": [ + "Druidic is the secret language of druids. It can be spoken or used to leave hidden messages. Creatures who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom ({@skill Perception}) check but can't decipher it without magic." + ] + }, + { + "name": "Druidic", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "rare", + "entries": [ + "Origin: Druidic circles." + ] + }, + { + "name": "Dwarvish", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Abanasinia", + "Kayolin", + "Thoradin", + "Thorbardin" + ], + "script": "Dwarvish" + }, + { + "name": "Dwarvish", + "source": "ERLW", + "page": 6, + "type": "standard", + "typicalSpeakers": [ + "Mror Holds" + ], + "script": "Dwarvish" + }, + { + "name": "Dwarvish", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "PHB", + "page": 18 + } + ], + "reprintedAs": [ + "Dwarvish|XPHB" + ], + "type": "standard", + "typicalSpeakers": [ + "{@filter dwarves|bestiary|type=humanoid|tag=any race;dwarf}" + ], + "script": "Dwarvish", + "entries": [ + "Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak." + ], + "hasFluffImages": true + }, + { + "name": "Dwarvish", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "standard", + "entries": [ + "Origin: Dwarves." + ] + }, + { + "name": "Elvish", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Qualinesti", + "Silvanesti", + "Southern Ergoth" + ], + "script": "Elvish" + }, + { + "name": "Elvish", + "source": "ERLW", + "page": 6, + "type": "standard", + "typicalSpeakers": [ + "Aerenal", + "Valenar" + ], + "script": "Elvish" + }, + { + "name": "Elvish", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "{@filter elves|bestiary|type=humanoid|tag=any race;elf|source=GGR}" + ], + "script": "Elvish" + }, + { + "name": "Elvish", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "PHB", + "page": 21 + } + ], + "reprintedAs": [ + "Elvish|XPHB" + ], + "type": "standard", + "typicalSpeakers": [ + "{@filter elves|bestiary|type=humanoid|tag=any race;elf}" + ], + "script": "Elvish", + "entries": [ + "Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires." + ], + "hasFluffImages": true + }, + { + "name": "Elvish", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "standard", + "entries": [ + "Origin: Elves." + ] + }, + { + "name": "Ergot", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Northern Ergoth" + ], + "script": "Common" + }, + { + "name": "Giant", + "source": "ERLW", + "page": 6, + "type": "standard", + "typicalSpeakers": [ + "Inhabitants of Xen'drik" + ], + "script": "Giant" + }, + { + "name": "Giant", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "{@creature ogre||ogres}", + "{@filter giants|bestiary|type=giant|source=ERLW}" + ], + "script": "Minotaur" + }, + { + "name": "Giant", + "source": "MOT", + "page": 9, + "typicalSpeakers": [ + "Cyclopes, giants" + ], + "script": "Minotaur" + }, + { + "name": "Giant", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Giant|XPHB" + ], + "type": "standard", + "typicalSpeakers": [ + "{@creature ogre||ogres}", + "{@filter giants|bestiary|type=giant}" + ], + "script": "Dwarvish", + "hasFluffImages": true + }, + { + "name": "Giant", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "standard", + "entries": [ + "Origin: Giants." + ] + }, + { + "name": "Giant Eagle", + "source": "MM", + "page": 324, + "typicalSpeakers": [ + "{@creature Giant Eagle||giant eagles}" + ] + }, + { + "name": "Giant Elk", + "source": "MM", + "page": 325, + "typicalSpeakers": [ + "{@creature Giant Elk||giant elks}" + ] + }, + { + "name": "Giant Owl", + "source": "MM", + "page": 327, + "typicalSpeakers": [ + "{@creature Giant Owl||giant owls}" + ] + }, + { + "name": "Gith", + "dialects": [ + "Githzerai", + "Githyanki" + ], + "source": "MM", + "page": 160, + "additionalSources": [ + { + "source": "MTF", + "page": 90 + } + ], + "typicalSpeakers": [ + "{@creature Githzerai Monk||githzerai monks}", + "{@creature Githyanki Warrior||githyanki warriors}", + "{@creature Githzerai Zerth||githzerai zerths}", + "{@creature Githyanki Knight||githyanki knights}" + ], + "script": "Tir'su", + "entries": [ + { + "type": "inset", + "name": "The Gith Alphabet", + "entries": [ + "The gith use a written language composed of alphabetic symbols arranged in circular clusters called tir'su. Each \"spoke\" on the wheel corresponds to a letter of the alphabet. Each cluster of characters represents a single word, and multiple tir'su connect to form phrases and sentences.", + "Githyanki and githzerai both speak Gith, but each race has a distinct dialect and accent. Similarly, the two races of gith differentiate their language by how they write it. Githyanki write a tir'su clockwise, starting at the top. Githzerai use the same letter symbols but write their tir'su counterclockwise, starting from the bottom." + ] + } + ] + }, + { + "name": "Gnoll", + "source": "MM", + "page": 163, + "typicalSpeakers": [ + "{@creature Gnoll||gnolls}", + "{@creature Gnoll Pack Lord||gnoll pack lords}", + "{@creature Gnoll Fang of Yeenoghu||gnoll fangs of yeenoghu}" + ] + }, + { + "name": "Gnomish", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Sancrist" + ], + "script": "Common" + }, + { + "name": "Gnomish", + "source": "ERLW", + "page": 6, + "type": "standard", + "typicalSpeakers": [ + "Zilargo" + ], + "script": "Dwarvish" + }, + { + "name": "Gnomish", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "PHB", + "page": 35 + } + ], + "reprintedAs": [ + "Gnomish|XPHB" + ], + "type": "standard", + "typicalSpeakers": [ + "{@filter gnomes|bestiary|type=humanoid|tag=any race;gnome}" + ], + "script": "Dwarvish", + "entries": [ + "The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world." + ], + "hasFluffImages": true + }, + { + "name": "Gnomish", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "standard", + "entries": [ + "Origin: Gnomes." + ] + }, + { + "name": "Goblin", + "source": "DSotDQ", + "page": 9, + "type": "rare", + "typicalSpeakers": [ + "Taman Busuk" + ], + "script": "Dwarvish" + }, + { + "name": "Goblin", + "source": "ERLW", + "page": 6, + "type": "standard", + "typicalSpeakers": [ + "Darguun", + "Droaam", + "Shadow Marches", + "monsters of Khorvaire" + ], + "script": "Goblin" + }, + { + "name": "Goblin", + "source": "GGR", + "page": 9, + "additionalSources": [ + { + "source": "GGR", + "page": 16 + } + ], + "type": "standard", + "typicalSpeakers": [ + "{@filter goblins|bestiary|tag=any race|source=GGR}" + ], + "script": "Common", + "entries": [ + "In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation." + ] + }, + { + "name": "Goblin", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Goblin|XPHB" + ], + "type": "standard", + "typicalSpeakers": [ + "{@filter goblinoids|bestiary|tag=goblinoid}" + ], + "script": "Dwarvish", + "hasFluffImages": true + }, + { + "name": "Goblin", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "standard", + "entries": [ + "Origin: Goblinoids." + ] + }, + { + "name": "Grell", + "source": "MM", + "page": 172, + "typicalSpeakers": [ + "{@creature Grell||grells}" + ] + }, + { + "name": "Grung", + "source": "VGM", + "page": 156, + "typicalSpeakers": [ + "{@creature Grung|VGM|grungs}", + "{@creature Grung Wildling|VGM|grung wildlings}", + "{@creature Grung Elite Warrior|VGM|grung elite warriors}" + ] + }, + { + "name": "Guran", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Gur ethnic group" + ], + "script": "Thorass", + "entries": [ + "A patois of {@language Roushoum|SCAG} and {@language Rashemi|SCAG}.", + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ] + }, + { + "name": "Halfling", + "source": "ERLW", + "page": 6, + "type": "standard", + "typicalSpeakers": [ + "Talenta Plains" + ], + "script": "Common" + }, + { + "name": "Halfling", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "PHB", + "page": 26 + } + ], + "reprintedAs": [ + "Halfling|XPHB" + ], + "type": "standard", + "typicalSpeakers": [ + "{@filter halflings|bestiary|type=humanoid|tag=any race;halfling}" + ], + "script": "Common", + "entries": [ + "The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling." + ] + }, + { + "name": "Halfling", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "standard", + "entries": [ + "Origin: Halflings." + ] + }, + { + "name": "Halruaan", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Halruaan ethnic group" + ], + "script": "Draconic", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ] + }, + { + "name": "Homarid", + "source": "PSD", + "page": 15, + "typicalSpeakers": [ + "{@creature Homarid|PSD|homarids}" + ] + }, + { + "name": "Hook Horror", + "source": "MM", + "page": 189, + "typicalSpeakers": [ + "{@creature Hook Horror||hook horrors}" + ] + }, + { + "name": "Ice Toad", + "source": "RoT", + "page": 90, + "otherSources": [ + { + "source": "ToD" + } + ], + "typicalSpeakers": [ + "{@creature Ice Toad|RoT|ice toads}" + ] + }, + { + "name": "Illuskan", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Illuskan ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Infernal", + "source": "ERLW", + "page": 6, + "type": "exotic", + "typicalSpeakers": [ + "{@filter fiends|bestiary|type=fiend|source=ERLW}" + ], + "script": "Infernal" + }, + { + "name": "Infernal", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Infernal|XPHB" + ], + "type": "exotic", + "typicalSpeakers": [ + "{@filter devils|bestiary|tag=devil}" + ], + "script": "Infernal" + }, + { + "name": "Infernal", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "rare", + "entries": [ + "Origin: Devils of the Nine Hells." + ] + }, + { + "name": "Istarian", + "source": "DSotDQ", + "page": 9, + "type": "rare", + "typicalSpeakers": [ + "Ancient Istarians" + ], + "script": "Istarian" + }, + { + "name": "Itzocan", + "source": "PSX", + "page": 6, + "typicalSpeakers": [ + "Sun Empire", + "{@race Human (Ixalan)|PSX|Humans}" + ] + }, + { + "name": "Ixitxachitl", + "source": "OotA", + "page": 225, + "typicalSpeakers": [ + "{@creature ixitxachitl|OotA}", + "{@creature Ixitxachitl Cleric|OotA|ixitxachitl clerics}", + "{@creature vampiric ixitxachitl|OotA}", + "{@creature Vampiric Ixitxachitl Cleric|OotA|vampiric ixitxachitl clerics}" + ] + }, + { + "name": "Keldon", + "source": "PSD", + "page": 19, + "typicalSpeakers": [ + "{@race Human (Keldon)|PSD|Keldons}" + ] + }, + { + "name": "Kenderspeak", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Goodlund", + "Hylo" + ], + "script": "Common" + }, + { + "name": "Kharolian", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Plains of Dust", + "Tarsis" + ], + "script": "Common" + }, + { + "name": "Khenra", + "source": "PSA", + "page": 18, + "typicalSpeakers": [ + "{@race Khenra|PSA}" + ] + }, + { + "name": "Khur", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Khur" + ], + "script": "Istarian" + }, + { + "name": "Kothian", + "source": "DSotDQ", + "page": 9, + "type": "rare", + "typicalSpeakers": [ + "Minotaurs" + ], + "script": "Kothian" + }, + { + "name": "Kraul", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "kraul", + "{@creature Kraul Warrior|GGR|kraul warriors}", + "{@creature Kraul Death Priest|GGR|kraul death priests}", + "{@creature Devkarin Lich|GGR|devkarin liches}" + ], + "script": "Kraul" + }, + { + "name": "Kruthik", + "source": "MTF", + "page": 211, + "typicalSpeakers": [ + "{@creature Young Kruthik|MTF|young kruthiks}", + "{@creature Adult Kruthik|MTF|adult kruthiks}", + "{@creature Kruthik Hive Lord|MTF|kruthik hive lords}" + ] + }, + { + "name": "Leonin", + "source": "MOT", + "page": 9, + "typicalSpeakers": [ + "Leonin" + ], + "script": "Common" + }, + { + "name": "Loross", + "source": "IDRotF", + "page": 221, + "script": "Draconic", + "entries": [ + "Loross, a language spoken by the Netherese, is a dead tongue. Very few creatures in the world today would recognize it, much less speak it. Loross used the Draconic alphabet in its written form, while the spoken language had many similarities with Elvish, due to the cultural influence the elves had on Netherese civilization. A character who speaks Elvish can understand what a creature speaking Loross is saying, and vice versa. A character who has the Cloistered Scholar or Sage background, or a warlock who knows the Eyes of the Rune Keeper invocation, can translate written Loross without an ability check." + ] + }, + { + "name": "Loxodon", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "{@filter loxodons|bestiary|tag=any race|source=GGR}" + ], + "script": "Elvish" + }, + { + "name": "Marquesian", + "source": "EGW", + "page": 9, + "entries": [ + "The Menagerie Coast was settled by colonists from the arid land of Marquet, and their language now holds an unusual position in the Clovis Concord. It is the language of high society, as many Clovis elite are descended from Marquesians, but it is also the language of piracy, since countless lower-class Marquesians defected from the Concord and formed the Revelry pirates." + ] + }, + { + "name": "Merfolk", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "{@filter merfolk|bestiary|source=GGR|tag=any race;merfolk}" + ], + "script": "Merfolk" + }, + { + "name": "Merfolk", + "source": "PSX", + "page": 6, + "typicalSpeakers": [ + "River Heralds" + ], + "script": "Merfolk" + }, + { + "name": "Midani", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Bedine ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Minotaur", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "{@race minotaur|ggr|minotaurs}" + ], + "script": "Minotaur" + }, + { + "name": "Minotaur", + "source": "MOT", + "page": 9, + "typicalSpeakers": [ + "Minotaurs" + ], + "script": "Minotaur" + }, + { + "name": "Modron", + "source": "MM", + "page": 224, + "typicalSpeakers": [ + "{@creature Monodrone||monodrones}", + "{@creature Duodrone||duodrones}", + "{@creature Tridrone||tridrones}", + "{@creature Quadrone||quadrones}", + "{@creature Pentadrone||pentadrones}" + ] + }, + { + "name": "Mulhorandi", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Mulan ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Naga", + "source": "PSA", + "page": 18, + "typicalSpeakers": [ + "{@race Naga|PSA|}" + ] + }, + { + "name": "Naush", + "source": "EGW", + "page": 9, + "entries": [ + "Originally spoken by the Ki'Nau islanders native to the Menagerie Coast, Naush is a thriving language within the multicultural cities of the Clovis Concord. Even sailors who only speak Common incorporate dozens of Naush words into their nautical jargon." + ] + }, + { + "name": "Nerakese", + "source": "DSotDQ", + "page": 9, + "type": "rare", + "typicalSpeakers": [ + "Neraka" + ], + "script": "Istarian" + }, + { + "name": "Netherese", + "source": "HotDQ", + "page": 93, + "otherSources": [ + { + "source": "ToD" + } + ], + "script": "Draconic" + }, + { + "name": "Nordmaarian", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Nordmaar" + ], + "script": "Istarian" + }, + { + "name": "Ogre", + "source": "DSotDQ", + "page": 9, + "type": "rare", + "typicalSpeakers": [ + "Blode", + "Kern" + ], + "script": "Ogre" + }, + { + "name": "Olman", + "source": "TftYP", + "page": 238 + }, + { + "name": "Orc", + "source": "ERLW", + "page": 6, + "type": "exotic", + "typicalSpeakers": [ + "isolated orc tribes" + ], + "script": "Goblin" + }, + { + "name": "Orc", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Orc|XPHB" + ], + "type": "standard", + "typicalSpeakers": [ + "{@filter orcs|bestiary|tag=orc}" + ], + "script": "Dwarvish", + "entries": [ + " Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script." + ], + "hasFluffImages": true + }, + { + "name": "Orc", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "standard", + "entries": [ + "Origin: Orcs." + ] + }, + { + "name": "Otyugh", + "source": "MM", + "page": 248, + "typicalSpeakers": [ + "{@creature Otyugh||otyughs}" + ] + }, + { + "name": "Primordial", + "source": "DSotDQ", + "page": 9, + "type": "rare", + "typicalSpeakers": [ + "Elementals" + ], + "script": "Primordial" + }, + { + "name": "Primordial", + "source": "ERLW", + "page": 6, + "type": "exotic", + "typicalSpeakers": [ + "{@filter elementals|bestiary|type=elemental}" + ], + "script": "Primordial" + }, + { + "name": "Primordial", + "source": "MOT", + "page": 9, + "typicalSpeakers": [ + "Tritons" + ], + "script": "Common" + }, + { + "name": "Primordial", + "dialects": [ + "Auran", + "Aquan", + "Ignan", + "Terran" + ], + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "additionalSources": [ + { + "source": "EEPC", + "page": 9 + } + ], + "reprintedAs": [ + "Primordial|XPHB" + ], + "type": "exotic", + "typicalSpeakers": [ + "{@filter elementals|bestiary|type=elemental}" + ], + "script": "Dwarvish", + "entries": [ + "Primordial is a guttural language, filled with harsh syllables and hard consonants." + ], + "hasFluffImages": true + }, + { + "name": "Primordial", + "source": "PSI", + "page": 9, + "typicalSpeakers": [ + "Elementals" + ] + }, + { + "name": "Primordial", + "dialects": [ + "Auran", + "Aquan", + "Ignan", + "Terran" + ], + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "rare", + "entries": [ + "Origin: Elementals." + ] + }, + { + "name": "Qualith", + "source": "VGM", + "page": 75, + "typicalSpeakers": [ + "{@creature Mind Flayer||Mind Flayers}" + ], + "script": "Qualith", + "entries": [ + "The \"writing\" of mind flayers, known as Qualith, isn't as simple as a set of symbols representing sounds or ideas. An inscription in Qualith captures the thoughts of its creator and psionically transmits the thoughts to a mind flayer who later reads the inscription by touching it with its tentacles. Mind flayers write in Qualith by psionically imprinting their messages on nonmagical, nonliving material they grasp or caress with their tentacles. The imprinting causes imperceptible surface changes to the object, and abrasion or degradation of the material can cause the inscription to fade and fail.", + "An expression in Qualith is made up of four-line stanzas packed into interlocking blocks, creating complex patterns that are indecipherable by other creatures. Someone that touches a Qualith inscription, however, can receive fragmentary insight into the multilayered thoughts contained within it. A non-illithid that wants to understand a Qualith inscription can make an Intelligence check (DC based on the complexity of the contained thoughts) to try to derive some of the inscription's meaning. Multiple successful attempts might uncover different aspects about the illithid author, its intended meaning, and its intended audience. A failed attempt results in a crushing headache and, in extreme cases, madness. A {@spell comprehend languages} spell provides understanding of the inscription roughly equivalent to what a mind flayer would get from it." + ] + }, + { + "name": "Quori", + "source": "ERLW", + "page": 6, + "type": "exotic", + "typicalSpeakers": [ + "{@creature inspired|ERLW}", + "kalashtar", + "{@filter quori|bestiary|source=ERLW|search=quori}" + ], + "script": "Quori" + }, + { + "name": "Rashemi", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Rashemi ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Riedran", + "source": "ERLW", + "page": 6, + "type": "standard", + "typicalSpeakers": [ + "people of Sarlona" + ], + "script": "Common" + }, + { + "name": "Roushoum", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Imaskari ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Sahuagin", + "source": "MM", + "page": 263, + "typicalSpeakers": [ + "{@creature sahuagin}", + "{@creature Sahuagin Priestess||sahuagin priestesses}", + "{@creature Sahuagin Baron||sahuagin barons}" + ] + }, + { + "name": "Shaaran", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Shaaran ethnic group" + ], + "script": "Dethek", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ] + }, + { + "name": "Shou", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Shou ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Siren", + "source": "PSX", + "page": 17, + "typicalSpeakers": [ + "{@race Siren|PSX|Sirens}" + ] + }, + { + "name": "Slaad", + "source": "MM", + "page": 276, + "typicalSpeakers": [ + "{@creature Slaad Tadpole||slaad tadpoles}", + "{@creature Red Slaad||red slaads}", + "{@creature Blue Slaad||blue slaads}", + "{@creature Green Slaad||green slaads}", + "{@creature Gray Slaad||gray slaads}", + "{@creature Death Slaad||death slaads}" + ] + }, + { + "name": "Solamnic", + "source": "DSotDQ", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "Sancrist", + "Solamnia" + ], + "script": "Common" + }, + { + "name": "Sphinx", + "source": "GGR", + "page": 9, + "type": "standard", + "typicalSpeakers": [ + "{@creature Sphinx of Judgment|ggr|sphinxes}" + ], + "script": "none" + }, + { + "name": "Sphinx", + "source": "MM", + "page": 281, + "typicalSpeakers": [ + "{@creature Gynosphinx||gynosphinxes}", + "{@creature Androsphinx||androsphinxes}" + ] + }, + { + "name": "Sphinx", + "source": "MOT", + "page": 9, + "typicalSpeakers": [ + "Sphinxes" + ] + }, + { + "name": "Sylvan", + "source": "DSotDQ", + "page": 9, + "type": "rare", + "typicalSpeakers": [ + "Fey creatures" + ], + "script": "Sylvan" + }, + { + "name": "Sylvan", + "source": "ERLW", + "page": 6, + "type": "exotic", + "typicalSpeakers": [ + "{@filter fey creatures|bestiary|type=fey|source=ERLW}" + ], + "script": "Elvish" + }, + { + "name": "Sylvan", + "source": "GGR", + "page": 9, + "additionalSources": [ + { + "source": "GGR", + "page": 15 + } + ], + "type": "standard", + "typicalSpeakers": [ + "{@race centaur|ggr|centaurs}", + "{@creature Conclave Dryad|ggr|dryads}" + ], + "script": "Elvish", + "entries": [ + "Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces." + ] + }, + { + "name": "Sylvan", + "source": "MOT", + "page": 9, + "typicalSpeakers": [ + "Centaurs, {@filter satyrs|bestiary|source=MOT|search=satyr}" + ], + "script": "Elvish" + }, + { + "name": "Sylvan", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sylvan|XPHB" + ], + "type": "exotic", + "typicalSpeakers": [ + "{@filter fey creatures|bestiary|type=fey}" + ], + "script": "Elvish", + "hasFluffImages": true + }, + { + "name": "Sylvan", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "rare", + "entries": [ + "Origin: The Feywild." + ] + }, + { + "name": "Thayan", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Mulan ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Thieves' Cant", + "source": "GGR", + "page": 9, + "type": "secret", + "typicalSpeakers": [ + "street gangs", + "Dimir {@class rogue||rogues}", + "Golgari {@class rogue||rogues}" + ] + }, + { + "name": "Thieves' Cant", + "source": "PHB", + "page": 94, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Thieves' Cant|XPHB" + ], + "type": "secret", + "typicalSpeakers": [ + "{@creature assassin||assassins}", + "{@class rogue||rogues}" + ], + "entries": [ + "Thieves' cant is a secret mix of dialect, jargon, and code that allows messages to be hidden in seemingly normal conversation. Only a creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly." + ] + }, + { + "name": "Thieves' Cant", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "rare", + "entries": [ + "Origin: Various criminal guilds." + ] + }, + { + "name": "Thri-kreen", + "source": "MM", + "page": 288, + "typicalSpeakers": [ + "{@creature thri-kreen}" + ] + }, + { + "name": "Tlincalli", + "source": "VGM", + "page": 193, + "typicalSpeakers": [ + "{@creature tlincalli|VGM}" + ] + }, + { + "name": "Troglodyte", + "source": "MM", + "page": 290, + "typicalSpeakers": [ + "{@creature Troglodyte||troglodytes}" + ] + }, + { + "name": "Tuigan", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Tuigan ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Turmic", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Turami ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Uluik", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Ulutiun ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Umber Hulk", + "source": "MM", + "page": 292, + "typicalSpeakers": [ + "{@creature Umber Hulk||umber hulks}" + ] + }, + { + "name": "Undercommon", + "source": "PHB", + "page": 123, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Undercommon|XPHB" + ], + "type": "exotic", + "typicalSpeakers": [ + "underdark traders" + ], + "script": "Elvish", + "hasFluffImages": true + }, + { + "name": "Undercommon", + "source": "XPHB", + "page": 37, + "freeRules2024": true, + "type": "rare", + "entries": [ + "Origin: The Underdark." + ] + }, + { + "name": "Untheric", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Mulan ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Vampire", + "source": "PSX", + "page": 6, + "typicalSpeakers": [ + "Legion of Dusk" + ] + }, + { + "name": "Vedalken", + "source": "GGR", + "page": 9, + "additionalSources": [ + { + "source": "PSK", + "page": 23 + } + ], + "type": "standard", + "typicalSpeakers": [ + "{@race Vedalken|ggr}" + ], + "script": "Vedalken", + "entries": [ + "The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it." + ] + }, + { + "name": "Vegepygmy", + "source": "VGM", + "page": 196, + "typicalSpeakers": [ + "{@creature Vegepygmy|VGM|vegepygmies}", + "{@creature Vegepygmy Chief|VGM|vegepygmy chiefs}" + ] + }, + { + "name": "Waelan", + "source": "SCAG", + "page": 112, + "typicalSpeakers": [ + "Ffolk ethnic group" + ], + "script": "Thorass", + "entries": [ + { + "type": "inset", + "name": "Option: Human Languages", + "entries": [ + "Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.", + "If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Winter Wolf", + "source": "MM", + "page": 340, + "typicalSpeakers": [ + "{@creature Winter Wolf||winter wolves}" + ] + }, + { + "name": "Worg", + "source": "MM", + "page": 341, + "typicalSpeakers": [ + "{@creature Worg||worgs}" + ] + }, + { + "name": "Yeti", + "source": "MM", + "page": 305, + "typicalSpeakers": [ + "{@creature Yeti||yetis}", + "{@creature Abominable Yeti||abominable yetis}" + ] + }, + { + "name": "Yikaria", + "source": "SKT", + "page": 244, + "typicalSpeakers": [ + "{@creature Yakfolk Priest|SKT|yakfolk priests}", + "{@creature Yakfolk Warrior|SKT|yakfolk warriors}" + ] + }, + { + "name": "Zemnian", + "source": "EGW", + "page": 9, + "entries": [ + "This ancient language was spoken by the people of Zemniaz in the Age of Arcanum. That ancient culture has long since crumbled, but its language and its people live on in the Dwendalian Empire. Many ancient scrolls were written in Zemnian, but it is a language now largely spoken by farmers, as Common is the default language of the empire." + ] + } + ], + "languageScript": [ + { + "name": "Draconic", + "source": "PHB", + "fonts": [ + "fonts/languages/PHB/Draconic/Iokharic.otf", + "fonts/languages/PHB/Draconic/Iokharic Bold.otf", + "fonts/languages/PHB/Draconic/Iokharic Italic.otf", + "fonts/languages/PHB/Draconic/Iokharic Bold Italic.otf" + ] + }, + { + "name": "Dwarvish", + "source": "PHB", + "fonts": [ + "fonts/languages/PHB/Dwarvish/Dethek.otf", + "fonts/languages/PHB/Dwarvish/Dethek Bold.otf", + "fonts/languages/PHB/Dwarvish/Dethek Italic.otf", + "fonts/languages/PHB/Dwarvish/Dethek Bold Italic.otf", + "fonts/languages/PHB/Dwarvish/Dethek Stone.ttf", + "fonts/languages/PHB/Dwarvish/Dethek Alt.ttf", + "fonts/languages/PHB/Dwarvish/Olde Dethek.otf", + "fonts/languages/PHB/Dwarvish/Olde Dethek Italic.otf", + "fonts/languages/PHB/Dwarvish/Davek 4e.otf", + "fonts/languages/PHB/Dwarvish/Davek 4e Bold.otf", + "fonts/languages/PHB/Dwarvish/Davek 4e Italic.otf", + "fonts/languages/PHB/Dwarvish/Davek 4e Bold Italic.otf" + ] + }, + { + "name": "Elvish", + "source": "PHB", + "fonts": [ + "fonts/languages/PHB/Elvish/Espruar 5e.ttf", + "fonts/languages/PHB/Elvish/Espruar 3e.otf", + "fonts/languages/PHB/Elvish/Espruar 3e Bold.otf", + "fonts/languages/PHB/Elvish/Espruar 3e Italic.otf", + "fonts/languages/PHB/Elvish/Espruar 3e Bold Italic.otf", + "fonts/languages/PHB/Elvish/Espruar 2e.ttf", + "fonts/languages/PHB/Elvish/Olde Espruar.otf", + "fonts/languages/PHB/Elvish/Rellanic 4e.otf", + "fonts/languages/PHB/Elvish/Rellanic 4e Bold.otf", + "fonts/languages/PHB/Elvish/Rellanic 4e Italic.otf", + "fonts/languages/PHB/Elvish/Rellanic 4e Bold Italic.otf" + ] + }, + { + "name": "Infernal", + "source": "PHB", + "fonts": [ + "fonts/languages/PHB/Infernal/Infernal.ttf", + "fonts/languages/PHB/Infernal/Barazhad.otf", + "fonts/languages/PHB/Infernal/Barazhad Bold.otf", + "fonts/languages/PHB/Infernal/Barazhad Italic.otf", + "fonts/languages/PHB/Infernal/Barazhad Bold Italic.otf" + ] + }, + { + "name": "Thorass", + "source": "PHB", + "fonts": [ + "fonts/languages/PHB/Human/Thorass.otf", + "fonts/languages/PHB/Human/Thorass Bold.otf", + "fonts/languages/PHB/Human/Thorass Italic.otf", + "fonts/languages/PHB/Human/Thorass Bold Italic.otf", + "fonts/languages/PHB/Human/Olde Thorass.otf" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/loot.json b/src/ttfrog/five_e_tools/sources/loot.json new file mode 100644 index 0000000..646b40a --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/loot.json @@ -0,0 +1,4695 @@ +{ + "individual": [ + { + "name": "Challenge 0-4", + "source": "DMG", + "page": 136, + "crMin": 0, + "crMax": 4, + "table": [ + { + "min": 1, + "max": 30, + "coins": { + "cp": "5d6" + } + }, + { + "min": 31, + "max": 60, + "coins": { + "sp": "4d6" + } + }, + { + "min": 61, + "max": 70, + "coins": { + "ep": "3d6" + } + }, + { + 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"type": "A", + "typeAltChoose": { + "rarity": "common", + "tier": "minor" + } + }, + { + "min": 22, + "max": 49, + "type": "B", + "typeAltChoose": { + "rarity": "uncommon", + "tier": "minor" + } + }, + { + "min": 50, + "max": 64, + "type": "C", + "typeAltChoose": { + "rarity": "rare", + "tier": "minor" + } + }, + { + "min": 65, + "max": 72, + "type": "D", + "typeAltChoose": { + "rarity": "very rare", + "tier": "minor" + } + }, + { + "min": 73, + "max": 91, + "type": "F", + "typeAltChoose": { + "rarity": "uncommon", + "tier": "major" + } + }, + { + "min": 92, + "max": 97, + "type": "G", + "typeAltChoose": { + "rarity": "rare", + "tier": "major" + } + }, + { + "min": 98, + "max": 100, + "type": "H", + "typeAltChoose": { + "rarity": "very rare", + "tier": "major" + } + } + ], + "amount": "1d8" + } + ] + }, + { + "name": "Ancient", + "source": "FTD", + "page": 72, + "coins": { + "cp": "12d6*100", + "sp": "4d6*1000", + "gp": "6d6*10000", + "pp": "12d6*1000" + }, + "dragonMundaneItems": { + "amount": "2d8" + }, + "gems": { + "typeTable": [ + { + "min": 1, + "max": 14, + "type": 10 + }, + { + "min": 15, + "max": 28, + "type": 50 + }, + { + "min": 29, + "max": 42, + "type": 100 + }, + { + "min": 43, + "max": 58, + "type": 500 + }, + { + "min": 59, + "max": 93, + "type": 1000 + }, + { + "min": 94, + "max": 100, + "type": 5000 + } + ], + "amount": "6d6" + }, + "artObjects": { + "typeTable": [ + { + "min": 1, + "max": 22, + "type": 25 + }, + { + "min": 23, + "max": 42, + "type": 250 + }, + { + "min": 43, + "max": 58, + "type": 750 + }, + { + "min": 59, + "max": 93, + "type": 2500 + }, + { + "min": 94, + "max": 100, + "type": 7500 + } + ], + "amount": "2d10" + }, + "magicItems": [ + { + "typeTable": [ + { + "min": 1, + "max": 12, + "type": "C", + "typeAltChoose": { + "rarity": "rare", + "tier": "minor" + } + }, + { + "min": 13, + "max": 56, + "type": "D", + "typeAltChoose": { + "rarity": "very rare", + "tier": "minor" + } + }, + { + "min": 57, + "max": 67, + "type": "E", + "typeAltChoose": { + "rarity": "legendary", + "tier": "minor" + } + }, + { + "min": 68, + "max": 73, + "type": "G", + "typeAltChoose": { + "rarity": "rare", + "tier": "major" + } + }, + { + "min": 74, + "max": 82, + "type": "H", + "typeAltChoose": { + "rarity": "very rare", + "tier": "major" + } + }, + { + "min": 83, + "max": 100, + "type": "I", + "typeAltChoose": { + "rarity": "legendary", + "tier": "major" + } + } + ], + "amount": "2d6" + } + ] + } + ], + "gems": [ + { + "name": "10 gp Gemstones", + "source": "DMG", + "page": 134, + "type": 10, + "table": [ + "{@item Azurite} (opaque mottled deep blue)", + "{@item Banded agate} (translucent striped brown, blue, white, or red)", + "{@item Blue quartz} (transparent pale blue)", + "{@item Eye agate} (translucent circles of gray, white brown, blue, or green)", + "{@item Hematite} (opaque gray-black)", + "{@item Lapis lazuli} (opaque light and dark blue with yellow flecks)", + "{@item Malachite} (opaque striated light and dark green)", + "{@item Moss agate} (translucent pink or yellow-white with mossy gray or green markings)", + "{@item Obsidian} (opaque black)", + "{@item Rhodochrosite} (opaque light pink)", + "{@item Tiger eye} (translucent brown with golden center)", + "{@item Turquoise} (opaque light blue-green)" + ] + }, + { + "name": "50 gp Gemstones", + "source": "DMG", + "page": 134, + "type": 50, + "table": [ + "{@item Bloodstone} (opaque dark gray with red flecks)", + "{@item Carnelian} (opaque orange to red-brown)", + "{@item Chalcedony} (opaque white)", + "{@item Chrysoprase} (translucent green)", + "{@item Citrine} (transparent pale yellow-brown)", + "{@item Jasper} (opaque blue, black, or brown)", + "{@item Moonstone} (translucent white with pale blue glow)", + "{@item Onyx} (opaque bands of black and white, or pure black or white)", + "{@item Quartz} (transparent white, smoky gray, or yellow)", + "{@item Sardonyx} (opaque bands of red and white)", + "{@item Star rose quartz} (translucent rosy stone with white star-shaped center)", + "{@item Zircon} (transparent pale blue-green)" + ] + }, + { + "name": "100 gp Gemstones", + "source": "DMG", + "page": 134, + "type": 100, + "table": [ + "{@item Amber} (transparent watery gold to rich gold)", + "{@item Amethyst} (transparent deep purple)", + "{@item Chrysoberyl} (transparent yellow-green to pale green)", + "{@item Coral} (opaque crimson)", + "{@item Garnet} (transparent red, brown-green, or violet)", + "{@item Jade} (translucent light green, deep green, or white)", + "{@item Jet} (opaque deep black)", + "{@item Pearl} (opaque lustrous white, yellow, or pink)", + "{@item Spinel} (transparent red, red-brown, or deep green)", + "{@item Tourmaline} (transparent pale green, blue, brown, or red)" + ] + }, + { + "name": "500 gp Gemstones", + "source": "DMG", + "page": 134, + "type": 500, + "table": [ + "{@item Alexandrite} (transparent dark green)", + "{@item Aquamarine} (transparent pale blue-green)", + "{@item Black pearl} (opaque pure black)", + "{@item Blue spinel} (transparent deep blue)", + "{@item Peridot} (transparent rich olive green)", + "{@item Topaz} (transparent golden yellow)" + ] + }, + { + "name": "1,000 gp Gemstones", + "source": "DMG", + "page": 134, + "type": 1000, + "table": [ + "{@item Black opal} (translucent dark green with black mottling and golden flecks)", + "{@item Blue sapphire} (transparent blue-white to medium blue)", + "{@item Emerald} (transparent deep bright green)", + "{@item Fire opal} (translucent fiery red)", + "{@item Opal} (translucent pale blue with green and golden mottling)", + "{@item Star ruby} (translucent ruby with white star-shaped center)", + "{@item Star sapphire} (translucent blue sapphire with white star-shaped center)", + "{@item Yellow sapphire} (transparent fiery yellow or yellow-green)" + ] + }, + { + "name": "5,000 gp Gemstones", + "source": "DMG", + "page": 134, + "type": 5000, + "table": [ + "{@item Black sapphire} (translucent lustrous black with glowing highlights)", + "{@item Diamond} (transparent blue-white, canary, pink, brown, or blue)", + "{@item Jacinth} (transparent fiery orange)", + "{@item Ruby} (transparent clear red to deep crimson)" + ] + } + ], + "artObjects": [ + { + "name": "25 gp Art Objects", + "source": "DMG", + "page": 134, + "type": 25, + "table": [ + "{@item Silver ewer}", + "{@item Carved bone statuette}", + "{@item Small gold bracelet}", + "{@item Cloth-of-gold vestments}", + "{@item Black velvet mask stitched with silver thread}", + "{@item Copper chalice with silver filigree}", + "{@item Pair of engraved bone dice}", + "{@item Small mirror set in a painted wooden frame}", + "{@item Embroidered silk handkerchief}", + "{@item Gold locket with a painted portrait inside}" + ] + }, + { + "name": "250 gp Art Objects", + "source": "DMG", + "page": 135, + "type": 250, + "table": [ + "{@item Gold ring set with bloodstones}", + "{@item Carved ivory statuette}", + "{@item Large gold bracelet}", + "{@item Silver necklace with a gemstone pendant}", + "{@item Bronze crown}", + "{@item Silk robe with gold embroidery}", + "{@item Large well-made tapestry}", + "{@item Brass mug with jade inlay}", + "{@item Box of turquoise animal figurines}", + "{@item Gold bird cage with electrum filigree}" + ] + }, + { + "name": "750 gp Art Objects", + "source": "DMG", + "page": 135, + "type": 750, + "table": [ + "{@item Silver chalice set with moonstones}", + "{@item Silver-plated steel longsword with jet set in hilt}", + "{@item Carved harp of exotic wood with ivory inlay and zircon gems}", + "{@item Small gold idol}", + "{@item Gold dragon comb set with red garnets as eyes}", + "{@item Bottle stopper cork embossed with gold leaf and set with amethysts}", + "{@item Ceremonial electrum dagger with a black pearl in the pommel}", + "{@item Silver and gold brooch}", + "{@item Obsidian statuette with gold fittings and inlay}", + "{@item Painted gold war mask}" + ] + }, + { + "name": "2,500 gp Art Objects", + "source": "DMG", + "page": 135, + "type": 2500, + "table": [ + "{@item Fine gold chain set with a fire opal}", + "{@item Old masterpiece painting}", + "{@item Embroidered silk and velvet mantle set with numerous moonstones}", + "{@item Platinum bracelet set with a sapphire}", + "{@item Embroidered glove set with jewel chips}", + "{@item Jeweled anklet}", + "{@item Gold music box}", + "{@item Gold circlet set with four aquamarines}", + "{@item Eye patch with a mock eye set in blue sapphire and moonstone}", + "A {@item necklace string of small pink pearls}" + ] + }, + { + "name": "7,500 gp Art Objects", + "source": "DMG", + "page": 135, + "type": 7500, + "table": [ + "{@item Jeweled gold crown}", + "{@item Jeweled platinum ring}", + "{@item Small gold statuette set with rubies}", + "{@item Gold cup set with emeralds}", + "{@item Gold jewelry box with platinum filigree}", + "{@item Painted gold child's sarcophagus}", + "{@item Jade game board with solid gold playing pieces}", + "{@item Bejeweled ivory drinking horn with gold filigree}" + ] + } + ], + "magicItems": [ + { + "name": "Magic Item Table A", + "source": "DMG", + "page": 144, + "type": "A", + "table": [ + { + "min": 1, + "max": 50, + "item": "{@item Potion of Healing}" + }, + { + "min": 51, + "max": 60, + "item": "{@item Spell Scroll (Cantrip)}", + "spellLevel": 0 + }, + { + "min": 61, + "max": 70, + "item": "{@item Potion of Climbing}" + }, + { + "min": 71, + "max": 90, + "item": "{@item Spell Scroll (1st Level)}", + "spellLevel": 1 + }, + { + "min": 91, + "max": 94, + "item": "{@item Spell Scroll (2nd Level)}", + "spellLevel": 2 + }, + { + "min": 95, + "max": 98, + "item": "{@item Potion of Greater Healing}" + }, + { + "min": 99, + "max": 99, + "item": "{@item Bag of Holding}" + }, + { + "min": 100, + "max": 100, + "item": "{@item Driftglobe}" + } + ] + }, + { + "name": "Magic Item Table B", + "source": "DMG", + "page": 144, + "type": "B", + "table": [ + { + "min": 1, + "max": 15, + "item": "{@item Potion of Greater Healing}" + }, + { + "min": 16, + "max": 22, + "item": "{@item Potion of Fire Breath}" + }, + { + "min": 23, + "max": 29, + "choose": { + "fromGroup": [ + "Potion of Resistance" + ] + } + }, + { + "min": 30, + "max": 34, + "choose": { + "fromGeneric": [ + "+1 Ammunition" + ] + } + }, + { + "min": 35, + "max": 39, + "item": "{@item Potion of Animal Friendship}" + }, + { + "min": 40, + "max": 44, + "item": "{@item Potion of Hill Giant Strength}" + }, + { + "min": 45, + "max": 49, + "item": "{@item Potion of Growth}" + }, + { + "min": 50, + "max": 54, + "item": "{@item Potion of Water Breathing}" + }, + { + "min": 55, + "max": 59, + "item": "{@item Spell Scroll (2nd Level)}", + "spellLevel": 2 + }, + { + "min": 60, + "max": 64, + "item": "{@item Spell Scroll (3rd Level)}", + "spellLevel": 3 + }, + { + "min": 65, + "max": 67, + "item": "{@item Bag of Holding}" + }, + { + "min": 68, + "max": 70, + "item": "{@item Keoghtom's Ointment}" + }, + { + "min": 71, + "max": 73, + "item": "{@item Oil of Slipperiness}" + }, + { + "min": 74, + "max": 75, + "item": "{@item Dust of Disappearance}" + }, + { + "min": 76, + "max": 77, + "item": "{@item Dust of Dryness}" + }, + { + "min": 78, + "max": 79, + "item": "{@item Dust of Sneezing and Choking}" + }, + { + "min": 80, + "max": 81, + "item": "{@item Elemental Gem}" + }, + { + "min": 82, + "max": 83, + "item": "{@item Philter of Love}" + }, + { + "min": 84, + "max": 84, + "item": "{@item Alchemy Jug}" + }, + { + "min": 85, + "max": 85, + "item": "{@item Cap of Water Breathing}" + }, + { + "min": 86, + "max": 86, + "item": "{@item Cloak of the Manta Ray}" + }, + { + "min": 87, + "max": 87, + "item": "{@item Driftglobe}" + }, + { + "min": 88, + "max": 88, + "item": "{@item Goggles of Night}" + }, + { + "min": 89, + "max": 89, + "item": "{@item Helm of Comprehending Languages}" + }, + { + "min": 90, + "max": 90, + "item": "{@item Immovable Rod}" + }, + { + "min": 91, + "max": 91, + "item": "{@item Lantern of Revealing}" + }, + { + "min": 92, + "max": 92, + "choose": { + "fromGeneric": [ + "Mariner's Armor" + ] + } + }, + { + "min": 93, + "max": 93, + "choose": { + "fromGeneric": [ + "Mithral Armor" + ] + } + }, + { + "min": 94, + "max": 94, + "item": "{@item Potion of Poison}" + }, + { + "min": 95, + "max": 95, + "item": "{@item Ring of Swimming}" + }, + { + "min": 96, + "max": 96, + "item": "{@item Robe of Useful Items}" + }, + { + "min": 97, + "max": 97, + "item": "{@item Rope of Climbing}" + }, + { + "min": 98, + "max": 98, + "item": "{@item Saddle of the Cavalier}" + }, + { + "min": 99, + "max": 99, + "item": "{@item Wand of Magic Detection}" + }, + { + "min": 100, + "max": 100, + "item": "{@item Wand of Secrets}" + } + ] + }, + { + "name": "Magic Item Table C", + "source": "DMG", + "page": 145, + "type": "C", + "table": [ + { + "min": 1, + "max": 15, + "item": "{@item Potion of Superior Healing}" + }, + { + "min": 16, + "max": 22, + "item": "{@item Spell Scroll (4th Level)}", + "spellLevel": 4 + }, + { + "min": 23, + "max": 27, + "choose": { + "fromGeneric": [ + "+2 Ammunition" + ] + } + }, + { + "min": 28, + "max": 32, + "item": "{@item Potion of Clairvoyance}" + }, + { + "min": 33, + "max": 37, + "item": "{@item Potion of Diminution}" + }, + { + "min": 38, + "max": 42, + "item": "{@item Potion of Gaseous Form}" + }, + { + "min": 43, + "max": 47, + "item": "{@item Potion of Frost Giant Strength}" + }, + { + "min": 48, + "max": 52, + "item": "{@item Potion of Stone Giant Strength}" + }, + { + "min": 53, + "max": 57, + "item": "{@item Potion of Heroism}" + }, + { + "min": 58, + "max": 62, + "item": "{@item Potion of Invulnerability}" + }, + { + "min": 63, + "max": 67, + "item": "{@item Potion of Mind Reading}" + }, + { + "min": 68, + "max": 72, + "item": "{@item Spell Scroll (5th Level)}", + "spellLevel": 5 + }, + { + "min": 73, + "max": 75, + "item": "{@item Elixir of Health}" + }, + { + "min": 76, + "max": 78, + "item": "{@item Oil of Etherealness}" + }, + { + "min": 79, + "max": 81, + "item": "{@item Potion of Fire Giant Strength}" + }, + { + "min": 82, + "max": 84, + "item": "{@item Quaal's Feather Token}" + }, + { + "min": 85, + "max": 87, + "item": "{@item Scroll of Protection}" + }, + { + "min": 88, + "max": 89, + "item": "{@item Bag of Beans}" + }, + { + "min": 90, + "max": 91, + "item": "{@item Bead of Force}" + }, + { + "min": 92, + "max": 92, + "item": "{@item Chime of Opening}" + }, + { + "min": 93, + "max": 93, + "item": "{@item Decanter of Endless Water}" + }, + { + "min": 94, + "max": 94, + "item": "{@item Eyes of Minute Seeing}" + }, + { + "min": 95, + "max": 95, + "item": "{@item Folding Boat}" + }, + { + "min": 96, + "max": 96, + "item": "{@item Heward's Handy Haversack}" + }, + { + "min": 97, + "max": 97, + "item": "{@item Horseshoes of Speed}" + }, + { + "min": 98, + "max": 98, + "item": "{@item Necklace of Fireballs}" + }, + { + "min": 99, + "max": 99, + "item": "{@item Periapt of Health}" + }, + { + "min": 100, + "max": 100, + "item": "{@item Sending Stones}" + } + ] + }, + { + "name": "Magic Item Table D", + "source": "DMG", + "page": 145, + "type": "D", + "table": [ + { + "min": 1, + "max": 20, + "item": "{@item Potion of Supreme Healing}" + }, + { + "min": 21, + "max": 30, + "item": "{@item Potion of Invisibility}" + }, + { + "min": 31, + "max": 40, + "item": "{@item Potion of Speed}" + }, + { + "min": 41, + "max": 50, + "item": "{@item Spell Scroll (6th level)}", + "spellLevel": 6 + }, + { + "min": 51, + "max": 57, + "item": "{@item Spell Scroll (7th level)}", + "spellLevel": 7 + }, + { + "min": 58, + "max": 62, + "choose": { + "fromGeneric": [ + "+3 Ammunition" + ] + } + }, + { + "min": 63, + "max": 67, + "item": "{@item Oil of Sharpness}" + }, + { + "min": 68, + "max": 72, + "item": "{@item Potion of Flying}" + }, + { + "min": 73, + "max": 77, + "item": "{@item Potion of Cloud Giant Strength}" + }, + { + "min": 78, + "max": 82, + "item": "{@item Potion of Longevity}" + }, + { + "min": 83, + "max": 87, + "item": "{@item Potion of Vitality}" + }, + { + "min": 88, + "max": 92, + "item": "{@item Spell Scroll (8th level)}", + "spellLevel": 8 + }, + { + "min": 93, + "max": 95, + "item": "{@item Horseshoes of a Zephyr}" + }, + { + "min": 96, + "max": 98, + "item": "{@item Nolzur's Marvelous Pigments}" + }, + { + "min": 99, + "max": 99, + "item": "{@item Bag of Devouring}" + }, + { + "min": 100, + "max": 100, + "item": "{@item Portable Hole}" + } + ] + }, + { + "name": "Magic Item Table E", + "source": "DMG", + "page": 145, + "type": "E", + "table": [ + { + "min": 1, + "max": 30, + "item": "{@item Spell Scroll (8th level)}", + "spellLevel": 8 + }, + { + "min": 31, + "max": 55, + "item": "{@item Potion of Storm Giant Strength}" + }, + { + "min": 56, + "max": 70, + "item": "{@item Potion of Supreme Healing}" + }, + { + "min": 71, + "max": 85, + "item": "{@item Spell Scroll (9th level)}", + "spellLevel": 9 + }, + { + "min": 86, + "max": 93, + "item": "{@item Universal Solvent}" + }, + { + "min": 94, + "max": 98, + "item": "{@item Arrow of Slaying}" + }, + { + "min": 99, + "max": 100, + "item": "{@item Sovereign Glue}" + } + ] + }, + { + "name": "Magic Item Table F", + "source": "DMG", + "page": 146, + "type": "F", + "table": [ + { + "min": 1, + "max": 15, + "choose": { + "fromGeneric": [ + "+1 Weapon" + ] + } + }, + { + "min": 16, + "max": 18, + "item": "{@item +1 shield}" + }, + { + "min": 19, + "max": 21, + "item": "{@item Sentinel Shield}" + }, + { + "min": 22, + "max": 23, + "item": "{@item Amulet of Proof Against Detection and Location}" + }, + { + "min": 24, + "max": 25, + "item": "{@item Boots of Elvenkind}" + }, + { + "min": 26, + "max": 27, + "item": "{@item Boots of Striding and Springing}" + }, + { + "min": 28, + "max": 29, + "item": "{@item Bracers of Archery}" + }, + { + "min": 30, + "max": 31, + "item": "{@item Brooch of Shielding}" + }, + { + "min": 32, + "max": 33, + "item": "{@item Broom of Flying}" + }, + { + "min": 34, + "max": 35, + "item": "{@item Cloak of Elvenkind}" + }, + { + "min": 36, + "max": 37, + "item": "{@item Cloak of Protection}" + }, + { + "min": 38, + "max": 39, + "item": "{@item Gauntlets of Ogre Power}" + }, + { + "min": 40, + "max": 41, + "item": "{@item Hat of Disguise}" + }, + { + "min": 42, + "max": 43, + "item": "{@item Javelin of Lightning}" + }, + { + "min": 44, + "max": 45, + "item": "{@item Pearl of Power}" + }, + { + "min": 46, + "max": 47, + "item": "{@item +1 rod of the pact keeper}" + }, + { + "min": 48, + "max": 49, + "item": "{@item Slippers of Spider Climbing}" + }, + { + "min": 50, + "max": 51, + "item": "{@item Staff of the Adder}" + }, + { + "min": 52, + "max": 53, + "item": "{@item Staff of the Python}" + }, + { + "min": 54, + "max": 55, + "choose": { + "fromGeneric": [ + "Sword of Vengeance" + ] + } + }, + { + "min": 56, + "max": 57, + "item": "{@item Trident of Fish Command}" + }, + { + "min": 58, + "max": 59, + "item": "{@item Wand of Magic Missiles}" + }, + { + "min": 60, + "max": 61, + "item": "{@item +1 wand of the war mage}" + }, + { + "min": 62, + "max": 63, + "item": "{@item Wand of Web}" + }, + { + "min": 64, + "max": 65, + "choose": { + "fromGeneric": [ + "Weapon of Warning" + ] + } + }, + { + "min": 66, + "max": 66, + "item": "{@item Adamantine Chain Mail}" + }, + { + "min": 67, + "max": 67, + "item": "{@item Adamantine Chain Shirt}" + }, + { + "min": 68, + "max": 68, + "item": "{@item Adamantine Scale Mail}" + }, + { + "min": 69, + "max": 69, + "item": "{@item Bag of Tricks, Gray}" + }, + { + "min": 70, + "max": 70, + "item": "{@item Bag of Tricks, Rust}" + }, + { + "min": 71, + "max": 71, + "item": "{@item Bag of Tricks, Tan}" + }, + { + "min": 72, + "max": 72, + "item": "{@item Boots of the Winterlands}" + }, + { + "min": 73, + "max": 73, + "item": "{@item Circlet of Blasting}" + }, + { + "min": 74, + "max": 74, + "item": "{@item Deck of Illusions}" + }, + { + "min": 75, + "max": 75, + "item": "{@item Eversmoking Bottle}" + }, + { + "min": 76, + "max": 76, + "item": "{@item Eyes of Charming}" + }, + { + "min": 77, + "max": 77, + "item": "{@item Eyes of the Eagle}" + }, + { + "min": 78, + "max": 78, + "item": "{@item Figurine of Wondrous Power, Silver Raven}" + }, + { + "min": 79, + "max": 79, + "item": "{@item Gem of Brightness}" + }, + { + "min": 80, + "max": 80, + "item": "{@item Gloves of Missile Snaring}" + }, + { + "min": 81, + "max": 81, + "item": "{@item Gloves of Swimming and Climbing}" + }, + { + "min": 82, + "max": 82, + "item": "{@item Gloves of Thievery}" + }, + { + "min": 83, + "max": 83, + "item": "{@item Headband of Intellect}" + }, + { + "min": 84, + "max": 84, + "item": "{@item Helm of Telepathy}" + }, + { + "min": 85, + "max": 85, + "item": "{@item Instrument of the Bards, Doss Lute}" + }, + { + "min": 86, + "max": 86, + "item": "{@item Instrument of the Bards, Fochlucan Bandore}" + }, + { + "min": 87, + "max": 87, + "item": "{@item Instrument of the Bards, Mac-Fuirmidh Cittern}" + }, + { + "min": 88, + "max": 88, + "item": "{@item Medallion of Thoughts}" + }, + { + "min": 89, + "max": 89, + "item": "{@item Necklace of Adaptation}" + }, + { + "min": 90, + "max": 90, + "item": "{@item Periapt of Wound Closure}" + }, + { + "min": 91, + "max": 91, + "item": "{@item Pipes of Haunting}" + }, + { + "min": 92, + "max": 92, + "item": "{@item Pipes of the Sewers}" + }, + { + "min": 93, + "max": 93, + "item": "{@item Ring of Jumping}" + }, + { + "min": 94, + "max": 94, + "item": "{@item Ring of Mind Shielding}" + }, + { + "min": 95, + "max": 95, + "item": "{@item Ring of Warmth}" + }, + { + "min": 96, + "max": 96, + "item": "{@item Ring of Water Walking}" + }, + { + "min": 97, + "max": 97, + "item": "{@item Quiver of Ehlonna}" + }, + { + "min": 98, + "max": 98, + "item": "{@item Stone of Good Luck}" + }, + { + "min": 99, + "max": 99, + "item": "{@item Wind Fan}" + }, + { + "min": 100, + "max": 100, + "item": "{@item Winged Boots}" + } + ] + }, + { + "name": "Magic Item Table G", + "source": "DMG", + "page": 147, + "type": "G", + "table": [ + { + "min": 1, + "max": 11, + "choose": { + "fromGeneric": [ + "+2 Weapon" + ] + } + }, + { + "min": 12, + "max": 14, + "item": "Figurine of Wondrous Power", + "table": [ + { + "min": 1, + "item": "{@item Figurine of Wondrous Power, Bronze Griffon}" + }, + { + "min": 2, + "item": "{@item Figurine of Wondrous Power, Ebony Fly}" + }, + { + "min": 3, + "item": "{@item Figurine of Wondrous Power, Golden Lions}" + }, + { + "min": 4, + "item": "{@item Figurine of Wondrous Power, Ivory Goats}" + }, + { + "min": 5, + "item": "{@item Figurine of Wondrous Power, Marble Elephant}" + }, + { + "min": 6, + "max": 7, + "item": "{@item Figurine of Wondrous Power, Onyx Dog}" + }, + { + "min": 8, + "item": "{@item Figurine of Wondrous Power, Serpentine Owl}" + } + ] + }, + { + "min": 15, + "max": 15, + "item": "{@item Adamantine Breastplate}" + }, + { + "min": 16, + "max": 16, + "item": "{@item Adamantine Splint Armor}" + }, + { + "min": 17, + "max": 17, + "item": "{@item Amulet of Health}" + }, + { + "min": 18, + "max": 18, + "choose": { + "fromGroup": [ + "Armor of Vulnerability" + ] + } + }, + { + "min": 19, + "max": 19, + "item": "{@item Arrow-catching Shield}" + }, + { + "min": 20, + "max": 20, + "item": "{@item Belt of Dwarvenkind}" + }, + { + "min": 21, + "max": 21, + "item": "{@item Belt of Hill Giant Strength}" + }, + { + "min": 22, + "max": 22, + "choose": { + "fromGeneric": [ + "Berserker Axe" + ] + } + }, + { + "min": 23, + "max": 23, + "item": "{@item Boots of Levitation}" + }, + { + "min": 24, + "max": 24, + "item": "{@item Boots of Speed}" + }, + { + "min": 25, + "max": 25, + "item": "{@item Bowl of Commanding Water Elementals}" + }, + { + "min": 26, + "max": 26, + "item": "{@item Bracers of Defense}" + }, + { + "min": 27, + "max": 27, + "item": "{@item Brazier of Commanding Fire Elementals}" + }, + { + "min": 28, + "max": 28, + "item": "{@item Cape of the Mountebank}" + }, + { + "min": 29, + "max": 29, + "item": "{@item Censer of Controlling Air Elementals}" + }, + { + "min": 30, + "max": 30, + "item": "{@item +1 chain mail}" + }, + { + "min": 31, + "max": 31, + "item": "Chain Mail of Resistance", + "choose": { + "fromItems": [ + "Chain Mail of Acid Resistance", + "Chain Mail of Cold Resistance", + "Chain Mail of Fire Resistance", + "Chain Mail of Force Resistance", + "Chain Mail of Lightning Resistance", + "Chain Mail of Necrotic Resistance", + "Chain Mail of Poison Resistance", + "Chain Mail of Psychic Resistance", + "Chain Mail of Radiant Resistance", + "Chain Mail of Thunder Resistance" + ] + } + }, + { + "min": 32, + "max": 32, + "item": "{@item +1 chain shirt}" + }, + { + "min": 33, + "max": 33, + "item": "Chain Shirt of Resistance", + "choose": { + "fromItems": [ + "Chain Shirt of Acid Resistance", + "Chain Shirt of Cold Resistance", + "Chain Shirt of Fire Resistance", + "Chain Shirt of Force Resistance", + "Chain Shirt of Lightning Resistance", + "Chain Shirt of Necrotic Resistance", + "Chain Shirt of Poison Resistance", + "Chain Shirt of Psychic Resistance", + "Chain Shirt of Radiant Resistance", + "Chain Shirt of Thunder Resistance" + ] + } + }, + { + "min": 34, + "max": 34, + "item": "{@item Cloak of Displacement}" + }, + { + "min": 35, + "max": 35, + "item": "{@item Cloak of the Bat}" + }, + { + "min": 36, + "max": 36, + "item": "{@item Cube of Force}" + }, + { + "min": 37, + "max": 37, + "item": "{@item Daern's Instant Fortress}" + }, + { + "min": 38, + "max": 38, + "item": "{@item Dagger of Venom}" + }, + { + "min": 39, + "max": 39, + "item": "{@item Dimensional Shackles}" + }, + { + "min": 40, + "max": 40, + "choose": { + "fromGeneric": [ + "Dragon Slayer" + ] + } + }, + { + "min": 41, + "max": 41, + "item": "{@item Elven Chain}" + }, + { + "min": 42, + "max": 42, + "choose": { + "fromGeneric": [ + "Flame Tongue" + ] + } + }, + { + "min": 43, + "max": 43, + "item": "{@item Gem of Seeing}" + }, + { + "min": 44, + "max": 44, + "choose": { + "fromGeneric": [ + "Giant Slayer" + ] + } + }, + { + "min": 45, + "max": 45, + "item": "{@item Glamoured Studded Leather}" + }, + { + "min": 46, + "max": 46, + "item": "{@item Helm of Teleportation}" + }, + { + "min": 47, + "max": 47, + "item": "{@item Horn of Blasting}" + }, + { + "min": 48, + "max": 48, + "item": "Horn of Valhalla ({@item Horn of Valhalla, Silver||silver} or {@item Horn of Valhalla, Brass||brass})" + }, + { + "min": 49, + "max": 49, + "item": "{@item Instrument of the Bards, Canaith Mandolin}" + }, + { + "min": 50, + "max": 50, + "item": "{@item Instrument of the Bards, Cli Lyre}" + }, + { + "min": 51, + "max": 51, + "item": "{@item Ioun Stone, Awareness}" + }, + { + "min": 52, + "max": 52, + "item": "{@item Ioun Stone, Protection}" + }, + { + "min": 53, + "max": 53, + "item": "{@item Ioun Stone, Reserve}" + }, + { + "min": 54, + "max": 54, + "item": "{@item Ioun Stone, Sustenance}" + }, + { + "min": 55, + "max": 55, + "item": "{@item Iron Bands of Bilarro}" + }, + { + "min": 56, + "max": 56, + "item": "{@item +1 leather armor}" + }, + { + "min": 57, + "max": 57, + "item": "Leather Armor of Resistance", + "choose": { + "fromItems": [ + "Leather Armor of Acid Resistance", + "Leather Armor of Cold Resistance", + "Leather Armor of Fire Resistance", + "Leather Armor of Force Resistance", + "Leather Armor of Lightning Resistance", + "Leather Armor of Necrotic Resistance", + "Leather Armor of Poison Resistance", + "Leather Armor of Psychic Resistance", + "Leather Armor of Radiant Resistance", + "Leather Armor of Thunder Resistance" + ] + } + }, + { + "min": 58, + "max": 58, + "item": "{@item Mace of Disruption}" + }, + { + "min": 59, + "max": 59, + "item": "{@item Mace of Smiting}" + }, + { + "min": 60, + "max": 60, + "item": "{@item Mace of Terror}" + }, + { + "min": 61, + "max": 61, + "item": "{@item Mantle of Spell Resistance}" + }, + { + "min": 62, + "max": 62, + "item": "{@item Necklace of Prayer Beads}" + }, + { + "min": 63, + "max": 63, + "item": "{@item Periapt of Proof against Poison}" + }, + { + "min": 64, + "max": 64, + "item": "{@item Ring of Animal Influence}" + }, + { + "min": 65, + "max": 65, + "item": "{@item Ring of Evasion}" + }, + { + "min": 66, + "max": 66, + "item": "{@item Ring of Feather Falling}" + }, + { + "min": 67, + "max": 67, + "item": "{@item Ring of Free Action}" + }, + { + "min": 68, + "max": 68, + "item": "{@item Ring of Protection}" + }, + { + "min": 69, + "max": 69, + "choose": { + "fromGeneric": [ + "Ring of Resistance" + ] + } + }, + { + "min": 70, + "max": 70, + "item": "{@item Ring of Spell Storing}" + }, + { + "min": 71, + "max": 71, + "item": "{@item Ring of the Ram}" + }, + { + "min": 72, + "max": 72, + "item": "{@item Ring of X-ray Vision}" + }, + { + "min": 73, + "max": 73, + "item": "{@item Robe of Eyes}" + }, + { + "min": 74, + "max": 74, + "item": "{@item Rod of Rulership}" + }, + { + "min": 75, + "max": 75, + "item": "{@item +2 rod of the pact keeper}" + }, + { + "min": 76, + "max": 76, + "item": "{@item Rope of Entanglement}" + }, + { + "min": 77, + "max": 77, + "item": "{@item +1 scale mail}" + }, + { + "min": 78, + "max": 78, + "item": "Scale Mail of Resistance", + "choose": { + "fromItems": [ + "Scale Mail of Acid Resistance", + "Scale Mail of Cold Resistance", + "Scale Mail of Fire Resistance", + "Scale Mail of Force Resistance", + "Scale Mail of Lightning Resistance", + "Scale Mail of Necrotic Resistance", + "Scale Mail of Poison Resistance", + "Scale Mail of Psychic Resistance", + "Scale Mail of Radiant Resistance", + "Scale Mail of Thunder Resistance" + ] + } + }, + { + "min": 79, + "max": 79, + "item": "{@item +2 shield}" + }, + { + "min": 80, + "max": 80, + "item": "{@item Shield of Missile Attraction}" + }, + { + "min": 81, + "max": 81, + "item": "{@item Staff of Charming}" + }, + { + "min": 82, + "max": 82, + "item": "{@item Staff of Healing}" + }, + { + "min": 83, + "max": 83, + "item": "{@item Staff of Swarming Insects}" + }, + { + "min": 84, + "max": 84, + "item": "{@item Staff of the Woodlands}" + }, + { + "min": 85, + "max": 85, + "item": "{@item Staff of Withering}" + }, + { + "min": 86, + "max": 86, + "item": "{@item Stone of Controlling Earth Elementals}" + }, + { + "min": 87, + "max": 87, + "item": "{@item Sun Blade}" + }, + { + "min": 88, + "max": 88, + "choose": { + "fromGeneric": [ + "Sword of Life Stealing" + ] + } + }, + { + "min": 89, + "max": 89, + "choose": { + "fromGeneric": [ + "Sword of Wounding" + ] + } + }, + { + "min": 90, + "max": 90, + "item": "{@item Tentacle Rod}" + }, + { + "min": 91, + "max": 91, + "choose": { + "fromGeneric": [ + "Vicious Weapon" + ] + } + }, + { + "min": 92, + "max": 92, + "item": "{@item Wand of Binding}" + }, + { + "min": 93, + "max": 93, + "item": "{@item Wand of Enemy Detection}" + }, + { + "min": 94, + "max": 94, + "item": "{@item Wand of Fear}" + }, + { + "min": 95, + "max": 95, + "item": "{@item Wand of Fireballs}" + }, + { + "min": 96, + "max": 96, + "item": "{@item Wand of Lightning Bolts}" + }, + { + "min": 97, + "max": 97, + "item": "{@item Wand of Paralysis}" + }, + { + "min": 98, + "max": 98, + "item": "{@item +2 wand of the war mage}" + }, + { + "min": 99, + "max": 99, + "item": "{@item Wand of Wonder}" + }, + { + "min": 100, + "max": 100, + "item": "{@item Wings of Flying}" + } + ] + }, + { + "name": "Magic Item Table H", + "source": "DMG", + "page": 148, + "type": "H", + "table": [ + { + "min": 1, + "max": 10, + "choose": { + "fromGeneric": [ + "+3 Weapon" + ] + } + }, + { + "min": 11, + "max": 12, + "item": "{@item Amulet of the Planes}" + }, + { + "min": 13, + "max": 14, + "choose": { + "fromGroup": [ + "Carpet of Flying" + ] + } + }, + { + "min": 15, + "max": 16, + "item": "{@item Crystal Ball}" + }, + { + "min": 17, + "max": 18, + "item": "{@item Ring of Regeneration}" + }, + { + "min": 19, + "max": 20, + "item": "{@item Ring of Shooting Stars}" + }, + { + "min": 21, + "max": 22, + "item": "{@item Ring of Telekinesis}" + }, + { + "min": 23, + "max": 24, + "item": "{@item Robe of Scintillating Colors}" + }, + { + "min": 25, + "max": 26, + "item": "{@item Robe of Stars}" + }, + { + "min": 27, + "max": 28, + "item": "{@item Rod of Absorption}" + }, + { + "min": 29, + "max": 30, + "item": "{@item Rod of Alertness}" + }, + { + "min": 31, + "max": 32, + "item": "{@item Rod of Security}" + }, + { + "min": 33, + "max": 34, + "item": "{@item +3 rod of the pact keeper}" + }, + { + "min": 35, + "max": 36, + "item": "{@item Scimitar of Speed}" + }, + { + "min": 37, + "max": 38, + "item": "{@item +3 shield}" + }, + { + "min": 39, + "max": 40, + "item": "{@item Staff of Fire}" + }, + { + "min": 41, + "max": 42, + "item": "{@item Staff of Frost}" + }, + { + "min": 43, + "max": 44, + "item": "{@item Staff of Power}" + }, + { + "min": 45, + "max": 46, + "item": "{@item Staff of Striking}" + }, + { + "min": 47, + "max": 48, + "item": "{@item Staff of Thunder and Lightning}" + }, + { + "min": 49, + "max": 50, + "choose": { + "fromGeneric": [ + "Sword of Sharpness" + ] + } + }, + { + "min": 51, + "max": 52, + "item": "{@item Wand of Polymorph}" + }, + { + "min": 53, + "max": 54, + "item": "{@item +3 wand of the war mage}" + }, + { + "min": 55, + "max": 55, + "item": "{@item Adamantine Half Plate Armor}" + }, + { + "min": 56, + "max": 56, + "item": "{@item Adamantine Plate Armor}" + }, + { + "min": 57, + "max": 57, + "item": "{@item Animated Shield}" + }, + { + "min": 58, + "max": 58, + "item": "{@item Belt of Fire Giant Strength}" + }, + { + "min": 59, + "max": 59, + "item": "Belt of {@item Belt of Frost Giant Strength||frost} or {@item Belt of Stone Giant Strength||stone} giant strength", + "choose": { + "fromItems": [ + "Belt of Frost Giant Strength", + "Belt of Stone Giant Strength" + ] + } + }, + { + "min": 60, + "max": 60, + "item": "{@item +1 breastplate}" + }, + { + "min": 61, + "max": 61, + "item": "Breastplate of Resistance", + "choose": { + "fromItems": [ + "Breastplate of Acid Resistance", + "Breastplate of Cold Resistance", + "Breastplate of Fire Resistance", + "Breastplate of Force Resistance", + "Breastplate of Lightning Resistance", + "Breastplate of Necrotic Resistance", + "Breastplate of Poison Resistance", + "Breastplate of Psychic Resistance", + "Breastplate of Radiant Resistance", + "Breastplate of Thunder Resistance" + ] + } + }, + { + "min": 62, + "max": 62, + "item": "{@item Candle of Invocation}" + }, + { + "min": 63, + "max": 63, + "item": "{@item +2 chain mail}" + }, + { + "min": 64, + "max": 64, + "item": "{@item +2 chain shirt}" + }, + { + "min": 65, + "max": 65, + "item": "{@item Cloak of Arachnida}" + }, + { + "min": 66, + "max": 66, + "choose": { + "fromGeneric": [ + "Dancing Sword" + ] + } + }, + { + "min": 67, + "max": 67, + "item": "{@item Demon Armor}" + }, + { + "min": 68, + "max": 68, + "choose": { + "fromGroup": [ + "Dragon Scale Mail" + ] + } + }, + { + "min": 69, + "max": 69, + "item": "{@item Dwarven Plate}" + }, + { + "min": 70, + "max": 70, + "item": "{@item Dwarven Thrower}" + }, + { + "min": 71, + "max": 71, + "item": "{@item Efreeti Bottle}" + }, + { + "min": 72, + "max": 72, + "item": "{@item Figurine of Wondrous Power, Obsidian Steed}" + }, + { + "min": 73, + "max": 73, + "item": "{@item Frost Brand}", + "choose": { + "fromGeneric": [ + "Frost Brand" + ] + } + }, + { + "min": 74, + "max": 74, + "item": "{@item Helm of Brilliance}" + }, + { + "min": 75, + "max": 75, + "item": "{@item Horn of Valhalla, Bronze}" + }, + { + "min": 76, + "max": 76, + "item": "{@item Instrument of the Bards, Anstruth Harp}" + }, + { + "min": 77, + "max": 77, + "item": "{@item Ioun Stone, Absorption}," + }, + { + "min": 78, + "max": 78, + "item": "{@item Ioun Stone, Agility}," + }, + { + "min": 79, + "max": 79, + "item": "{@item Ioun Stone, Fortitude}," + }, + { + "min": 80, + "max": 80, + "item": "{@item Ioun Stone, Insight}" + }, + { + "min": 81, + "max": 81, + "item": "{@item Ioun Stone, Intellect}" + }, + { + "min": 82, + "max": 82, + "item": "{@item Ioun Stone, Leadership}" + }, + { + "min": 83, + "max": 83, + "item": "{@item Ioun Stone, Strength}" + }, + { + "min": 84, + "max": 84, + "item": "{@item +2 leather armor}" + }, + { + "min": 85, + "max": 85, + "item": "{@item Manual of Bodily Health}" + }, + { + "min": 86, + "max": 86, + "item": "{@item Manual of Gainful Exercise}" + }, + { + "min": 87, + "max": 87, + "choose": { + "fromGroup": [ + "Manual of Golems" + ] + } + }, + { + "min": 88, + "max": 88, + "item": "{@item Manual of Quickness of Action}" + }, + { + "min": 89, + "max": 89, + "item": "{@item Mirror of Life Trapping}" + }, + { + "min": 90, + "max": 90, + "item": "{@item Nine Lives Stealer}" + }, + { + "min": 91, + "max": 91, + "item": "{@item Oathbow}" + }, + { + "min": 92, + "max": 92, + "item": "{@item +2 scale mail}" + }, + { + "min": 93, + "max": 93, + "item": "{@item Spellguard Shield}" + }, + { + "min": 94, + "max": 94, + "item": "{@item +1 splint armor}" + }, + { + "min": 95, + "max": 95, + "item": "Splint Armor of Resistance", + "choose": { + "fromItems": [ + "Splint Armor of Acid Resistance", + "Splint Armor of Cold Resistance", + "Splint Armor of Fire Resistance", + "Splint Armor of Force Resistance", + "Splint Armor of Lightning Resistance", + "Splint Armor of Necrotic Resistance", + "Splint Armor of Poison Resistance", + "Splint Armor of Psychic Resistance", + "Splint Armor of Radiant Resistance", + "Splint Armor of Thunder Resistance" + ] + } + }, + { + "min": 96, + "max": 96, + "item": "{@item +1 studded leather armor}" + }, + { + "min": 97, + "max": 97, + "item": "Studded Leather Armor of Resistance", + "choose": { + "fromItems": [ + "Studded Leather Armor of Acid Resistance", + "Studded Leather Armor of Cold Resistance", + "Studded Leather Armor of Fire Resistance", + "Studded Leather Armor of Force Resistance", + "Studded Leather Armor of Lightning Resistance", + "Studded Leather Armor of Necrotic Resistance", + "Studded Leather Armor of Poison Resistance", + "Studded Leather Armor of Psychic Resistance", + "Studded Leather Armor of Radiant Resistance", + "Studded Leather Armor of Thunder Resistance" + ] + } + }, + { + "min": 98, + "max": 98, + "item": "{@item Tome of Clear Thought}" + }, + { + "min": 99, + "max": 99, + "item": "{@item Tome of Leadership and Influence}" + }, + { + "min": 100, + "max": 100, + "item": "{@item Tome of Understanding}" + } + ] + }, + { + "name": "Magic Item Table I", + "source": "DMG", + "page": 149, + "type": "I", + "table": [ + { + "min": 1, + "max": 5, + "choose": { + "fromGeneric": [ + "Defender" + ] + } + }, + { + "min": 6, + "max": 10, + "item": "{@item Hammer of Thunderbolts}" + }, + { + "min": 11, + "max": 15, + "choose": { + "fromGeneric": [ + "Luck Blade" + ] + } + }, + { + "min": 16, + "max": 20, + "choose": { + "fromGroup": [ + "Sword of Answering" + ] + } + }, + { + "min": 21, + "max": 23, + "choose": { + "fromGeneric": [ + "Holy Avenger" + ] + } + }, + { + "min": 24, + "max": 26, + "item": "{@item Ring of Djinni Summoning}" + }, + { + "min": 27, + "max": 29, + "item": "{@item Ring of Invisibility}" + }, + { + "min": 30, + "max": 32, + "item": "{@item Ring of Spell Turning}" + }, + { + "min": 33, + "max": 35, + "item": "{@item Rod of Lordly Might}" + }, + { + "min": 36, + "max": 38, + "item": "{@item Staff of the Magi}" + }, + { + "min": 39, + "max": 41, + "item": "{@item Vorpal sword}" + }, + { + "min": 42, + "max": 43, + "item": "{@item Belt of Cloud Giant Strength}" + }, + { + "min": 44, + "max": 45, + "item": "{@item +2 breastplate}" + }, + { + "min": 46, + "max": 47, + "item": "{@item +3 chain mail}" + }, + { + "min": 48, + "max": 49, + "item": "{@item +3 chain shirt}" + }, + { + "min": 50, + "max": 51, + "item": "{@item Cloak of Invisibility}" + }, + { + "min": 52, + "max": 53, + "item": "Crystal Ball (legendary version)", + "choose": { + "fromItems": [ + "Crystal Ball of Mind Reading", + "Crystal Ball of Telepathy", + "Crystal Ball of True Seeing" + ] + } + }, + { + "min": 54, + "max": 55, + "item": "{@item +1 half plate armor}" + }, + { + "min": 56, + "max": 57, + "item": "{@item Iron Flask}" + }, + { + "min": 58, + "max": 59, + "item": "{@item +3 leather armor}" + }, + { + "min": 60, + "max": 61, + "item": "{@item +1 plate armor}" + }, + { + "min": 62, + "max": 63, + "item": "{@item Robe of the Archmagi}" + }, + { + "min": 64, + "max": 65, + "item": "{@item Rod of Resurrection}" + }, + { + "min": 66, + "max": 67, + "item": "{@item +1 scale mail}" + }, + { + "min": 68, + "max": 69, + "item": "{@item Scarab of Protection}" + }, + { + "min": 70, + "max": 71, + "item": "{@item +2 splint armor}" + }, + { + "min": 72, + "max": 73, + "item": "{@item +2 studded leather armor}" + }, + { + "min": 74, + "max": 75, + "item": "{@item Well of Many Worlds}" + }, + { + "min": 76, + "max": 76, + "item": "Magic armor", + "table": [ + { + "min": 1, + "max": 2, + "item": "{@item +2 half plate armor}" + }, + { + "min": 3, + "max": 4, + "item": "{@item +2 plate armor}" + }, + { + "min": 5, + "max": 6, + "item": "{@item +3 studded leather armor}" + }, + { + "min": 7, + "max": 8, + "item": "{@item +3 breastplate}" + }, + { + "min": 9, + "max": 10, + "item": "{@item +3 splint armor}" + }, + { + "min": 11, + "max": 11, + "item": "{@item +3 half plate armor}" + }, + { + "min": 12, + "max": 12, + "item": "{@item +3 plate armor}" + } + ] + }, + { + "min": 77, + "max": 77, + "item": "{@item Apparatus of Kwalish}" + }, + { + "min": 78, + "max": 78, + "item": "{@item Armor of Invulnerability}" + }, + { + "min": 79, + "max": 79, + "item": "{@item Belt of Storm Giant Strength}" + }, + { + "min": 80, + "max": 80, + "item": "{@item Cubic Gate}" + }, + { + "min": 81, + "max": 81, + "item": "{@item Deck of Many Things}" + }, + { + "min": 82, + "max": 82, + "item": "{@item Efreeti Chain}" + }, + { + "min": 83, + "max": 83, + "item": "Half Plate Armor of Resistance", + "choose": { + "fromItems": [ + "Half Plate Armor of Acid Resistance", + "Half Plate Armor of Cold Resistance", + "Half Plate Armor of Fire Resistance", + "Half Plate Armor of Force Resistance", + "Half Plate Armor of Lightning Resistance", + "Half Plate Armor of Necrotic Resistance", + "Half Plate Armor of Poison Resistance", + "Half Plate Armor of Psychic Resistance", + "Half Plate Armor of Radiant Resistance", + "Half Plate Armor of Thunder Resistance" + ] + } + }, + { + "min": 84, + "max": 84, + "item": "{@item Horn of Valhalla, Iron}" + }, + { + "min": 85, + "max": 85, + "item": "{@item Instrument of the Bards, Ollamh Harp}" + }, + { + "min": 86, + "max": 86, + "item": "{@item Ioun Stone, Greater Absorption}" + }, + { + "min": 87, + "max": 87, + "item": "{@item Ioun Stone, Mastery}" + }, + { + "min": 88, + "max": 88, + "item": "{@item Ioun Stone, Regeneration}" + }, + { + "min": 89, + "max": 89, + "item": "{@item Plate armor of etherealness}" + }, + { + "min": 90, + "max": 90, + "item": "Plate Armor of Resistance", + "choose": { + "fromItems": [ + "Plate Armor of Acid Resistance", + "Plate Armor of Cold Resistance", + "Plate Armor of Fire Resistance", + "Plate Armor of Force Resistance", + "Plate Armor of Lightning Resistance", + "Plate Armor of Necrotic Resistance", + "Plate Armor of Poison Resistance", + "Plate Armor of Psychic Resistance", + "Plate Armor of Radiant Resistance", + "Plate Armor of Thunder Resistance" + ] + } + }, + { + "min": 91, + "max": 91, + "item": "{@item Ring of Air Elemental Command}" + }, + { + "min": 92, + "max": 92, + "item": "{@item Ring of Earth Elemental Command}" + }, + { + "min": 93, + "max": 93, + "item": "{@item Ring of Fire Elemental Command}" + }, + { + "min": 94, + "max": 94, + "item": "{@item Ring of Three Wishes}" + }, + { + "min": 95, + "max": 95, + "item": "{@item Ring of Water Elemental Command}" + }, + { + "min": 96, + "max": 96, + "item": "{@item Sphere of Annihilation}" + }, + { + "min": 97, + "max": 97, + "item": "{@item Talisman of Pure Good}" + }, + { + "min": 98, + "max": 98, + "item": "{@item Talisman of the Sphere}" + }, + { + "min": 99, + "max": 99, + "item": "{@item Talisman of Ultimate Evil}" + }, + { + "min": 100, + "max": 100, + "item": "{@item Tome of the Stilled Tongue}" + } + ] + } + ], + "dragonMundaneItems": [ + { + "min": 1, + "max": 4, + "item": "A painting by an artist long forgotten by everyone except the dragon" + }, + { + "min": 5, + "max": 8, + "item": "A hogshead (large cask) containing 65 gallons of clean drinking water" + }, + { + "min": 9, + "max": 12, + "item": "Several embroidered throw pillows depicting wyrmling dragons" + }, + { + "min": 13, + "max": 16, + "item": "A funerary urn containing remains the dragon can't identify" + }, + { + "min": 17, + "max": 20, + "item": "A set of seven candlesticks bearing a god's holy symbol" + }, + { + "min": 21, + "max": 24, + "item": "A tarnished brazier with pleasant-smelling ash" + }, + { + "min": 25, + "max": 28, + "item": "A drum for use in religious rites, with a foreboding echo to its beat" + }, + { + "min": 29, + "max": 32, + "item": "A stuffed Monstrosity appropriate to the local terrain" + }, + { + "min": 33, + "max": 36, + "item": "The skull of a Fiend or Celestial" + }, + { + "min": 37, + "max": 40, + "item": "A spinning wheel" + }, + { + "min": 41, + "max": 44, + "item": "An hourglass filled with sparkling sand" + }, + { + "min": 45, + "max": 48, + "item": "A crude flute with a pleasing sound" + }, + { + "min": 49, + "max": 52, + "item": "Hundreds or thousands of fake coins interspersed with the real treasure" + }, + { + "min": 53, + "max": 56, + "item": "A treatise on alchemy etched on steel cylinders" + }, + { + "min": 57, + "max": 60, + "item": "The battle standard of one of the dragon's ancient foes" + }, + { + "min": 61, + "max": 64, + "item": "A sketchbook from another world of the Material Plane, depicting unfamiliar creatures and one very familiar dragon" + }, + { + "min": 65, + "max": 68, + "item": "A set of irregular polyhedral dice (with 9, 13, 25, and 34 sides)" + }, + { + "min": 69, + "max": 72, + "item": "A map showing the dragon's lair in relation to villages and other long-gone landmarks" + }, + { + "min": 73, + "max": 76, + "item": "A kneeling bench, which anyone addressing the dragon is required to use" + }, + { + "min": 77, + "max": 80, + "item": "A scroll containing a long epic poem in praise of the dragon" + }, + { + "min": 81, + "max": 84, + "item": "A star chart showing Bahamut and a one-headed Tiamat as constellations, with \"Elegy for the First World\" written between the stars" + }, + { + "min": 85, + "max": 88, + "item": "A large, noisy wind chime" + }, + { + "min": 89, + "max": 92, + "item": "A small shrine with a statuette, a brazier, and an altar dedicated to a god worshiped by many of the dragon's minions" + }, + { + "min": 93, + "max": 96, + "item": "A jar with a dead illithid tadpole floating in preserving chemicals" + }, + { + "min": 97, + "max": 100, + "item": "An extensive historical record in the form of carefully knotted strings" + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/magicvariants.json b/src/ttfrog/five_e_tools/sources/magicvariants.json new file mode 100644 index 0000000..fee11ba --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/magicvariants.json @@ -0,0 +1,4513 @@ +{ + "magicvariant": [ + { + "name": "+1 Ammunition", + "type": "GV|DMG", + "requires": [ + { + "type": "A" + }, + { + "type": "AF|DMG" + }, + { + "type": "A|XPHB" + }, + { + "type": "AF|XDMG" + } + ], + "ammo": true, + "inherits": { + "namePrefix": "+1 ", + "source": "DMG", + "page": 150, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "bonusWeapon": "+1", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical." + ], + "lootTables": [ + "Magic Item Table B" + ] + } + }, + { + "name": "+1 Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "+1 ", + "source": "DMG", + "page": 152, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "rare", + "bonusAc": "+1", + "entries": [ + "You have a {=bonusAc} bonus to AC while wearing this armor." + ] + } + }, + { + "name": "+1 Shield (*)", + "type": "GV|DMG", + "requires": [ + { + "type": "S" + }, + { + "type": "S|XPHB" + } + ], + "entries": [ + "{@note * This generic variant has the same name and source as the item {@item +1 shield}}.", + "While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + ], + "inherits": { + "namePrefix": "+1 ", + "source": "DMG", + "page": 200, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "bonusAc": "+1", + "entries": [ + "While holding this shield, you have a {=bonusAc} bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + ] + } + }, + { + "name": "+1 Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "inherits": { + "namePrefix": "+1 ", + "source": "DMG", + "page": 213, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "uncommon", + "bonusWeapon": "+1", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon." + ], + "lootTables": [ + "Magic Item Table F" + ] + } + }, + { + "name": "+1 Weapon (no damage)", + "type": "GV|DMG", + "requires": [ + { + "net": true + } + ], + "inherits": { + "namePrefix": "+1 ", + "source": "DMG", + "page": 213, + "tier": "major", + "rarity": "uncommon", + "bonusWeaponAttack": "+1", + "entries": [ + "You have a {=bonusWeaponAttack} bonus to attack rolls made with this weapon." + ] + } + }, + { + "name": "+2 Ammunition", + "type": "GV|DMG", + "requires": [ + { + "type": "A" + }, + { + "type": "AF|DMG" + }, + { + "type": "A|XPHB" + }, + { + "type": "AF|XDMG" + } + ], + "ammo": true, + "inherits": { + "namePrefix": "+2 ", + "source": "DMG", + "page": 150, + "srd": true, + "tier": "minor", + "rarity": "rare", + "bonusWeapon": "+2", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical." + ], + "lootTables": [ + "Magic Item Table C" + ] + } + }, + { + "name": "+2 Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "+2 ", + "source": "DMG", + "page": 152, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "very rare", + "bonusAc": "+2", + "entries": [ + "You have a {=bonusAc} bonus to AC while wearing this armor." + ] + } + }, + { + "name": "+2 Shield (*)", + "type": "GV|DMG", + "requires": [ + { + "type": "S" + }, + { + "type": "S|XPHB" + } + ], + "entries": [ + "{@note * This generic variant has the same name and source as the item {@item +2 shield}}.", + "While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + ], + "inherits": { + "namePrefix": "+2 ", + "source": "DMG", + "page": 200, + "srd": true, + "tier": "major", + "rarity": "rare", + "bonusAc": "+2", + "entries": [ + "While holding this shield, you have a {=bonusAc} bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + ] + } + }, + { + "name": "+2 Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "inherits": { + "namePrefix": "+2 ", + "source": "DMG", + "page": 213, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "rare", + "bonusWeapon": "+2", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon." + ], + "lootTables": [ + "Magic Item Table G" + ] + } + }, + { + "name": "+2 Weapon (no damage)", + "type": "GV|DMG", + "requires": [ + { + "net": true + } + ], + "inherits": { + "namePrefix": "+2 ", + "source": "DMG", + "page": 213, + "tier": "major", + "rarity": "rare", + "bonusWeaponAttack": "+2", + "entries": [ + "You have a {=bonusWeaponAttack} bonus to attack rolls made with this weapon." + ] + } + }, + { + "name": "+3 Ammunition", + "type": "GV|DMG", + "requires": [ + { + "type": "A" + }, + { + "type": "AF|DMG" + }, + { + "type": "A|XPHB" + }, + { + "type": "AF|XDMG" + } + ], + "ammo": true, + "inherits": { + "namePrefix": "+3 ", + "source": "DMG", + "page": 150, + "srd": true, + "tier": "minor", + "rarity": "very rare", + "bonusWeapon": "+3", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical." + ], + "lootTables": [ + "Magic Item Table D" + ] + } + }, + { + "name": "+3 Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "+3 ", + "source": "DMG", + "page": 152, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "legendary", + "bonusAc": "+3", + "entries": [ + "You have a {=bonusAc} bonus to AC while wearing this armor." + ] + } + }, + { + "name": "+3 Shield (*)", + "type": "GV|DMG", + "requires": [ + { + "type": "S" + }, + { + "type": "S|XPHB" + } + ], + "entries": [ + "{@note * This generic variant has the same name and source as the item {@item +3 shield}}.", + "While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + ], + "inherits": { + "namePrefix": "+3 ", + "source": "DMG", + "page": 200, + "srd": true, + "tier": "major", + "rarity": "very rare", + "bonusAc": "+3", + "entries": [ + "While holding this shield, you have a {=bonusAc} bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + ] + } + }, + { + "name": "+3 Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "inherits": { + "namePrefix": "+3 ", + "source": "DMG", + "page": 213, + "srd": true, + "basicRules": true, + "tier": "major", + "rarity": "very rare", + "bonusWeapon": "+3", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon." + ], + "lootTables": [ + "Magic Item Table H" + ] + } + }, + { + "name": "+3 Weapon (no damage)", + "type": "GV|DMG", + "requires": [ + { + "net": true + } + ], + "inherits": { + "namePrefix": "+3 ", + "source": "DMG", + "page": 213, + "tier": "major", + "rarity": "very rare", + "bonusWeaponAttack": "+3", + "entries": [ + "You have a {=bonusWeaponAttack} bonus to attack rolls made with this weapon." + ] + } + }, + { + "name": "Acheron Blade", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Acheron Blade ", + "source": "EGW", + "page": 265, + "rarity": "rare", + "reqAttune": true, + "bonusWeapon": "+1", + "entries": [ + "The black blade of this sword is crafted from a mysterious arcane alloy. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.", + { + "type": "entries", + "name": "Dark Blessing", + "entries": [ + "While holding the sword, you can use an action to give yourself {@dice 1d4 + 4} temporary hit points. This property can't be used again until the next dusk." + ] + }, + { + "type": "entries", + "name": "Disheartening Strike", + "entries": [ + "When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the {@condition frightened} condition. Once you use this property, you can't do so again until the next dusk." + ] + } + ] + } + }, + { + "name": "Adamantine Ammunition", + "type": "GV|DMG", + "requires": [ + { + "type": "A" + }, + { + "type": "AF|DMG" + }, + { + "type": "A|XPHB" + }, + { + "type": "AF|XDMG" + } + ], + "excludes": { + "name": "Energy Cell" + }, + "ammo": true, + "entries": [ + "Ammunition made of or coated with adamantine is unusually effective when used to break objects. Whenever a piece of adamantine ammunition hits an object, the hit is a critical hit.", + "The adamantine version of ten pieces of ammunition costs 500 gp more than the normal version, whether the ammunition is made of the metal or coated with it." + ], + "inherits": { + "namePrefix": "Adamantine ", + "source": "XGE", + "page": 78, + "tier": "minor", + "rarity": "unknown", + "entries": [ + "Whenever you hit an object using this ammunition, the hit is a critical hit." + ] + } + }, + { + "name": "Adamantine Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "HA" + }, + { + "type": "MA" + }, + { + "type": "HA|XPHB" + }, + { + "type": "MA|XPHB" + } + ], + "excludes": { + "name": "Hide Armor" + }, + "inherits": { + "namePrefix": "Adamantine ", + "source": "DMG", + "page": 150, + "srd": true, + "tier": "major", + "rarity": "uncommon", + "entries": [ + "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit." + ] + } + }, + { + "name": "Adamantine Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "entries": [ + "Melee weapons made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon hits an object, the hit is a critical hit.", + "The adamantine version of a melee weapon costs 500 gp more than the normal version, whether the weapon is made of the metal or coated with it." + ], + "inherits": { + "namePrefix": "Adamantine ", + "source": "XGE", + "page": 78, + "tier": "major", + "rarity": "unknown", + "valueExpression": "[[baseItem.value]] + 50000", + "entries": [ + "Whenever you hit an object with this weapon, the hit is a critical hit." + ] + } + }, + { + "name": "Antimagic Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + }, + { + "type": "HA" + }, + { + "type": "LA|XPHB" + }, + { + "type": "MA|XPHB" + }, + { + "type": "HA|XPHB" + } + ], + "inherits": { + "namePrefix": "Antimagic ", + "source": "BMT", + "page": 65, + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can't be used again until the next dawn.", + "In addition, while you wear this armor, you can use it to cast {@spell Antimagic Field}, requiring no spell components. Once this property is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "antimagic field" + ] + } + }, + { + "name": "Armblade", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "excludes": { + "property": "2H" + }, + "inherits": { + "nameSuffix": " Armblade", + "source": "ERLW", + "page": 276, + "rarity": "common", + "reqAttune": "by a warforged", + "reqAttuneTags": [ + { + "race": "warforged|erlw" + } + ], + "entries": [ + "An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.", + "As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes." + ] + }, + "hasFluffImages": true + }, + { + "name": "Armor of Acid Resistance", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " of Acid Resistance", + "source": "DMG", + "page": 152, + "srd": true, + "resist": [ + "acid" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Armor of Resistance}" + ] + } + }, + { + "name": "Armor of Cold Resistance", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " of Cold Resistance", + "source": "DMG", + "page": 152, + "srd": true, + "resist": [ + "cold" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Armor of Resistance}" + ] + } + }, + { + "name": "Armor of Fire Resistance", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " of Fire Resistance", + "source": "DMG", + "page": 152, + "srd": true, + "resist": [ + "fire" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Armor of Resistance}" + ] + } + }, + { + "name": "Armor of Force Resistance", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " of Force Resistance", + "source": "DMG", + "page": 152, + "srd": true, + "resist": [ + "force" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Armor of Resistance}" + ] + } + }, + { + "name": "Armor of Fungal Spores", + "type": "GV|DMG", + "requires": [ + { + "type": "MA" + }, + { + "type": "MA|XPHB" + } + ], + "inherits": { + "nameSuffix": " of Fungal Spores", + "source": "BMT", + "page": 65, + "rarity": "uncommon", + "entries": [ + "While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn." + ] + }, + "hasFluffImages": true + }, + { + "name": "Armor of Gleaming", + "type": "GV|DMG", + "requires": [ + { + "type": "HA" + }, + { + "type": "MA" + }, + { + "type": "HA|XPHB" + }, + { + "type": "MA|XPHB" + } + ], + "inherits": { + "nameSuffix": " of Gleaming", + "source": "XGE", + "page": 136, + "tier": "minor", + "rarity": "common", + "entries": [ + "This armor never gets dirty." + ] + } + }, + { + "name": "Armor of Lightning Resistance", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " of Lightning Resistance", + "source": "DMG", + "page": 152, + "srd": true, + "resist": [ + "lightning" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Armor of Resistance}" + ] + } + }, + { + "name": "Armor of Necrotic Resistance", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " of Necrotic Resistance", + "source": "DMG", + "page": 152, + "srd": true, + "resist": [ + "necrotic" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Armor of Resistance}" + ] + } + }, + { + "name": "Armor of Poison Resistance", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " of Poison Resistance", + "source": "DMG", + "page": 152, + "srd": true, + "resist": [ + "poison" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Armor of Resistance}" + ] + } + }, + { + "name": "Armor of Psychic Resistance", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " of Psychic Resistance", + "source": "DMG", + "page": 152, + "srd": true, + "resist": [ + "psychic" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Armor of Resistance}" + ] + } + }, + { + "name": "Armor of Radiant Resistance", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " of Radiant Resistance", + "source": "DMG", + "page": 152, + "srd": true, + "resist": [ + "radiant" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Armor of Resistance}" + ] + } + }, + { + "name": "Armor of Safeguarding", + "type": "GV|DMG", + "requires": [ + { + "type": "HA" + }, + { + "type": "HA|XPHB" + } + ], + "inherits": { + "nameSuffix": " of Safeguarding", + "source": "BGG", + "page": 111, + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "Set in the center of this armor's chest is a citrine engraved with the shield rune.", + "While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As an action, you can invoke the armor's rune to cast the {@spell beacon of hope} spell with it; the spell has a duration of 1 minute and doesn't require {@status concentration}. Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ], + "attachedSpells": [ + "beacon of hope" + ] + } + }, + { + "name": "Armor of the Fallen", + "type": "GV|DMG", + "requires": [ + { + "type": "MA" + }, + { + "type": "HA" + }, + { + "type": "MA|XPHB" + }, + { + "type": "HA|XPHB" + } + ], + "inherits": { + "nameSuffix": " of the Fallen", + "source": "BMT", + "page": 65, + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "While wearing this armor, you can use it to cast either {@spell Speak with Dead} or {@spell Animate Dead}. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn.", + "Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed." + ] + }, + "hasFluffImages": true + }, + { + "name": "Armor of Thunder Resistance", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " of Thunder Resistance", + "source": "DMG", + "page": 152, + "srd": true, + "resist": [ + "thunder" + ], + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "hasRefs": true, + "entries": [ + "{#itemEntry Armor of Resistance}" + ] + } + }, + { + "name": "Armor of Weightlessness", + "type": "GV|DMG", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + }, + { + "type": "HA" + }, + { + "type": "LA|XPHB" + }, + { + "type": "MA|XPHB" + }, + { + "type": "HA|XPHB" + } + ], + "inherits": { + "nameSuffix": " of Weightlessness", + "source": "BMT", + "page": 65, + "rarity": "uncommon", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 1}", + "charges": 5, + "entries": [ + "This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: {@spell Jump} (1 charge) or {@spell Levitate} (2 charges).", + "This armor regains {@dice 1d4 + 1} expended charges daily at dawn." + ], + "attachedSpells": [ + "jump", + "levitate" + ] + } + }, + { + "name": "Arrow of Slaying (*)", + "type": "GV|DMG", + "requires": [ + { + "arrow": true + }, + { + "bolt": true + } + ], + "excludes": { + "name": [ + "Energy Cell", + "Modern Bullet", + "Modern Bullets (10)", + "Renaissance Bullet", + "Renaissance Bullets (10)" + ] + }, + "ammo": true, + "entries": [ + "{@note * This generic variant has the same name and source as the item {@item arrow of slaying}}.", + "An {@i arrow of slaying} is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both {@i arrows of dragon slaying} and {@i arrows of blue dragon slaying}. If a creature belonging to the type, race, or group associated with an {@i arrow of slaying} takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra {@dice 6d10} piercing damage on a failed save, or half as much extra damage on a successful one.", + "Once an {@i arrow of slaying} deals its extra damage to a creature, it becomes a nonmagical arrow.", + "Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common." + ], + "inherits": { + "nameSuffix": " of Slaying", + "source": "DMG", + "page": 152, + "srd": true, + "tier": "minor", + "rarity": "very rare", + "entries": [ + "{=baseName/at} {=baseName/l} of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both {@i {=baseName/l}s of dragon slaying} and {@i {=baseName/l}s of blue dragon slaying}. If a creature belonging to the type, race, or group associated with {=baseName/a} {=baseName/l} of slaying takes damage from the {=baseName/l}, the creature must make a DC 17 Constitution saving throw, taking an extra {@dice 6d10} piercing damage on a failed save, or half as much extra damage on a successful one.", + "Once {=baseName/a} {=baseName/l} of slaying deals its extra damage to a creature, it becomes a nonmagical {=baseName/l}." + ] + }, + "hasFluffImages": true + }, + { + "name": "Ascendant Dragon's Wrath Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Ascendant Dragon's Wrath ", + "source": "FTD", + "page": 25, + "rarity": "legendary", + "reqAttune": true, + "bonusWeapon": "+3", + "entries": [ + "This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.", + "Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.", + "You gain a {=bonusWeapon} bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra {@damage 3d6} damage of the type dealt by the dragon's breath weapon.", + "As an action, you can unleash a 60-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking {@damage 12d6} damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn." + ] + } + }, + { + "name": "Barding", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "nameSuffix": " Barding", + "nameRemove": " Armor", + "source": "PHB", + "page": 157, + "srd": true, + "basicRules": true, + "type": "TAH", + "rarity": "none", + "weightMult": 2, + "weightExpression": "[[baseItem.weight]] * 2", + "valueMult": 4, + "valueExpression": "[[baseItem.value]] * 4", + "barding": true, + "entries": [ + "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much." + ] + } + }, + { + "name": "Berserker Axe", + "type": "GV|DMG", + "requires": [ + { + "axe": true + } + ], + "inherits": { + "namePrefix": "Berserker ", + "source": "DMG", + "page": 155, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "curse": true, + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear." + ] + }, + "Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the {@action Attack} action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + "hasFluffImages": true + }, + { + "name": "Blade of the Medusa", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "nameSuffix": " of the Medusa", + "source": "LLK", + "page": 53, + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "entries": [ + "When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the {@condition petrified} condition for 1 hour.", + "A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.", + { + "name": "Curse", + "type": "entries", + "entries": [ + "This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a {@spell remove curse} spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be {@condition restrained} and forced to make additional saves against being {@condition petrified}, as above." + ] + } + ] + } + }, + { + "name": "Blade of the Wood", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "nameSuffix": " of the Wood", + "source": "HWCS", + "page": 213, + "rarity": "rare", + "reqAttune": true, + "bonusWeapon": "+1", + "charges": 2, + "entries": [ + "A finely crafted sword with delicate etchings, it resonates with a faint hum of life.", + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.", + "The sword has 2 charges. You can expend a charge and speak the command word to cast {@spell spike growth} (save DC 16) centered on yourself. You can pass through this terrain unaffected.", + "The sword regains one charge each day at dawn." + ], + "attachedSpells": [ + "spike growth" + ] + }, + "hasFluffImages": true + }, + { + "name": "Bloodseeker Ammunition", + "type": "GV|DMG", + "requires": [ + { + "type": "A" + }, + { + "type": "AF|DMG" + }, + { + "type": "A|XPHB" + }, + { + "type": "AF|XDMG" + } + ], + "ammo": true, + "inherits": { + "namePrefix": "Bloodseeker ", + "source": "BMT", + "page": 66, + "rarity": "very rare", + "entries": [ + "Ranged attack rolls made with this ammunition have advantage against any creature that doesn't have all its hit points." + ] + } + }, + { + "name": "Bloodshed Blade", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Bloodshed ", + "source": "BGG", + "page": 111, + "rarity": "very rare", + "reqAttune": true, + "bonusWeaponDamage": "+1", + "entries": [ + "The hilt of this sword bears a carnelian engraved with the blood rune.", + "You can add your Constitution modifier (minimum of {=bonusWeaponDamage}) to the damage rolls of attacks made with this weapon.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the {@dice d20}.", + "If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage.", + "Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ] + } + }, + { + "name": "Bow of Conflagration", + "type": "GV|DMG", + "requires": [ + { + "bow": true + } + ], + "inherits": { + "nameSuffix": " of Conflagration", + "source": "BMT", + "page": 66, + "rarity": "rare", + "reqAttune": true, + "entries": [ + "Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra {@damage 1d6} fire damage. If the target is a flammable, nonmagical object, it catches fire, taking {@damage 1d6} fire damage at the start of each of your turns until a creature uses an action to extinguish the flames." + ] + } + }, + { + "name": "Bow of Melodies", + "type": "GV|DMG", + "requires": [ + { + "bow": true + } + ], + "inherits": { + "nameSuffix": " of Melodies", + "source": "BMT", + "page": 66, + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.", + "You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.", + { + "type": "entries", + "name": "Melody of Precision", + "entries": [ + "If you're proficient in {@skill Performance}, you gain a +1 bonus to the attack roll. If you have expertise in {@skill Performance}, you gain a +2 bonus instead." + ] + }, + { + "type": "entries", + "name": "Melody of Reverberation", + "entries": [ + "The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier." + ] + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Cast-Off Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Cast-Off ", + "source": "XGE", + "page": 136, + "tier": "minor", + "rarity": "common", + "entries": [ + "You can doff this armor as an action." + ] + } + }, + { + "name": "Clockwork Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "HA" + }, + { + "type": "HA|XPHB" + } + ], + "inherits": { + "namePrefix": "Clockwork ", + "source": "BMT", + "page": 67, + "rarity": "very rare", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, + "entries": [ + "The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus.", + "The armor has 4 charges. If you make a {@dice d20} roll while wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains {@dice 1d4} expended charges daily at dawn." + ] + } + }, + { + "name": "Comet Smasher", + "type": "GV|DMG", + "requires": [ + { + "type": "M", + "dmgType": "B" + }, + { + "type": "M|XPHB", + "dmgType": "B" + } + ], + "inherits": { + "namePrefix": "Comet Smasher ", + "source": "DoDk", + "page": 230, + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "The head of this bludgeoning weapon is made from a massive delerium crystal that crackles with arcane energies. When you hit with an attack using this weapon, the target takes an extra ({@dice 3d6}) necrotic damage.", + "When you roll a 20 on an attack roll made with this weapon, it unleashes an arcane anomaly (see Dungeons of Drakkenheim). You can roll twice on the table and choose either result." + ] + } + }, + { + "name": "Corpse Slayer", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Corpse Slayer ", + "source": "EGW", + "page": 266, + "rarity": "rare", + "reqAttune": true, + "bonusWeapon": "+1", + "entries": [ + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.", + "When you hit an undead creature with an attack using this weapon, the attack deals an extra {@damage 1d8} damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn." + ] + } + }, + { + "name": "Crystal Blade", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Crystal ", + "source": "FTD", + "page": 22, + "rarity": "rare", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra {@damage 1d8} radiant damage.", + "The sword has 3 charges and regains {@dice 1d3} expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.", + "While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light." + ] + } + }, + { + "name": "Dancing Sword", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Dancing ", + "source": "DMG", + "page": 161, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.", + "While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.", + "After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + "hasFluffImages": true + }, + { + "name": "Defender", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Defender ", + "source": "DMG", + "page": 164, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "bonusWeapon": "+3", + "bonusAc": "+1", + "entries": [ + "You gain a +3 bonus to attack and damage rolls made with this magic weapon.", + "The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it." + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + "hasFluffImages": true + }, + { + "name": "Delerium-Forged Blade", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Delerium-Forged Blade ", + "source": "DoDk", + "page": 230, + "rarity": "rare", + "bonusWeapon": "+2", + "entries": [ + "This sword has a small delerium sliver encased in glass and set in the hilt like a gemstone. The blade is made of meteoric iron infused with delerium dust, which causes it to softly glow with octarine light.", + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this weapon.", + "When you make an attack with this weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. In addition, you can use this weapon as a spellcasting focus.", + "When you roll a 20 on an attack roll made with this weapon against a humanoid, the humanoid must succeed on a DC 15 Constitution saving throw or take an extra ({@dice 3d6}) necrotic damage and gain one {@adventure level of contamination|DoDk|12}." + ] + }, + "hasFluffImages": true + }, + { + "name": "Demon Skin", + "type": "GV|DMG", + "requires": [ + { + "type": "HA" + }, + { + "type": "HA|XPHB" + } + ], + "inherits": { + "namePrefix": "Demon Skin ", + "source": "DitLCoT", + "page": 14, + "resist": [ + "poison" + ], + "rarity": "rare", + "reqAttune": true, + "stealth": false, + "entries": [ + "This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.", + "While wearing the armor, you have resistance to poison damage. The armor also doesn't impose disadvantage on Dexterity ({@skill Stealth}) checks." + ] + }, + "hasFluffImages": true + }, + { + "name": "Demonbone Polearm", + "type": "GV|DMG", + "requires": [ + { + "polearm": true + } + ], + "inherits": { + "namePrefix": "Demonbone ", + "source": "CoA", + "page": 268, + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "bonusWeapon": "+2", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. In addition, when you're damaged by a creature in reach, you may use your reaction to make one melee attack against it with this weapon.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "You're unwilling to part with this weapon while attuned to it. While attuned, you have disadvantage on attack rolls with weapons other than this one.", + "Whenever a hostile creature damages you, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action on each of your turns to attack the creature nearest to you with the weapon. If you can make extra attacks as part of the {@action Attack} action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random.", + "You're berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Alternatively, an ally can use an action to make a DC 15 Charisma ({@skill Persuasion}) check and if successful, you're no longer berserk. Only the {@spell Remove Curse} spell allows you to end attunement to this item." + ] + }, + { + "type": "entries", + "name": "Corrupting", + "entries": [ + "This item corrupts. See the \"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\" section." + ] + } + ] + } + }, + { + "name": "Dragon Slayer", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Dragon Slayer ", + "source": "DMG", + "page": 166, + "srd": true, + "tier": "major", + "rarity": "rare", + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "When you hit a dragon with this weapon, the dragon takes an extra {@dice 3d6} damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + "hasFluffImages": true + }, + { + "name": "Dragon Wing Bow", + "type": "GV|DMG", + "requires": [ + { + "bow": true + } + ], + "inherits": { + "namePrefix": "Dragon Wing ", + "source": "FTD", + "page": 23, + "rarity": "rare", + "reqAttune": true, + "entries": [ + "The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra {@damage 1d6} damage of the same type as the breath infused in the bow\u2014acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.", + "If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target." + ] + } + }, + { + "name": "Dragonlance", + "type": "GV|DMG", + "requires": [ + { + "name": "Pike" + }, + { + "name": "Lance" + } + ], + "inherits": { + "namePrefix": "Dragonlance ", + "source": "FTD", + "page": 23, + "otherSources": [ + { + "source": "DSotDQ", + "page": 23 + } + ], + "rarity": "legendary", + "reqAttune": true, + "bonusWeapon": "+3", + "entries": [ + "A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts associated with Bahamut. Different lances are forged for use by foot soldiers (as pikes) and by riders (as lances), but the magical properties of the weapons are the same.", + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.", + "When you hit a Dragon with this weapon, the Dragon takes an extra {@damage 3d6} force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack." + ] + }, + "hasFluffImages": true + }, + { + "name": "Dried Leech", + "type": "GV|DMG", + "requires": [ + { + "type": "A" + }, + { + "type": "AF|DMG" + }, + { + "type": "A|XPHB" + }, + { + "type": "AF|XDMG" + } + ], + "excludes": { + "name": "Energy Cell" + }, + "ammo": true, + "inherits": { + "namePrefix": "Dried Leech ", + "source": "BMT", + "page": 67, + "rarity": "uncommon", + "entries": [ + "This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing {@damage 1d4} piercing damage at the start of each of the target's turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the leech. Once a leech is no longer attached to its target, the leech dies and is no longer magical." + ] + } + }, + { + "name": "Drow +1 Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Drow +1 ", + "source": "MM", + "page": 126, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "entries": [ + "You have a {=bonusAc} bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer." + ] + } + }, + { + "name": "Drow +1 Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "inherits": { + "namePrefix": "Drow +1 ", + "source": "MM", + "page": 126, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer." + ] + } + }, + { + "name": "Drow +2 Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Drow +2 ", + "source": "MM", + "page": 126, + "rarity": "unknown (magic)", + "bonusAc": "+2", + "entries": [ + "You have a {=bonusAc} bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer." + ] + } + }, + { + "name": "Drow +2 Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "inherits": { + "namePrefix": "Drow +2 ", + "source": "MM", + "page": 126, + "rarity": "unknown (magic)", + "bonusWeapon": "+2", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer." + ] + } + }, + { + "name": "Drow +3 Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Drow +3 ", + "source": "MM", + "page": 126, + "rarity": "unknown (magic)", + "bonusAc": "+3", + "entries": [ + "You have a {=bonusAc} bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer." + ] + } + }, + { + "name": "Drow +3 Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "inherits": { + "namePrefix": "Drow +3 ", + "source": "MM", + "page": 126, + "rarity": "unknown (magic)", + "bonusWeapon": "+3", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer." + ] + } + }, + { + "name": "Energy Bow", + "type": "GV|XDMG", + "requires": [ + { + "bow": true + } + ], + "inherits": { + "namePrefix": "Energy ", + "source": "UtHftLH", + "rarity": "very rare", + "reqAttune": true, + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet.", + "This weapon has the following additional properties.", + { + "type": "entries", + "name": "Arrow of Restraint", + "entries": [ + "Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the {@condition Restrained|XPHB} condition for 1 minute. As an action, a creature {@condition Restrained|XPHB} by an arrow can make a DC 20 Strength ({@skill Athletics|XPHB}) check to try to break the restraint, ending the effect on itself on a successful check." + ] + }, + { + "type": "entries", + "name": "Arrow of Transport", + "entries": [ + "As a {@action Magic|XPHB} action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. The arrow teleports the target to an unoccupied space you can see within 10 feet of you." + ] + }, + { + "type": "entries", + "name": "Energy Ladder", + "entries": [ + "As a {@action Magic|XPHB} action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical {@item ladder|XPHB} up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing." + ] + } + ] + } + }, + { + "name": "Feywrought Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + }, + { + "type": "HA" + }, + { + "type": "LA|XPHB" + }, + { + "type": "MA|XPHB" + }, + { + "type": "HA|XPHB" + } + ], + "inherits": { + "namePrefix": "Feywrought ", + "source": "BMT", + "page": 67, + "rarity": "rare", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This colorful, flowery armor was forged in the Feywild and is infused with that plane's captivating magic.", + "While wearing this armor, you have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself.", + "This armor has 3 charges. You can use an action to expend a charge to cast the {@spell Compulsion} spell (save DC 15) from this armor. The armor regains {@dice 1d3} expended charges daily at dawn." + ], + "attachedSpells": [ + "compulsion" + ] + } + }, + { + "name": "Flame Tongue", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Flame Tongue ", + "source": "DMG", + "page": 170, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra {@dice 2d6} fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + "hasFluffImages": true + }, + { + "name": "Fool's Blade", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Fool's ", + "source": "BMT", + "page": 36, + "rarity": "very rare", + "reqAttune": true, + "bonusWeapon": "+2", + "entries": [ + "This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.", + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Fool's Feint", + "entries": [ + "As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can't be used again until the next dawn." + ] + }, + { + "type": "item", + "name": "Misdirect", + "entries": [ + "When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker's reach. Once this reaction has been used, it can't be used again until the next dawn." + ] + } + ] + } + ] + } + }, + { + "name": "Forcebreaker Weapon", + "type": "GV|DMG", + "requires": [ + { + "dmgType": "B" + } + ], + "inherits": { + "namePrefix": "Forcebreaker ", + "source": "BMT", + "page": 67, + "rarity": "very rare", + "bonusWeapon": "+2", + "entries": [ + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.", + "This weapon was crafted to destroy structures made of force, such as those created by {@spell Forcecage} or {@spell Wall of Force}. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it." + ] + } + }, + { + "name": "Frost Brand", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Frost Brand ", + "source": "DMG", + "page": 171, + "srd": true, + "resist": [ + "fire" + ], + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "When you hit with an attack using this magic sword, the target takes an extra {@dice 1d6} cold damage. In addition, while you hold the sword, you have resistance to fire damage.", + "In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", + "When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + "hasFluffImages": true + }, + { + "name": "Gambler's Blade", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Gambler's Blade ", + "source": "LLK", + "page": 55, + "rarity": "rare", + "reqAttune": true, + "curse": true, + "entries": [ + "Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (\u22121 to \u22123) to your death saving throws. You can change this magical bonus each day at dawn.", + { + "name": "Curse", + "type": "entries", + "entries": [ + "This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a {@spell remove curse} spell or similar magic, you are unwilling to part with the weapon." + ] + } + ] + } + }, + { + "name": "Giant Slayer", + "type": "GV|DMG", + "requires": [ + { + "axe": true + }, + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Giant Slayer ", + "source": "DMG", + "page": 172, + "srd": true, + "tier": "major", + "rarity": "rare", + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "When you hit a giant with it, the giant takes an extra {@dice 2d6} damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall {@condition prone}. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls." + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + "hasFluffImages": true + }, + { + "name": "Glimmering Moonbow", + "type": "GV|DMG", + "requires": [ + { + "bow": true + } + ], + "inherits": { + "namePrefix": "Glimmering Moon ", + "source": "BMT", + "page": 36, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "rarity": "rare", + "reqAttune": true, + "bonusWeapon": "+1", + "entries": [ + "This silver-and-black bow is engraved with the phases of the moon. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.", + "When you hit with a ranged attack roll using this magic bow, the target takes an extra {@damage 1d6} radiant damage. 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 bow vanishes the instant after it hits or misses a target.", + "While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can't be used again until the next dawn." + ] + } + }, + { + "name": "Gloomwrought Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + }, + { + "type": "HA" + }, + { + "type": "LA|XPHB" + }, + { + "type": "MA|XPHB" + }, + { + "type": "HA|XPHB" + } + ], + "inherits": { + "namePrefix": "Gloomwrought ", + "source": "BMT", + "page": 67, + "rarity": "rare", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.", + "While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.", + "This armor has 3 charges. You can expend a charge to cast the {@spell Calm Emotions} spell (save DC 15) from the armor. This armor regains {@dice 1d3} expended charges daily at dawn." + ], + "attachedSpells": [ + "calm emotions" + ] + } + }, + { + "name": "Hardened Delerium-tipped Arrows", + "type": "GV|DMG", + "requires": [ + { + "arrow": true + }, + { + "bolt": true + } + ], + "inherits": { + "namePrefix": "Hardened Delerium-tipped ", + "source": "DoDk", + "page": 230, + "rarity": "rare", + "entries": [ + "This piece of ammunition has a refined delerium arrowtip. A creature hit by a ranged attack using one of these arrows takes an extra ({@dice 3d6}) necrotic damage and must succeed on a DC 15 Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}. Once it hits a target, the delerium tip crumbles to dust and the arrow becomes nonmagical." + ] + }, + "hasFluffImages": true + }, + { + "name": "Hellfire Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Hellfire ", + "source": "BGDIA", + "page": 223, + "rarity": "uncommon", + "entries": [ + "This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.", + "Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a {@creature lemure} devil." + ] + }, + "hasFluffImages": true + }, + { + "name": "Holy Avenger", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Holy Avenger ", + "source": "DMG", + "page": 174, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": "by a paladin", + "reqAttuneTags": [ + { + "class": "paladin" + } + ], + "bonusWeapon": "+3", + "entries": [ + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra {@dice 2d10} radiant damage.", + "While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet." + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + "hasFluffImages": true + }, + { + "name": "Imbued Wood (Fernian Ash)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Crystal", + "Orb" + ] + }, + "inherits": { + "namePrefix": "Fernian Ash ", + "source": "ERLW", + "page": 277, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "bonusSpellDamage": "+1", + "entries": [ + "An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.", + "When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell." + ] + } + }, + { + "name": "Imbued Wood (Irian Rosewood)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Crystal", + "Orb" + ] + }, + "inherits": { + "namePrefix": "Irian Rosewood ", + "source": "ERLW", + "page": 277, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "bonusSpellDamage": "+1", + "entries": [ + "An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.", + "When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell." + ] + } + }, + { + "name": "Imbued Wood (Kythrian Manchineel)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Crystal", + "Orb" + ] + }, + "inherits": { + "namePrefix": "Kythrian Manchineel ", + "source": "ERLW", + "page": 277, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "bonusSpellDamage": "+1", + "entries": [ + "An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.", + "When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell." + ] + } + }, + { + "name": "Imbued Wood (Lamannian Oak)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Crystal", + "Orb" + ] + }, + "inherits": { + "namePrefix": "Lamannian Oak ", + "source": "ERLW", + "page": 277, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "bonusSpellDamage": "+1", + "entries": [ + "An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.", + "When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell." + ] + } + }, + { + "name": "Imbued Wood (Mabaran Ebony)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Crystal", + "Orb" + ] + }, + "inherits": { + "namePrefix": "Mabaran Ebony ", + "source": "ERLW", + "page": 277, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "bonusSpellDamage": "+1", + "entries": [ + "An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.", + "When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell." + ] + } + }, + { + "name": "Imbued Wood (Risian Pine)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Crystal", + "Orb" + ] + }, + "inherits": { + "namePrefix": "Risian Pine ", + "source": "ERLW", + "page": 277, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "bonusSpellDamage": "+1", + "entries": [ + "An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.", + "When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell." + ] + } + }, + { + "name": "Imbued Wood (Shavarran Birch)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Crystal", + "Orb" + ] + }, + "inherits": { + "namePrefix": "Shavarran Birch ", + "source": "ERLW", + "page": 277, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "bonusSpellDamage": "+1", + "entries": [ + "An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.", + "When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell." + ] + } + }, + { + "name": "Imbued Wood (Xorian Wenge)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Crystal", + "Orb" + ] + }, + "inherits": { + "namePrefix": "Xorian Wenge ", + "source": "ERLW", + "page": 277, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "bonusSpellDamage": "+1", + "entries": [ + "An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.", + "When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell." + ] + } + }, + { + "name": "Last Stand Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Last Stand ", + "source": "EGW", + "page": 267, + "rarity": "very rare", + "bonusAc": "+1", + "entries": [ + "You have a {=bonusAc} bonus to AC while wearing this armor, which shimmers softly.", + "If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend within 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there." + ] + } + }, + { + "name": "Living Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Living ", + "source": "ERLW", + "page": 278, + "resist": [ + "necrotic", + "poison", + "psychic" + ], + "rarity": "very rare", + "reqAttune": true, + "bonusAc": "+1", + "entries": [ + "This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.", + "While wearing this armor, you have a {=bonusAc} bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.", + { + "type": "entries", + "name": "Symbiotic Nature", + "entries": [ + "The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.", + "The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of {@condition exhaustion}." + ] + } + ] + } + }, + { + "name": "Luck Blade", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.", + { + "type": "entries", + "name": "Luck", + "entries": [ + "If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Wish", + "entries": [ + "The sword has {@dice 1d4 - 1} charges. While holding it, you can use an action to expend 1 charge and cast the {@spell wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges." + ] + } + ], + "inherits": { + "namePrefix": "Luck Blade ", + "source": "DMG", + "page": 179, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "bonusWeapon": "+1", + "bonusSavingThrow": "+1", + "charges": "{@dice 1d4 - 1}", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.", + { + "type": "entries", + "name": "Luck", + "entries": [ + "If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Wish", + "entries": [ + "The sword has {@dice 1d4 - 1} charges. While holding it, you can use an action to expend 1 charge and cast the {@spell wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges." + ] + } + ], + "attachedSpells": [ + "wish" + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + "hasFluffImages": true + }, + { + "name": "Lycan Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Lycan ", + "source": "GHLoE", + "page": 111, + "rarity": "rare", + "bonusWeapon": "+2", + "entries": [ + "Made from the claws, teeth, and bones of lycanthropes, these weapons are particularly effective against other lycanthropes or vampires. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this weapon.", + "Additionally, on a successful attack against a lycanthrope, the target is forced back into its human form unless it succeeds on a DC 10 Charisma saving throw. Also, damage done to vampires with lycan weapons cannot be regenerated until the creature finishes a short rest." + ] + } + }, + { + "name": "Mariner's Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Mariner's ", + "source": "DMG", + "page": 181, + "tier": "minor", + "rarity": "uncommon", + "modifySpeed": { + "equal": { + "swim": "walk" + } + }, + "entries": [ + "While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs." + ], + "lootTables": [ + "Magic Item Table B" + ] + } + }, + { + "name": "Mind Blade", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Mind Blade ", + "source": "VGM", + "page": 81, + "rarity": "rare", + "reqAttune": "by a specific individual", + "entries": [ + "Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra {@dice 2d6} psychic damage to any target it hits." + ] + } + }, + { + "name": "Mind Carapace Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "HA" + }, + { + "type": "HA|XPHB" + } + ], + "inherits": { + "namePrefix": "Mind Carapace ", + "source": "VGM", + "page": 81, + "rarity": "uncommon", + "reqAttune": "by a specific individual", + "entries": [ + "Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the {@condition frightened} condition." + ] + } + }, + { + "name": "Mithral +1 Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "HA" + }, + { + "type": "MA" + }, + { + "type": "HA|XPHB" + }, + { + "type": "MA|XPHB" + } + ], + "excludes": { + "name": "Hide Armor" + }, + "inherits": { + "namePrefix": "Mithral +1 ", + "source": "AI", + "page": 156, + "rarity": "rare", + "strength": null, + "bonusAc": "+1", + "stealth": false, + "entries": [ + "You have a {=bonusAc} bonus to AC while wearing this armor.", + "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity ({@skill Stealth}) checks or has a Strength requirement, the mithral version of the armor doesn't." + ] + } + }, + { + "name": "Mithral Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "HA" + }, + { + "type": "MA" + }, + { + "type": "HA|XPHB" + }, + { + "type": "MA|XPHB" + } + ], + "excludes": { + "name": "Hide Armor" + }, + "inherits": { + "namePrefix": "Mithral ", + "source": "DMG", + "page": 182, + "srd": true, + "tier": "minor", + "rarity": "uncommon", + "strength": null, + "stealth": false, + "entries": [ + "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity ({@skill Stealth}) checks or has a Strength requirement, the mithral version of the armor doesn't." + ], + "lootTables": [ + "Magic Item Table B" + ] + } + }, + { + "name": "Mizzium Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "HA" + }, + { + "type": "MA" + }, + { + "type": "HA|XPHB" + }, + { + "type": "MA|XPHB" + } + ], + "excludes": { + "name": "Hide Armor" + }, + "inherits": { + "namePrefix": "Mizzium ", + "source": "GGR", + "page": 179, + "rarity": "rare", + "entries": [ + "This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw." + ] + } + }, + { + "name": "Molten Bronze Skin", + "type": "GV|DMG", + "requires": [ + { + "name": "Half Plate Armor", + "source": "PHB" + }, + { + "name": "Plate Armor", + "source": "PHB" + }, + { + "name": "Breastplate", + "source": "PHB" + } + ], + "inherits": { + "namePrefix": "Molten Bronze Skin ", + "source": "MOT", + "page": 197, + "resist": [ + "fire" + ], + "rarity": "rare", + "reqAttune": true, + "stealth": false, + "entries": [ + "This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.", + "While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity ({@skill Stealth}) checks." + ] + } + }, + { + "name": "Moon-Touched Sword", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Moon-Touched ", + "source": "XGE", + "page": 138, + "tier": "minor", + "rarity": "common", + "entries": [ + "In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet." + ] + } + }, + { + "name": "Nine Lives Stealer", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Nine Lives Stealer ", + "source": "DMG", + "page": 183, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "bonusWeapon": "+2", + "charges": "{@dice 1d8 + 1}", + "entries": [ + "You gain a +2 bonus to attack and damage rolls made with this magic weapon.", + "The sword has {@dice 1d8 + 1} charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + "hasFluffImages": true + }, + { + "name": "Oceanic Weapon", + "type": "GV|DMG", + "requires": [ + { + "type": "R" + }, + { + "property": "T" + }, + { + "type": "R|XPHB" + }, + { + "property": "T", + "type": "T|XPHB" + } + ], + "excludes": { + "net": true + }, + "inherits": { + "namePrefix": "Oceanic ", + "source": "TDCSR", + "page": 199, + "rarity": "rare", + "reqAttune": true, + "bonusWeapon": "+1", + "modifySpeed": { + "static": { + "swim": 30 + } + }, + "recharge": "dawn", + "entries": [ + "This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon, and you ignore {@quickref Underwater Combat|PHB|3|0|the normal penalties on ranged weapon attacks while using this weapon underwater}. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.", + "Additionally, while you hold the weapon, you can use an action to cast the {@spell water breathing} spell. Once this property is used, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "water breathing" + ] + } + }, + { + "name": "Orb of Shielding (Fernian Basalt)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Staff", + "Rod", + "Wand" + ] + }, + "inherits": { + "namePrefix": "Fernian Basalt ", + "source": "ERLW", + "page": 278, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.", + "If you're holding the orb when you take fire damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0)." + ] + } + }, + { + "name": "Orb of Shielding (Irian Quartz)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Staff", + "Rod", + "Wand" + ] + }, + "inherits": { + "namePrefix": "Irian Quartz ", + "source": "ERLW", + "page": 278, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.", + "If you're holding the orb when you take radiant damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0)." + ] + } + }, + { + "name": "Orb of Shielding (Kythrian Skarn)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Staff", + "Rod", + "Wand" + ] + }, + "inherits": { + "namePrefix": "Kythrian Skarn ", + "source": "ERLW", + "page": 278, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.", + "If you're holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0)." + ] + } + }, + { + "name": "Orb of Shielding (Lamannian Flint)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Staff", + "Rod", + "Wand" + ] + }, + "inherits": { + "namePrefix": "Lamannian Flint ", + "source": "ERLW", + "page": 278, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.", + "If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0)." + ] + } + }, + { + "name": "Orb of Shielding (Mabaran Obsidian)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Staff", + "Rod", + "Wand" + ] + }, + "inherits": { + "namePrefix": "Mabaran Obsidian ", + "source": "ERLW", + "page": 278, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.", + "If you're holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0)." + ] + } + }, + { + "name": "Orb of Shielding (Risian Shale)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Staff", + "Rod", + "Wand" + ] + }, + "inherits": { + "namePrefix": "Risian Shale ", + "source": "ERLW", + "page": 278, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.", + "If you're holding the orb when you take cold damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0)." + ] + } + }, + { + "name": "Orb of Shielding (Shavarran Chert)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Staff", + "Rod", + "Wand" + ] + }, + "inherits": { + "namePrefix": "Shavarran Chert ", + "source": "ERLW", + "page": 278, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.", + "If you're holding the orb when you take force damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0)." + ] + } + }, + { + "name": "Orb of Shielding (Xorian Marble)", + "type": "GV|DMG", + "requires": [ + { + "type": "SCF", + "scfType": "arcane" + }, + { + "type": "SCF|XPHB", + "scfType": "arcane" + } + ], + "excludes": { + "name": [ + "Staff", + "Rod", + "Wand" + ] + }, + "inherits": { + "namePrefix": "Xorian Marble ", + "source": "ERLW", + "page": 278, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "entries": [ + "An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.", + "If you're holding the orb when you take psychic damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0)." + ] + } + }, + { + "name": "Polymorph Blade", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Polymorph Blade ", + "source": "LLK", + "page": 56, + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "entries": [ + "When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a {@spell polymorph} spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.", + { + "type": "table", + "caption": "", + "colLabels": [ + "d20", + "New Form" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@creature Tyrannosaurus Rex}" + ], + [ + "2", + "{@creature Giant Ape}" + ], + [ + "3", + "{@creature Elephant}" + ], + [ + "4", + "{@creature Giant scorpion}" + ], + [ + "5", + "{@creature Rhinoceros}" + ], + [ + "6", + "{@creature Polar bear}" + ], + [ + "7", + "{@creature Giant toad}" + ], + [ + "8", + "{@creature Giant eagle}" + ], + [ + "9", + "{@creature Black bear}" + ], + [ + "10", + "{@creature Crocodile}" + ], + [ + "11", + "{@creature Wolf}" + ], + [ + "12", + "{@creature Riding Horse||Horse}" + ], + [ + "13", + "{@creature Ox|VGM}" + ], + [ + "14", + "{@creature Giant frog}" + ], + [ + "15", + "{@creature Poisonous snake}" + ], + [ + "16", + "{@creature Hawk}" + ], + [ + "17", + "{@creature Octopus}" + ], + [ + "18", + "{@creature Cat}" + ], + [ + "19", + "{@creature Rat}" + ], + [ + "20", + "Rabbit" + ] + ] + }, + "A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.", + { + "name": "Curse", + "type": "entries", + "entries": [ + "This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a {@spell remove curse} spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a {@spell polymorph} spell for 1 hour, rolling on the table to determine your new form." + ] + } + ] + } + }, + { + "name": "Red-Feather Bow", + "type": "GV|DMG", + "requires": [ + { + "bow": true + } + ], + "inherits": { + "namePrefix": "Red-Feather ", + "source": "HWCS", + "page": 214, + "rarity": "uncommon", + "reqAttune": true, + "bonusWeapon": "+1", + "charges": 3, + "entries": [ + "A prized hunting weapon among mistral raptors, this bow is imbued with magic to help the wielder see their prey from afar.", + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.", + "The bow has 3 charges. When you fire an arrow from this bow, you can speak the command word and use a charge to see through the arrow as a bonus action. You can see from the point your arrow lands as if you were there for 1 minute. If the arrow strikes a creature, you see what they see for the same duration." + ] + }, + "hasFluffImages": true + }, + { + "name": "Ruidium Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "MA" + }, + { + "type": "HA" + }, + { + "type": "MA|XPHB" + }, + { + "type": "HA|XPHB" + } + ], + "excludes": { + "name": "Hide Armor" + }, + "inherits": { + "namePrefix": "Ruidium ", + "source": "CRCotN", + "page": 215, + "resist": [ + "psychic" + ], + "rarity": "very rare", + "reqAttune": true, + "bonusAc": "+1", + "modifySpeed": { + "equal": { + "swim": "walk" + } + }, + "entries": [ + "This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to psychic damage.", + "You can breathe water.", + "You gain a swimming speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Ruidium Corruption", + "entries": [ + "When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of {@condition exhaustion}. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save." + ] + }, + { + "type": "entries", + "name": "If Ruidium Is Destroyed", + "entries": [ + "If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes {@item +1 armor}." + ] + } + ] + } + }, + { + "name": "Ruidium Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Ruidium ", + "source": "CRCotN", + "page": 216, + "rarity": "very rare", + "reqAttune": true, + "bonusWeapon": "+2", + "modifySpeed": { + "equal": { + "swim": "walk" + } + }, + "entries": [ + "This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:", + { + "type": "list", + "items": [ + "You can breathe water.", + "You gain a swimming speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Ruidium Strike", + "entries": [ + "A creature you hit with this weapon takes an extra {@damage 2d6} psychic damage." + ] + }, + { + "type": "entries", + "name": "Ruidium Corruption", + "entries": [ + "When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of {@condition exhaustion}. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save." + ] + }, + { + "type": "entries", + "name": "If Ruidium Is Destroyed", + "entries": [ + "If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a {@item +2 weapon}." + ] + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Silvered Ammunition", + "type": "GV|DMG", + "requires": [ + { + "type": "A" + }, + { + "type": "AF|DMG" + }, + { + "type": "A|XPHB" + }, + { + "type": "AF|XDMG" + } + ], + "excludes": { + "name": "Energy Cell" + }, + "ammo": true, + "entries": [ + "Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver ammunition, so cautious adventurers invest extra coin to plate their ammunition in silver. You can silver ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the ammunition without making it less effective." + ], + "inherits": { + "namePrefix": "Silvered ", + "source": "PHB", + "page": 148, + "basicRules": true, + "tier": "minor", + "rarity": "unknown" + } + }, + { + "name": "Silvered Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "entries": [ + "Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective." + ], + "inherits": { + "namePrefix": "Silvered ", + "source": "PHB", + "page": 148, + "basicRules": true, + "tier": "major", + "rarity": "unknown", + "valueExpression": "[[baseItem.value]] + 10000" + } + }, + { + "name": "Slumbering Dragon's Wrath Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Slumbering Dragon's Wrath ", + "source": "FTD", + "page": 25, + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.", + "Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon." + ] + } + }, + { + "name": "Smoldering Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Smoldering ", + "source": "XGE", + "page": 139, + "tier": "minor", + "rarity": "common", + "entries": [ + "Wisps of harmless, odorless smoke rise from this armor while it is worn." + ] + } + }, + { + "name": "Starcrossed Bow", + "type": "GV|DMG", + "requires": [ + { + "bow": true + }, + { + "crossbow": true + } + ], + "inherits": { + "namePrefix": "Starcrossed ", + "source": "DoDk", + "page": 232, + "rarity": "rare", + "reqAttune": true, + "bonusWeapon": "+2", + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This magical bow or crossbow has an intricate arrangement of delerium shards and focusing lenses along the stock where a bolt would normally be loaded, and instead magically conjures its own projectiles. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of piercing damage and ignores the ammunition and loading properties.", + "The weapon has 3 charges, which are regained each day at dawn. When you hit with a ranged attack using it, you can cause the bolt to explode in a brilliant flash of light. The target you hit and any creatures within 10 feet of it must succeed on a DC 15 Constitution saving throw or become blinded until the end of your next turn." + ] + } + }, + { + "name": "Starshot Crossbow", + "type": "GV|DMG", + "requires": [ + { + "crossbow": true + } + ], + "inherits": { + "namePrefix": "Starshot ", + "source": "BMT", + "page": 38, + "rarity": "rare", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. 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. The crossbow has 3 charges and regains {@dice 1d3} expended charges daily at dawn.", + { + "type": "entries", + "name": "Constellations", + "entries": [ + "The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Balance", + "entries": [ + "The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to {@dice 1d8} plus your proficiency bonus." + ] + }, + { + "type": "item", + "name": "Flames", + "entries": [ + "Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional {@damage 2d8} fire damage." + ] + }, + { + "type": "item", + "name": "Rogue", + "entries": [ + "Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Stirring Dragon's Wrath Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Stirring Dragon's Wrath ", + "source": "FTD", + "page": 25, + "rarity": "rare", + "reqAttune": true, + "bonusWeapon": "+1", + "entries": [ + "This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.", + "Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.", + "You gain a {=bonusWeapon} bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra {@damage 1d6} damage of the type dealt by the dragon's breath weapon." + ] + } + }, + { + "name": "Stygian Spear", + "type": "GV|DMG", + "requires": [ + { + "spear": true + } + ], + "inherits": { + "namePrefix": "Stygian ", + "source": "CoA", + "page": 270, + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "bonusWeapon": "+2", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. When you throw it, it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "You're unwilling to part with this weapon while attuned to it. In addition, you have disadvantage on attack rolls made with weapons other than this one.", + "Whenever you roll a 1 on an attack roll using this weapon, your target changes to your closest ally.", + "If there are multiple allies, randomly determine which is the target. Make a new attack roll with advantage against your ally. If the attack hits, in addition to the standard damage you deal an extra {@damage 2d6} poison damage. Only the {@spell Remove Curse} spell allows you to end attunement to this item." + ] + }, + { + "type": "entries", + "name": "Corrupting", + "entries": [ + "This item corrupts. See the \"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\" section." + ] + } + ] + } + }, + { + "name": "Sword of Life Stealing", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "nameSuffix": " of Life Stealing", + "source": "DMG", + "page": 206, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.", + "{@note Note: According to the SRD, it is an extra {@dice 3d6} necrotic damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}.}" + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + "hasFluffImages": true + }, + { + "name": "Sword of Retribution", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "nameSuffix": " of Retribution", + "source": "CoA", + "page": 270, + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "bonusWeapon": "+3", + "entries": [ + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this sword. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "You're unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one.", + "The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit's past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the {@spell Remove Curse} spell allows you to end attunement to this item." + ] + }, + { + "type": "entries", + "name": "Corrupting", + "entries": [ + "This item corrupts. See the \"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\" section." + ] + } + ] + } + }, + { + "name": "Sword of Sharpness", + "type": "GV|DMG", + "requires": [ + { + "sword": true, + "dmgType": "S" + } + ], + "inherits": { + "nameSuffix": " of Sharpness", + "source": "DMG", + "page": 206, + "srd": true, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.", + "When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another {@dice d20}. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.", + "{@note Note: According to the SRD, it is an extra {@dice 4d6} slashing damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}}.", + "In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light." + ], + "lootTables": [ + "Magic Item Table H" + ] + }, + "hasFluffImages": true + }, + { + "name": "Sword of the Planes", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "nameSuffix": " of the Planes", + "source": "BMT", + "page": 68, + "rarity": "legendary", + "reqAttune": true, + "bonusWeapon": "+3", + "entries": [ + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic sword.", + "This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you're on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can't be used again until the next dawn.", + "You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM's discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM's discretion.", + "Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift." + ] + }, + "hasFluffImages": true + }, + { + "name": "Sword of Vengeance", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "nameSuffix": " of Vengeance", + "source": "DMG", + "page": 206, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "curse": true, + "bonusWeapon": "+1", + "entries": [ + "You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + { + "name": "Curse", + "type": "entries", + "entries": [ + "This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.", + "In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.", + "You can break the curse in the usual ways. Alternatively, casting {@spell banishment} on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties." + ] + } + ], + "lootTables": [ + "Magic Item Table F" + ] + } + }, + { + "name": "Sword of Wounding", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "nameSuffix": " of Wounding", + "source": "DMG", + "page": 207, + "srd": true, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.", + "Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes {@dice 1d4} necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom ({@skill Medicine}) check, ending the effect of such wounds on it on a success." + ], + "lootTables": [ + "Magic Item Table G" + ] + } + }, + { + "name": "Vicious +1 Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "entries": [ + "When you roll a 20 with this magic weapon, the target takes an extra 7 damage of the weapon's type.", + "{@note Note: According to the SRD, it is an extra {@dice 2d6} damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}.}" + ], + "inherits": { + "namePrefix": "Vicious +1 ", + "source": "AI", + "page": 149, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this weapon.", + "When you roll a 20 with this magic weapon, the target takes an extra 7 {=dmgType} damage.", + "{@note Note: According to the SRD, it is an extra {@dice 2d6} {=dmgType} damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}.}" + ] + } + }, + { + "name": "Vicious Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "entries": [ + "When you roll a 20 with this magic weapon, the target takes an extra 7 damage of the weapon's type.", + "{@note Note: According to the SRD, it is an extra {@dice 2d6} damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}.}" + ], + "inherits": { + "namePrefix": "Vicious ", + "source": "DMG", + "page": 209, + "srd": true, + "tier": "major", + "rarity": "rare", + "entries": [ + "When you roll a 20 with this magic weapon, the target takes an extra 7 {=dmgType} damage.", + "{@note Note: According to the SRD, it is an extra {@dice 2d6} {=dmgType} damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}.}" + ], + "lootTables": [ + "Magic Item Table G" + ] + }, + "hasFluffImages": true + }, + { + "name": "Vorpal Sword", + "type": "GV|DMG", + "requires": [ + { + "sword": true, + "dmgType": "S" + } + ], + "inherits": { + "namePrefix": "Vorpal ", + "source": "DMG", + "page": 209, + "srd": true, + "tier": "major", + "rarity": "legendary", + "reqAttune": true, + "bonusWeapon": "+3", + "entries": [ + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.", + "When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra {@dice 6d8} slashing damage from the hit." + ], + "lootTables": [ + "Magic Item Table I" + ] + }, + "hasFluffImages": true + }, + { + "name": "Wakened Dragon's Wrath Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Wakened Dragon's Wrath ", + "source": "FTD", + "page": 25, + "rarity": "very rare", + "reqAttune": true, + "bonusWeapon": "+2", + "entries": [ + "This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.", + "Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.", + "You gain a {=bonusWeapon} bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra {@damage 2d6} damage of the type dealt by the dragon's breath weapon.", + "As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking {@damage 8d6} damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn." + ] + } + }, + { + "name": "Walloping Ammunition", + "type": "GV|DMG", + "requires": [ + { + "type": "A" + }, + { + "type": "AF|DMG" + }, + { + "type": "A|XPHB" + }, + { + "type": "AF|XDMG" + } + ], + "ammo": true, + "inherits": { + "namePrefix": "Walloping ", + "source": "XGE", + "page": 139, + "tier": "minor", + "rarity": "common", + "entries": [ + " This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked {@condition prone}." + ] + } + }, + { + "name": "Weapon of Agonizing Paralysis", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "nameSuffix": " of Agonizing Paralysis", + "source": "CoA", + "page": 271, + "rarity": "very rare", + "reqAttune": true, + "bonusWeapon": "+3", + "entries": [ + "You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the {@condition paralyzed} condition until the condition is removed by a {@spell Lesser Restoration} spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're {@condition paralyzed}, the creature suffers immense pain and gains a level of {@condition exhaustion}." + ] + } + }, + { + "name": "Weapon of Certain Death", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "inherits": { + "nameSuffix": " of Certain Death", + "source": "EGW", + "page": 270, + "rarity": "rare", + "entries": [ + "When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn." + ] + } + }, + { + "name": "Weapon of Throne's Command", + "type": "GV|DMG", + "requires": [ + { + "weaponCategory": "martial" + } + ], + "inherits": { + "nameSuffix": " of Throne's Command", + "source": "BMT", + "page": 39, + "rarity": "very rare", + "reqAttune": true, + "grantsProficiency": true, + "bonusWeapon": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4}", + "charges": 5, + "entries": [ + "This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the {@skill Intimidation} and {@skill Persuasion} skills if you don't already have it.", + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): {@spell Command} (1 charge), {@spell Zone of Truth} (2 charges), {@spell Compulsion} (4 charges), {@spell Banishment} (4 charges), or {@spell Dominate Person} (5 charges).", + "The weapon regains {@dice 1d4} expended charges daily at dawn." + ] + } + ], + "attachedSpells": [ + "command", + "zone of truth", + "compulsion", + "banishment", + "dominate person" + ] + } + }, + { + "name": "Weapon of Warning", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "nameSuffix": " of Warning", + "source": "DMG", + "page": 213, + "tier": "major", + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be {@status surprised}, except when {@condition incapacitated} by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins." + ], + "lootTables": [ + "Magic Item Table F" + ] + }, + "hasFluffImages": true + }, + { + "name": "Winged Ammunition", + "type": "GV|DMG", + "requires": [ + { + "type": "A" + }, + { + "type": "AF|DMG" + }, + { + "type": "A|XPHB" + }, + { + "type": "AF|XDMG" + } + ], + "excludes": { + "name": "Energy Cell" + }, + "ammo": true, + "inherits": { + "namePrefix": "Winged ", + "source": "BMT", + "page": 69, + "rarity": "uncommon", + "entries": [ + "Ranged weapon attack rolls made with this ammunition ignore half and {@quickref Cover||3||three-quarters cover}. In addition, attacking at long range doesn't impose disadvantage on ranged weapon attack rolls made with this ammunition." + ] + } + }, + { + "name": "Zephyr Armor", + "type": "GV|DMG", + "requires": [ + { + "type": "LA" + }, + { + "type": "LA|XPHB" + } + ], + "inherits": { + "namePrefix": "Zephyr ", + "source": "BGG", + "page": 117, + "rarity": "rare", + "reqAttune": true, + "entries": [ + "This fine set of white-and-silver armor bears the wind rune upon its chest.", + "While wearing this armor, you have advantage on Dexterity ({@skill Acrobatics}) checks and Dexterity saving throws as your movements are bolstered by gentle currents of wind.", + { + "type": "entries", + "name": "Invoking the Rune", + "entries": [ + "As an action, you can invoke the armor's rune to cast the {@spell wind wall} spell (save DC 15) with it. Once the rune has been invoked, it can't be invoked again until the next dawn." + ] + } + ], + "attachedSpells": [ + "wind wall" + ] + } + } + ], + "linkedLootTables": { + "DMG": { + "Arrow of Slaying": [ + "Magic Item Table E" + ], + "Shield +1": [ + "Magic Item Table F" + ], + "Adamantine Chain Mail": [ + "Magic Item Table F" + ], + "Adamantine Chain Shirt": [ + "Magic Item Table F" + ], + "Adamantine Scale Mail": [ + "Magic Item Table F" + ], + "Adamantine Breastplate": [ + "Magic Item Table G" + ], + "Adamantine Splint Armor": [ + "Magic Item Table G" + ], + "Chain Mail +1": [ + "Magic Item Table G" + ], + "Chain Mail of Acid Resistance": [ + "Magic Item Table G" + ], + "Chain Mail of Cold Resistance": [ + "Magic Item Table G" + ], + "Chain Mail of Fire Resistance": [ + "Magic Item Table G" + ], + "Chain Mail of Force Resistance": [ + "Magic Item Table G" + ], + "Chain Mail of Lightning Resistance": [ + "Magic Item Table G" + ], + "Chain Mail of Necrotic Resistance": [ + "Magic Item Table G" + ], + "Chain Mail of Poison Resistance": [ + "Magic Item Table G" + ], + "Chain Mail of Psychic Resistance": [ + "Magic Item Table G" + ], + "Chain Mail of Radiant Resistance": [ + "Magic Item Table G" + ], + "Chain Mail of Thunder Resistance": [ + "Magic Item Table G" + ], + "Chain Shirt +1": [ + "Magic Item Table G" + ], + "Chain Shirt of Acid Resistance": [ + "Magic Item Table G" + ], + "Chain Shirt of Cold Resistance": [ + "Magic Item Table G" + ], + "Chain Shirt of Fire Resistance": [ + "Magic Item Table G" + ], + "Chain Shirt of Force Resistance": [ + "Magic Item Table G" + ], + "Chain Shirt of Lightning Resistance": [ + "Magic Item Table G" + ], + "Chain Shirt of Necrotic Resistance": [ + "Magic Item Table G" + ], + "Chain Shirt of Poison Resistance": [ + "Magic Item Table G" + ], + "Chain Shirt of Psychic Resistance": [ + "Magic Item Table G" + ], + "Chain Shirt of Radiant Resistance": [ + "Magic Item Table G" + ], + "Chain Shirt of Thunder Resistance": [ + "Magic Item Table G" + ], + "Leather Armor +1": [ + "Magic Item Table G" + ], + "Leather Armor of Acid Resistance": [ + "Magic Item Table G" + ], + "Leather Armor of Cold Resistance": [ + "Magic Item Table G" + ], + "Leather Armor of Fire Resistance": [ + "Magic Item Table G" + ], + "Leather Armor of Force Resistance": [ + "Magic Item Table G" + ], + "Leather Armor of Lightning Resistance": [ + "Magic Item Table G" + ], + "Leather Armor of Necrotic Resistance": [ + "Magic Item Table G" + ], + "Leather Armor of Poison Resistance": [ + "Magic Item Table G" + ], + "Leather Armor of Psychic Resistance": [ + "Magic Item Table G" + ], + "Leather Armor of Radiant Resistance": [ + "Magic Item Table G" + ], + "Leather Armor of Thunder Resistance": [ + "Magic Item Table G" + ], + "Scale Mail +1": [ + "Magic Item Table G", + "Magic Item Table I" + ], + "Scale Mail of Acid Resistance": [ + "Magic Item Table G" + ], + "Scale Mail of Cold Resistance": [ + "Magic Item Table G" + ], + "Scale Mail of Fire Resistance": [ + "Magic Item Table G" + ], + "Scale Mail of Force Resistance": [ + "Magic Item Table G" + ], + "Scale Mail of Lightning Resistance": [ + "Magic Item Table G" + ], + "Scale Mail of Necrotic Resistance": [ + "Magic Item Table G" + ], + "Scale Mail of Poison Resistance": [ + "Magic Item Table G" + ], + "Scale Mail of Psychic Resistance": [ + "Magic Item Table G" + ], + "Scale Mail of Radiant Resistance": [ + "Magic Item Table G" + ], + "Scale Mail of Thunder Resistance": [ + "Magic Item Table G" + ], + "Shield +2": [ + "Magic Item Table G" + ], + "Shield +3": [ + "Magic Item Table H" + ], + "Adamantine Half Plate Armor": [ + "Magic Item Table H" + ], + "Adamantine Plate Armor": [ + "Magic Item Table H" + ], + "Breastplate +1": [ + "Magic Item Table H" + ], + "Breastplate of Acid Resistance": [ + "Magic Item Table H" + ], + "Breastplate of Cold Resistance": [ + "Magic Item Table H" + ], + "Breastplate of Fire Resistance": [ + "Magic Item Table H" + ], + "Breastplate of Force Resistance": [ + "Magic Item Table H" + ], + "Breastplate of Lightning Resistance": [ + "Magic Item Table H" + ], + "Breastplate of Necrotic Resistance": [ + "Magic Item Table H" + ], + "Breastplate of Poison Resistance": [ + "Magic Item Table H" + ], + "Breastplate of Psychic Resistance": [ + "Magic Item Table H" + ], + "Breastplate of Radiant Resistance": [ + "Magic Item Table H" + ], + "Breastplate of Thunder Resistance": [ + "Magic Item Table H" + ], + "Chain Mail +2": [ + "Magic Item Table H" + ], + "Chain Shirt +2": [ + "Magic Item Table H" + ], + "Leather Armor +2": [ + "Magic Item Table H" + ], + "Scale Mail +2": [ + "Magic Item Table H" + ], + "Splint Armor +1": [ + "Magic Item Table H" + ], + "Splint Armor of Acid Resistance": [ + "Magic Item Table H" + ], + "Splint Armor of Cold Resistance": [ + "Magic Item Table H" + ], + "Splint Armor of Fire Resistance": [ + "Magic Item Table H" + ], + "Splint Armor of Force Resistance": [ + "Magic Item Table H" + ], + "Splint Armor of Lightning Resistance": [ + "Magic Item Table H" + ], + "Splint Armor of Necrotic Resistance": [ + "Magic Item Table H" + ], + "Splint Armor of Poison Resistance": [ + "Magic Item Table H" + ], + "Splint Armor of Psychic Resistance": [ + "Magic Item Table H" + ], + "Splint Armor of Radiant Resistance": [ + "Magic Item Table H" + ], + "Splint Armor of Thunder Resistance": [ + "Magic Item Table H" + ], + "Studded Leather Armor +1": [ + "Magic Item Table H" + ], + "Studded Leather Armor of Acid Resistance": [ + "Magic Item Table H" + ], + "Studded Leather Armor of Cold Resistance": [ + "Magic Item Table H" + ], + "Studded Leather Armor of Fire Resistance": [ + "Magic Item Table H" + ], + "Studded Leather Armor of Force Resistance": [ + "Magic Item Table H" + ], + "Studded Leather Armor of Lightning Resistance": [ + "Magic Item Table H" + ], + "Studded Leather Armor of Necrotic Resistance": [ + "Magic Item Table H" + ], + "Studded Leather Armor of Poison Resistance": [ + "Magic Item Table H" + ], + "Studded Leather Armor of Psychic Resistance": [ + "Magic Item Table H" + ], + "Studded Leather Armor of Radiant Resistance": [ + "Magic Item Table H" + ], + "Studded Leather Armor of Thunder Resistance": [ + "Magic Item Table H" + ], + "Breastplate +2": [ + "Magic Item Table I" + ], + "Chain Mail +3": [ + "Magic Item Table I" + ], + "Chain Shirt +3": [ + "Magic Item Table I" + ], + "Half Plate Armor +1": [ + "Magic Item Table I" + ], + "Leather Armor +3": [ + "Magic Item Table I" + ], + "Plate Armor +1": [ + "Magic Item Table I" + ], + "Splint Armor +2": [ + "Magic Item Table I" + ], + "Studded Leather Armor +2": [ + "Magic Item Table I" + ], + "Half Plate Armor +2": [ + "Magic Item Table I" + ], + "Plate Armor +2": [ + "Magic Item Table I" + ], + "Studded Leather Armor +3": [ + "Magic Item Table I" + ], + "Breastplate +3": [ + "Magic Item Table I" + ], + "Splint Armor +3": [ + "Magic Item Table I" + ], + "Half Plate Armor +3": [ + "Magic Item Table I" + ], + "Plate Armor +3": [ + "Magic Item Table I" + ], + "Half Plate Armor of Acid Resistance": [ + "Magic Item Table I" + ], + "Half Plate Armor of Cold Resistance": [ + "Magic Item Table I" + ], + "Half Plate Armor of Fire Resistance": [ + "Magic Item Table I" + ], + "Half Plate Armor of Force Resistance": [ + "Magic Item Table I" + ], + "Half Plate Armor of Lightning Resistance": [ + "Magic Item Table I" + ], + "Half Plate Armor of Necrotic Resistance": [ + "Magic Item Table I" + ], + "Half Plate Armor of Poison Resistance": [ + "Magic Item Table I" + ], + "Half Plate Armor of Psychic Resistance": [ + "Magic Item Table I" + ], + "Half Plate Armor of Radiant Resistance": [ + "Magic Item Table I" + ], + "Half Plate Armor of Thunder Resistance": [ + "Magic Item Table I" + ], + "Plate Armor of Acid Resistance": [ + "Magic Item Table I" + ], + "Plate Armor of Cold Resistance": [ + "Magic Item Table I" + ], + "Plate Armor of Fire Resistance": [ + "Magic Item Table I" + ], + "Plate Armor of Force Resistance": [ + "Magic Item Table I" + ], + "Plate Armor of Lightning Resistance": [ + "Magic Item Table I" + ], + "Plate Armor of Necrotic Resistance": [ + "Magic Item Table I" + ], + "Plate Armor of Poison Resistance": [ + "Magic Item Table I" + ], + "Plate Armor of Psychic Resistance": [ + "Magic Item Table I" + ], + "Plate Armor of Radiant Resistance": [ + "Magic Item Table I" + ], + "Plate Armor of Thunder Resistance": [ + "Magic Item Table I" + ] + } + } +} diff --git a/src/ttfrog/five_e_tools/sources/races.json b/src/ttfrog/five_e_tools/sources/races.json new file mode 100644 index 0000000..69ce9da --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/races.json @@ -0,0 +1,20978 @@ +{ + "_meta": { + "internalCopies": [ + "race" + ] + }, + "race": [ + { + "name": "Aarakocra", + "source": "DMG", + "page": 282, + "size": [ + "M" + ], + "speed": { + "walk": 20, + "fly": 50 + }, + "ability": [ + { + "dex": 2, + "wis": 2 + } + ], + "traitTags": [ + "Natural Weapon", + "NPC Race" + ], + "languageProficiencies": [ + { + "auran": true + } + ], + "entries": [ + { + "name": "Dive Attack", + "entries": [ + "If you are flying and dive at least 30 ft. straight toward a target and then hit it with a melee weapon attack, the attack deals an extra {@dice 1d6} damage to the target." + ], + "type": "entries" + }, + { + "name": "Talons", + "entries": [ + "You are proficient with your unarmed strikes, which deal {@damage 1d4} slashing damage on a hit." + ], + "type": "entries" + }, + { + "name": "Language", + "entries": [ + "You can speak, read, and write Auran." + ], + "type": "entries" + } + ] + }, + { + "name": "Aarakocra", + "source": "EEPC", + "page": 5, + "otherSources": [ + { + "source": "EGW", + "page": 165 + } + ], + "reprintedAs": [ + "Aarakocra|MPMM" + ], + "size": [ + "M" + ], + "speed": { + "walk": 25, + "fly": 50 + }, + "ability": [ + { + "dex": 2, + "wis": 1 + } + ], + "age": { + "mature": 3, + "max": 30 + }, + "traitTags": [ + "Natural Weapon" + ], + "languageProficiencies": [ + { + "common": true, + "other": true, + "auran": true + } + ], + "soundClip": { + "type": "internal", + "path": "races/aarakocra.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium." + ] + }, + { + "name": "Flight", + "entries": [ + "You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor." + ], + "type": "entries" + }, + { + "name": "Talons", + "entries": [ + "Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ], + "type": "entries" + }, + { + "name": "Language", + "entries": [ + "You can speak, read, and write Common, Aarakocra, and Auran." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Aarakocra", + "source": "MPMM", + "page": 5, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": { + "walk": 30, + "fly": true + }, + "traitTags": [ + "Natural Weapon" + ], + "additionalSpells": [ + { + "innate": { + "3": [ + "gust of wind" + ] + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Flight", + "entries": [ + "Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor." + ] + }, + { + "type": "entries", + "name": "Talons", + "entries": [ + "You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Wind Caller", + "entries": [ + "Starting at 3rd level, you can cast the {@spell gust of wind} spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast {@spell gust of wind} with this trait (choose when you select this race)." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Aasimar", + "source": "DMG", + "page": 286, + "reprintedAs": [ + "Aasimar|XPHB" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "wis": 1, + "cha": 2 + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "darkvision": 60, + "languageProficiencies": [ + { + "common": true, + "celestial": true + } + ], + "resist": [ + "necrotic", + "radiant" + ], + "soundClip": { + "type": "internal", + "path": "races/aasimar.mp3" + }, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "lesser restoration" + ] + } + }, + "5": { + "daily": { + "1": [ + "daylight" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "light#c" + ] + } + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Aasimar mature at the same rate as humans but live a few years longer." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Aasimar are built like well-proportioned humans. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey." + ], + "type": "entries" + }, + { + "name": "Celestial Resistance", + "entries": [ + "You have resistance to necrotic and radiant damage." + ], + "type": "entries" + }, + { + "name": "Celestial Legacy", + "entries": [ + "You know the {@spell light} cantrip. Once you reach 3rd level, you can cast the {@spell lesser restoration} spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the {@spell daylight} spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Language", + "entries": [ + "You can speak, read, and write Common and Celestial." + ], + "type": "entries" + } + ] + }, + { + "name": "Aasimar", + "source": "MPMM", + "page": 7, + "reprintedAs": [ + "Aasimar|XPHB" + ], + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": 30, + "age": { + "max": 180 + }, + "darkvision": 60, + "resist": [ + "necrotic", + "radiant" + ], + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "light#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Celestial Resistance", + "entries": [ + "You have resistance to necrotic damage and radiant damage." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Healing Hands", + "entries": [ + "As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Light Bearer", + "entries": [ + "You know the {@spell light} cantrip. Charisma is your spellcasting ability for it." + ] + }, + { + "type": "entries", + "name": "Celestial Revelation", + "entries": [ + "When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Necrotic Shroud", + "entry": "Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become {@condition frightened} of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus." + }, + { + "type": "item", + "name": "Radiant Consumption", + "entry": "Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus." + }, + { + "type": "item", + "name": "Radiant Soul", + "entry": "Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus." + } + ], + "style": "list-hang-notitle" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Aasimar; Necrotic Shroud", + "source": "MPMM", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Celestial Revelation", + "items": { + "name": "Celestial Revelation (Necrotic Shroud)", + "type": "entries", + "entries": [ + "When you reach 3rd level, you can use a bonus action to transform yourself. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation, you can't use it again until you finish a long rest.", + "Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become {@condition frightened} of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus." + ] + } + } + } + }, + { + "name": "Aasimar; Radiant Consumption", + "source": "MPMM", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Celestial Revelation", + "items": { + "name": "Celestial Revelation (Radiant Consumption)", + "type": "entries", + "entries": [ + "When you reach 3rd level, you can use a bonus action to transform yourself. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation, you can't use it again until you finish a long rest.", + "Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus." + ] + } + } + } + }, + { + "name": "Aasimar; Radiant Soul", + "source": "MPMM", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Celestial Revelation", + "items": { + "name": "Celestial Revelation (Radiant Soul)", + "type": "entries", + "entries": [ + "When you reach 3rd level, you can use a bonus action to transform yourself. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation, you can't use it again until you finish a long rest.", + "Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus." + ] + } + } + } + } + ] + }, + { + "name": "Aasimar", + "source": "VGM", + "page": 104, + "otherSources": [ + { + "source": "EGW", + "page": 166 + } + ], + "reprintedAs": [ + "Aasimar|MPMM", + "Aasimar|XPHB" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "cha": 2 + } + ], + "heightAndWeight": { + "baseHeight": 56, + "heightMod": "2d10", + "baseWeight": 110, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 160 + }, + "darkvision": 60, + "languageProficiencies": [ + { + "common": true, + "celestial": true + } + ], + "resist": [ + "necrotic", + "radiant" + ], + "soundClip": { + "type": "internal", + "path": "races/aasimar.mp3" + }, + "additionalSpells": [ + { + "ability": "cha", + "known": { + "1": [ + "light#c" + ] + } + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Aasimar mature at the same rate as humans, but they can live up to 160 years." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Aasimar have the same range of height and weight as humans." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Celestial Resistance", + "entries": [ + "You have resistance to necrotic damage and radiant damage." + ], + "type": "entries" + }, + { + "name": "Healing Hands", + "entries": [ + "As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest." + ], + "type": "entries" + }, + { + "name": "Light Bearer", + "entries": [ + "You know the {@spell light} cantrip. Charisma is your spellcasting ability for it." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Celestial." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Aasimar", + "source": "XPHB", + "page": 186, + "creatureTypes": [ + "humanoid" + ], + "size": [ + "S", + "M" + ], + "speed": 30, + "darkvision": 60, + "resist": [ + "necrotic", + "radiant" + ], + "additionalSpells": [ + { + "ability": "cha", + "known": { + "1": [ + "light|xphb#c" + ] + } + } + ], + "sizeEntry": { + "type": "item", + "name": "Size:", + "entries": [ + "Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species" + ] + }, + "entries": [ + { + "type": "entries", + "name": "Celestial Resistance", + "entries": [ + "You have {@variantrule Resistance|XPHB} to Necrotic damage and Radiant damage." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense Darkvision|XPHB} with a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Healing Hands", + "entries": [ + "As a {@action Magic|XPHB} action, you touch a creature and roll a number of d4s equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}. The creature regains a number of {@variantrule Hit Points|XPHB} equal to the total rolled. Once you use this trait, you can't use it again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Light Bearer", + "entries": [ + "You know the {@spell Light|XPHB} cantrip. Charisma is your spellcasting ability for it." + ] + }, + { + "type": "entries", + "name": "Celestial Revelation", + "entries": [ + "When you reach character level 3, you can transform as a {@variantrule Bonus Action|XPHB} using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.", + "Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.", + "Here are the transformation options:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Heavenly Wings", + "entries": [ + "Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}." + ] + }, + { + "type": "item", + "name": "Inner Radiance", + "entries": [ + "Searing light temporarily radiates from your eyes and mouth. For the duration, you shed {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}." + ] + }, + { + "type": "item", + "name": "Necrotic Shroud", + "entries": [ + "Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or have the {@condition Frightened|XPHB} condition until the end of your next turn." + ] + } + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Aetherborn", + "source": "PSK", + "page": 17, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "cha": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis" + ], + "count": 2 + } + } + ], + "age": { + "mature": 0, + "max": 3 + }, + "darkvision": 60, + "skillProficiencies": [ + { + "intimidation": true + } + ], + "languageProficiencies": [ + { + "common": true, + "anyStandard": 2 + } + ], + "resist": [ + "necrotic" + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Aetherborn come into being as adults and live no more than a few years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light\u2014only about 100 pounds\u2014and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Born of Aether", + "entries": [ + "You have resistance to necrotic damage." + ], + "type": "entries" + }, + { + "name": "Menacing", + "entries": [ + "You have proficiency in the {@skill Intimidation} skill." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and two other languages of your choice." + ], + "type": "entries" + }, + { + "type": "inset", + "name": "Gift of the Aetherborn", + "entries": [ + "An unknown aetherborn, desperately seeking a means to extend their short life, discovered a process of transformation that prolonged their existence\u2014by giving them the ability to feed on the life essence of other beings. Since then, other aetherborn have learned and carried out this monstrous transformation, and aetherborn with this \"gift\" have become a small minority among an already small population.", + "A gifted aetherborn has the ability to drain the life essence of other beings. Similar to the way heat is transferred from a warm object to a cold one, a gifted aetherborn need only touch another living being with a clawed hand to draw life essence out, fueling their own continued existence while draining strength and vitality from their victim.", + "For many aetherborn, living as they do for indulgence and instant gratification, the concepts of \"want\" and \"need\" are virtually synonymous. But Aetherborn with this gift understand what it is to truly need, for they develop a hunger for life essence that far exceeds any desires they might have felt before their transformation. A gifted aetherborn who abstains from this feeding deteriorates even more rapidly than other aetherborn, while enduring unspeakable agony caused by the deprivation of life energy.", + "At the DM's option, an aetherborn character can research methods of achieving this dark \"gift.\" The process is similar to inventing and manufacturing a rare magic item (see \"{@book Inventing and Manufacturing Devices|PS-K|1|Inventing and Manufacturing Devices}\" earlier in this document). But rather than aether, the process requires a variety of rare unguents and unusual ingredients that make up the cost of researching and undergoing the transformation.", + "An aetherborn with this gift gains the Drain Life ability: a natural attack that deals {@dice 1d6} necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing this damage, their hit point maximum is reduced by {@dice 1d6} per week. This reduction can't be removed until the aetherborn has used their Drain Life ability and completed a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Variant; Gifted Aetherborn", + "source": "PSK", + "_mod": { + "entries": { + "mode": "appendArr", + "items": { + "name": "Drain Life", + "type": "entries", + "entries": [ + "You gain a natural attack that deals {@dice 1d6} necrotic damage and restores the same number of hit points to you. However, if you goes for 7 days without dealing this damage, your hit point maximum is reduced by {@dice 1d6} per week. This reduction can't be removed until you have used your Drain Life ability and completed a long rest." + ] + } + } + }, + "traitTags": [ + "Natural Weapon" + ] + } + ] + }, + { + "name": "Astral Elf", + "source": "AAG", + "page": 10, + "lineage": "VRGR", + "creatureTypes": [ + "humanoid" + ], + "creatureTypeTags": [ + "elf" + ], + "size": [ + "M" + ], + "speed": 30, + "age": { + "max": 750 + }, + "darkvision": 60, + "traitTags": [ + "Improved Resting", + "Tool Proficiency", + "Weapon Proficiency" + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "additionalSpells": [ + { + "known": { + "1": [ + "dancing lights#c" + ] + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + } + }, + { + "known": { + "1": [ + "light#c" + ] + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + } + }, + { + "known": { + "1": [ + "sacred flame#c" + ] + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf." + ] + }, + { + "type": "entries", + "name": "Astral Fire", + "entries": [ + "You know one of the following cantrips of your choice: {@spell dancing lights}, {@spell light}, or {@spell sacred flame}. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race)." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself." + ] + }, + { + "type": "entries", + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ] + }, + { + "type": "entries", + "name": "Starlight Step", + "entries": [ + "As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Astral Trance", + "entries": [ + "You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.", + "Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the {@book Player's Handbook|PHB}. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Autognome", + "source": "AAG", + "page": 11, + "lineage": "VRGR", + "creatureTypes": [ + "construct" + ], + "size": [ + "S" + ], + "speed": 30, + "traitTags": [ + "Improved Resting", + "Natural Armor" + ], + "toolProficiencies": [ + { + "any": 2 + } + ], + "resist": [ + "poison" + ], + "conditionImmune": [ + "disease" + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Construct." + ] + }, + { + "type": "entries", + "name": "Armored Casing", + "entries": [ + "You are encased in thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier." + ] + }, + { + "type": "entries", + "name": "Built for Success", + "entries": [ + "You can add a {@dice d4} to one attack roll, ability check, or saving throw you make, and you can do so after seeing the {@dice d20} roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Healing Machine", + "entries": [ + "If the {@spell mending} spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).", + "In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: {@spell cure wounds}, {@spell healing word}, {@spell mass cure wounds}, {@spell mass healing word}, and {@spell spare the dying}." + ] + }, + { + "type": "entries", + "name": "Mechanical Nature", + "entries": [ + "You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being {@condition paralyzed} or {@condition poisoned}. You don't need to eat, drink, or breathe." + ] + }, + { + "type": "entries", + "name": "Sentry's Rest", + "entries": [ + "When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious." + ] + }, + { + "type": "entries", + "name": "Specialized Design", + "entries": [ + "You gain two tool proficiencies of your choice, selected from the {@book Player's Handbook|PHB}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Aven", + "source": "PSA", + "page": 15, + "size": [ + "M" + ], + "speed": { + "walk": 25, + "fly": 30 + }, + "ability": [ + { + "dex": 2 + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium." + ] + }, + { + "name": "Flight", + "entries": [ + "You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.) " + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Aven." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Aven", + "source": "PSD", + "page": 6, + "size": [ + "M" + ], + "speed": { + "walk": 25, + "fly": 30 + }, + "ability": [ + { + "dex": 2, + "wis": 2 + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "skillProficiencies": [ + { + "perception": true + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Like humans, aven reach adulthood in their late teens and can live into their 80s." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Aven are inclined toward the lawful good alignment of the Church of Serra" + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium." + ] + }, + { + "name": "Flight", + "entries": [ + "You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for {@variantrule encumbrance|PHB}, you can't use your flying speed if you are encumbered.) " + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and {@language Aven|PSD}." + ], + "type": "entries" + }, + { + "name": "Hawkeyed", + "entries": [ + "You have proficiency in the {@skill Perception} skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bugbear", + "source": "ERLW", + "page": 25, + "reprintedAs": [ + "Bugbear|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "dex": 1 + } + ], + "heightAndWeight": { + "baseHeight": 72, + "heightMod": "2d12", + "baseWeight": 200, + "weightMod": "2d6" + }, + "age": { + "mature": 16, + "max": 80 + }, + "darkvision": 60, + "traitTags": [ + "Monstrous Race", + "Powerful Build" + ], + "skillProficiencies": [ + { + "stealth": true + } + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Bugbears reach adulthood at age 16 and live up to 80 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Bugbears live on the fringes of society even in Darguun, where they value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Long-Limbed", + "entries": [ + "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal." + ], + "type": "entries" + }, + { + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ], + "type": "entries" + }, + { + "name": "Sneaky", + "entries": [ + "You are proficient in the {@skill Stealth} skill." + ], + "type": "entries" + }, + { + "name": "Surprise Attack", + "entries": [ + "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra {@dice 2d6} damage to it. You can use this trait only once per combat." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Goblin." + ], + "type": "entries" + } + ], + "hasFluffImages": true + }, + { + "name": "Bugbear", + "source": "MPMM", + "page": 8, + "lineage": "VRGR", + "creatureTypes": [ + "humanoid" + ], + "creatureTypeTags": [ + "goblinoid" + ], + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Powerful Build" + ], + "skillProficiencies": [ + { + "stealth": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself." + ] + }, + { + "type": "entries", + "name": "Long-Limbed", + "entries": [ + "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Sneaky", + "entries": [ + "You are proficient in the {@skill Stealth} skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature." + ] + }, + { + "type": "entries", + "name": "Surprise Attack", + "entries": [ + "If you hit a creature with an attack roll, the creature takes an extra {@damage 2d6} damage if it hasn't taken a turn yet in the current combat." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bugbear", + "source": "VGM", + "page": 119, + "otherSources": [ + { + "source": "EGW", + "page": 174 + } + ], + "reprintedAs": [ + "Bugbear|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "dex": 1 + } + ], + "heightAndWeight": { + "baseHeight": 72, + "heightMod": "2d12", + "baseWeight": 200, + "weightMod": "2d6" + }, + "age": { + "mature": 16, + "max": 80 + }, + "darkvision": 60, + "traitTags": [ + "Monstrous Race", + "Powerful Build" + ], + "skillProficiencies": [ + { + "stealth": true + } + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Bugbears reach adulthood at age 16 and live up to 80 years." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Long-Limbed", + "entries": [ + "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal." + ], + "type": "entries" + }, + { + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ], + "type": "entries" + }, + { + "name": "Sneaky", + "entries": [ + "You are proficient in the {@skill Stealth} skill." + ], + "type": "entries" + }, + { + "name": "Surprise Attack", + "entries": [ + "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra {@dice 2d6} damage to it. You can use this trait only once per combat." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Goblin." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bullywug", + "source": "DMG", + "page": 282, + "size": [ + "M" + ], + "speed": { + "walk": 20, + "swim": 40 + }, + "ability": [ + { + "int": -2, + "cha": -2 + } + ], + "traitTags": [ + "Amphibious", + "NPC Race" + ], + "languageProficiencies": [ + { + "other": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ] + }, + { + "name": "Speak with Frogs and Toads", + "type": "entries", + "entries": [ + "You can communicate simple concepts to frogs and toads when you speak in Bullywug." + ] + }, + { + "name": "Swamp Camouflage", + "type": "entries", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain." + ] + }, + { + "name": "Standing Leap", + "type": "entries", + "entries": [ + "Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write Bullywug." + ] + } + ] + }, + { + "name": "Centaur", + "source": "GGR", + "page": 15, + "reprintedAs": [ + "Centaur|MPMM" + ], + "creatureTypes": [ + "fey" + ], + "size": [ + "M" + ], + "speed": 40, + "ability": [ + { + "str": 2, + "wis": 1 + } + ], + "heightAndWeight": { + "baseHeight": 72, + "heightMod": "1d10", + "baseWeight": 600, + "weightMod": "2d12" + }, + "age": { + "mature": 20, + "max": 100 + }, + "traitTags": [ + "Natural Weapon", + "Powerful Build" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "medicine", + "nature", + "survival" + ] + } + } + ], + "languageProficiencies": [ + { + "common": true, + "sylvan": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Centaurs mature and age at about the same rate as humans." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral." + ] + }, + { + "name": "Size", + "entries": [ + "Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium." + ], + "type": "entries" + }, + { + "name": "Fey", + "entries": [ + "Your creature type is fey, rather than humanoid." + ], + "type": "entries" + }, + { + "name": "Charge", + "entries": [ + "If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Hooves", + "entries": [ + "Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Equine Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push or drag.", + "In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot." + ] + }, + { + "type": "entries", + "name": "Survivor", + "entries": [ + "You have proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, or {@skill Survival}." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Centaur", + "source": "MOT", + "page": 18, + "reprintedAs": [ + "Centaur|MPMM" + ], + "_copy": { + "name": "Centaur", + "source": "GGR", + "_mod": { + "entries": [ + { + "mode": "replaceArr", + "replace": "Alignment", + "items": { + "name": "Alignment", + "type": "entries", + "entries": [ + "Centaurs are inclined toward neutrality. Lagonna centaurs tend to be more lawful, while Pheres centaurs are more often chaotic." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Size", + "items": { + "name": "Size", + "type": "entries", + "entries": [ + "Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Pheres centaurs tend to be slightly larger than Lagonna centaurs. Your size is Medium." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Languages", + "items": { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Common and Sylvan." + ] + } + } + ] + } + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Centaur", + "source": "MPMM", + "page": 9, + "lineage": "VRGR", + "creatureTypes": [ + "fey" + ], + "size": [ + "M" + ], + "speed": 40, + "traitTags": [ + "Natural Weapon", + "Powerful Build" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "medicine", + "nature", + "survival" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Fey." + ] + }, + { + "type": "entries", + "name": "Charge", + "entries": [ + "If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves." + ] + }, + { + "type": "entries", + "name": "Equine Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push or drag.", + "In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot." + ] + }, + { + "type": "entries", + "name": "Hooves", + "entries": [ + "You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Natural Affinity", + "entries": [ + "Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, or {@skill Survival}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Cervan", + "source": "HWCS", + "page": 22, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "con": 2 + } + ], + "languageProficiencies": [ + { + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Cervans reach maturity around 12 years. They live long lives compared to the rest of the Humblefolk, between 100 and 150 years, something they attribute as much to their way of life as the blessing of Cairith. Pronghorns generally live longer than grove cervans, which is considered a sign of Cairith's favor." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Cervans are pragmatic in their thinking, and generally prefer to keep their philosophies flexible in order to prioritize what they believe is important for both themselves and their communities. They lean towards neutral alignments." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Grove cervans stand between 5 and 6 feet tall, and have light builds, weighing between 130 and 180 pounds. Pronghorn cervans are taller and tend toward heavier, more muscular builds, standing around 7 feet tall, and sometimes weighing over 200 pounds. Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "name": "Practical", + "type": "entries", + "entries": [ + "Cervans are eminently practical and like to spend their time learning useful skills for life in their woodland villages. You gain proficiency in one of the following skills: {@skill Athletics}, {@skill Medicine}, {@skill Nature}, or {@skill Survival}." + ] + }, + { + "name": "Surge of Vigor", + "type": "entries", + "entries": [ + "All cervans possess a great tenacity and will to survive, which allows them to bounce back from even the most devastating blows. If an attack deals over half of your current remaining hit points in damage, (even if your hit points are reduced to 0 by the attack) you immediately regain hit points equal to {@dice 1d12} + your Constitution Modifier. You can't use this feature again until you have completed a long rest." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Birdfolk, and speak Cervan (Cervan has no written component)." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Changeling", + "source": "ERLW", + "page": 17, + "reprintedAs": [ + "Changeling|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "cha": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis" + ], + "count": 1 + } + } + ], + "heightAndWeight": { + "baseHeight": 61, + "heightMod": "2d4", + "baseWeight": 115, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 100 + }, + "skillProficiencies": [ + { + "choose": { + "from": [ + "deception", + "insight", + "intimidation", + "persuasion" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "common": true, + "anyStandard": 2 + } + ], + "entries": [ + { + "name": "Age", + "entries": [ + "Changelings mature slightly faster than humans but share a similar lifespan\u2014typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Changelings tend toward pragmatic neutrality, and few changelings embrace evil." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Shapechanger", + "entries": [ + "As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.", + "You stay in the new form until you use an action to revert to your true form or until you die." + ] + }, + { + "type": "entries", + "name": "Changeling Instincts", + "entries": [ + "You gain proficiency with two of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, and {@skill Persuasion}." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and two other languages of your choice." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Changeling", + "source": "MPMM", + "page": 10, + "lineage": "VRGR", + "creatureTypes": [ + "fey" + ], + "size": [ + "S", + "M" + ], + "speed": 30, + "skillProficiencies": [ + { + "choose": { + "from": [ + "deception", + "insight", + "intimidation", + "performance", + "persuasion" + ], + "count": 2 + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Fey." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Changeling Instincts", + "entries": [ + "Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Performance}, or {@skill Persuasion}." + ] + }, + { + "type": "entries", + "name": "Shapechanger", + "entries": [ + "As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.", + "You stay in the new form until you use an action to revert to your true form or until you die." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Corvum", + "source": "HWCS", + "page": 12, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "int": 2 + } + ], + "languageProficiencies": [ + { + "other": true, + "auran": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Corvums reach adulthood at around 18 years. They live slightly shorter lives than other birdfolk, approximately 70 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Shrewd and capable, corvums prefer moral flexibility and are more likely to be neutral than either good or evil. Nonetheless, corvums see the benefit of rules, even if many attempt to turn them to their own advantage. Because of this they favor lawful alignments." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Corvums cut imposing figures, standing between 4 and a half and 5 and a half feet tall, encompassing a variety of different builds. They weigh around 100 pounds. Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "name": "Glide", + "type": "entries", + "entries": [ + "Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered." + ] + }, + { + "name": "Talons", + "type": "entries", + "entries": [ + "Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is {@damage 1d4} piercing damage. Additionally, you have advantage on Strength ({@skill Athletics}) checks made to climb any surface your talons could reasonably grip." + ] + }, + { + "name": "Learned", + "type": "entries", + "entries": [ + "You gain proficiency in one of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}." + ] + }, + { + "name": "Appraising Eye", + "type": "entries", + "entries": [ + "You have an almost supernatural ability to appraise objects. By spending an action examining any object, you can determine any magical properties the item has, how they might be used or activated, as well as a fair estimation of market price. Using this skill strains the eyes, and you must complete a long or short rest before you can use it again." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Birdfolk. You can also understand Auran, though you cannot speak it naturally." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Custom Lineage", + "source": "TCE", + "page": 8, + "lineage": true, + "size": [ + "S", + "M" + ], + "speed": 30, + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 2 + } + } + ], + "darkvision": 60, + "feats": [ + { + "any": 1 + } + ], + "skillProficiencies": [ + { + "any": 1 + } + ], + "languageProficiencies": [ + { + "common": true, + "anyStandard": 1 + } + ], + "entries": [ + "Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:", + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a humanoid. You determine your appearance and whether you resemble any of your kin." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Small or Medium (your choice)." + ] + }, + { + "type": "entries", + "name": "Feat", + "entries": [ + "You gain one {@5etools feat|feats.html} of your choice for which you qualify." + ] + }, + { + "type": "entries", + "name": "Variable Trait", + "entries": [ + "You gain one of the following options of your choice: (a) {@sense darkvision} with a range of 60 feet or (b) proficiency in one skill of your choice." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character." + ] + }, + "Your race is considered to be a Custom Lineage for any game feature that requires a certain race, such as elf or dwarf." + ], + "_versions": [ + { + "name": "Custom Lineage; Darkvision", + "source": "TCE", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variable Trait", + "items": { + "name": "Variable Trait; Darkvision", + "type": "entries", + "entries": [ + "You gain {@sense darkvision} with a range of 60 feet." + ] + } + } + }, + "skillProficiencies": null + }, + { + "name": "Custom Lineage; Skill Proficiency", + "source": "TCE", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variable Trait", + "items": { + "name": "Variable Trait; Skill Proficiency", + "type": "entries", + "entries": [ + "You gain proficiency in one skill of your choice." + ] + } + } + }, + "darkvision": null + } + ] + }, + { + "name": "Deep Gnome", + "source": "MPMM", + "page": 11, + "lineage": "VRGR", + "creatureTypes": [ + "humanoid" + ], + "creatureTypeTags": [ + "gnome" + ], + "size": [ + "S" + ], + "speed": 30, + "age": { + "max": 500 + }, + "darkvision": 120, + "traitTags": [ + "Magic Resistance" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "disguise self" + ] + } + }, + "5": { + "daily": { + "1": [ + "nondetection" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Gift of the Svirfneblin", + "entries": [ + "Starting at 3rd level, you can cast the {@spell disguise self} spell with this trait. Starting at 5th level, you can also cast the {@spell nondetection} spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + }, + { + "type": "entries", + "name": "Gnomish Magic Resistance", + "entries": [ + "You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells." + ] + }, + { + "type": "entries", + "name": "Svirfneblin Camouflage", + "entries": [ + "When you make a Dexterity ({@skill Stealth}) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dhampir", + "source": "VRGR", + "page": 16, + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": { + "walk": 35, + "climb": true + }, + "darkvision": 60, + "traitTags": [ + "Natural Weapon" + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you gain this lineage." + ] + }, + { + "type": "entries", + "name": "Ancestral Legacy", + "entries": [ + "If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.", + "If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray." + ] + }, + { + "type": "entries", + "name": "Deathless Nature", + "entries": [ + "You don't need to breathe." + ] + }, + { + "type": "entries", + "name": "Spider Climb", + "entries": [ + "You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free." + ] + }, + { + "type": "entries", + "name": "Vampiric Bite", + "entries": [ + "Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals {@damage 1d4} piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.", + "When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:", + { + "type": "list", + "items": [ + "You regain hit points equal to the piercing damage dealt by the bite.", + "You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite" + ] + }, + "You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dragonborn", + "source": "PHB", + "page": 32, + "srd": true, + "reprintedAs": [ + "Dragonborn|XPHB" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "cha": 1 + } + ], + "heightAndWeight": { + "baseHeight": 66, + "heightMod": "2d8", + "baseWeight": 175, + "weightMod": "2d6" + }, + "age": { + "mature": 15, + "max": 80 + }, + "traitTags": [ + "Uncommon Race" + ], + "languageProficiencies": [ + { + "common": true, + "draconic": true + } + ], + "resist": [ + { + "choose": { + "from": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ] + } + } + ], + "soundClip": { + "type": "internal", + "path": "races/dragonborn.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium." + ] + }, + { + "name": "Draconic Ancestry", + "entries": [ + "You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.", + { + "type": "table", + "caption": "Draconic Ancestry", + "colLabels": [ + "Dragon", + "Damage Type", + "Breath Weapon" + ], + "colStyles": [ + "col-3 text-center", + "col-3 text-center", + "col-6" + ], + "rows": [ + [ + "Black", + "Acid", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Blue", + "Lightning", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Brass", + "Fire", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Bronze", + "Lightning", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Copper", + "Acid", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Gold", + "Fire", + "15 ft. cone (Dex. save)" + ], + [ + "Green", + "Poison", + "15 ft. cone (Con. save)" + ], + [ + "Red", + "Fire", + "15 ft. cone (Dex. save)" + ], + [ + "Silver", + "Cold", + "15 ft. cone (Con. save)" + ], + [ + "White", + "Cold", + "15 ft. cone (Con. save)" + ] + ] + } + ], + "type": "entries" + }, + { + "name": "Breath Weapon", + "entries": [ + "You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.", + "When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes {@dice 2d6} damage on a failed save, and half as much damage on a successful one. The damage increases to {@dice 3d6} at 6th level, {@dice 4d6} at 11th level, and {@dice 5d6} at 16th level.", + "After you use your breath weapon, you can't use it again until you complete a short or long rest." + ], + "type": "entries" + }, + { + "name": "Damage Resistance", + "entries": [ + "You have resistance to the damage type associated with your draconic ancestry." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dragonborn", + "source": "XPHB", + "page": 187, + "creatureTypes": [ + "humanoid" + ], + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "sizeEntry": { + "type": "item", + "name": "Size:", + "entries": [ + "Medium (about 5-7 feet tall)" + ] + }, + "entries": [ + { + "type": "entries", + "name": "Draconic Ancestry", + "entries": [ + "Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and {@variantrule Damage|XPHB} {@variantrule Resistance|XPHB} traits as well as your appearance.", + { + "type": "table", + "caption": "Draconic Ancestors", + "colLabels": [ + "Dragon", + "Damage Type" + ], + "colStyles": [ + "col-6", + "col-6" + ], + "rows": [ + [ + "Black", + "Acid" + ], + [ + "Blue", + "Lightning" + ], + [ + "Brass", + "Fire" + ], + [ + "Bronze", + "Lightning" + ], + [ + "Copper", + "Acid" + ], + [ + "Gold", + "Fire" + ], + [ + "Green", + "Poison" + ], + [ + "Red", + "Fire" + ], + [ + "Silver", + "Cold" + ], + [ + "White", + "Cold" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "When you take the {@action Attack|XPHB} action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} or a 30-foot {@variantrule Line [Area of Effect]|XPHB|Line} that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, a creature takes {@damage 1d10} damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by {@dice 1d10} when you reach character levels 5 ({@dice 2d10}), 11 ({@dice 3d10}), and 17 ({@dice 4d10}).", + "You can use this Breath Weapon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Damage Resistance", + "entries": [ + "You have {@variantrule Resistance|XPHB} to the damage type determined by your Draconic Ancestry trait." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense Darkvision|XPHB} with a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Draconic Flight", + "entries": [ + "When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a {@variantrule Bonus Action|XPHB}, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the {@condition Incapacitated|XPHB} condition. During that time, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a {@variantrule Long Rest|XPHB}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "_abstract": { + "name": "Dragonborn ({{color}})", + "source": "XPHB", + "_mod": { + "entries": [ + { + "mode": "removeArr", + "names": "Draconic Ancestry" + }, + { + "mode": "replaceArr", + "replace": "Breath Weapon", + "items": { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "When you take the {@action Attack|XPHB} action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} or a 30-foot {@variantrule Line [Area of Effect]|XPHB|Line} that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, a creature takes {@damage 1d10} {{damageType}} damage. On a successful save, a creature takes half as much damage. This damage increases by {@dice 1d10} when you reach character levels 5 ({@dice 2d10}), 11 ({@dice 3d10}), and 17 ({@dice 4d10}).", + "You can use this Breath Weapon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Damage Resistance", + "items": { + "type": "entries", + "name": "Damage Resistance", + "entries": [ + "You have {@variantrule Resistance|XPHB} to {{damageType}} damage." + ] + } + } + ] + } + }, + "_implementations": [ + { + "_variables": { + "color": "Black", + "damageType": "Acid" + }, + "resist": [ + "acid" + ] + }, + { + "_variables": { + "color": "Blue", + "damageType": "Lightning" + }, + "resist": [ + "lightning" + ] + }, + { + "_variables": { + "color": "Brass", + "damageType": "Fire" + }, + "resist": [ + "fire" + ] + }, + { + "_variables": { + "color": "Bronze", + "damageType": "Lightning" + }, + "resist": [ + "lightning" + ] + }, + { + "_variables": { + "color": "Copper", + "damageType": "Acid" + }, + "resist": [ + "acid" + ] + }, + { + "_variables": { + "color": "Gold", + "damageType": "Fire" + }, + "resist": [ + "fire" + ] + }, + { + "_variables": { + "color": "Green", + "damageType": "Poison" + }, + "resist": [ + "poison" + ] + }, + { + "_variables": { + "color": "Red", + "damageType": "Fire" + }, + "resist": [ + "fire" + ] + }, + { + "_variables": { + "color": "Silver", + "damageType": "Cold" + }, + "resist": [ + "cold" + ] + }, + { + "_variables": { + "color": "White", + "damageType": "Cold" + }, + "resist": [ + "cold" + ] + } + ] + } + ] + }, + { + "name": "Dragonborn (Chromatic)", + "source": "FTD", + "page": 10, + "reprintedAs": [ + "Dragonborn|XPHB" + ], + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "resist": [ + { + "choose": { + "from": [ + "acid", + "lightning", + "poison", + "fire", + "cold" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Chromatic Ancestry", + "entries": [ + "You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.", + { + "type": "table", + "caption": "Chromatic Ancestry", + "colLabels": [ + "Dragon", + "Damage Type" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Black", + "Acid" + ], + [ + "Blue", + "Lightning" + ], + [ + "Green", + "Poison" + ], + [ + "Red", + "Fire" + ], + [ + "White", + "Cold" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).", + "You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Draconic Resistance", + "entries": [ + "You have resistance to the damage type associated with your Chromatic Ancestry." + ] + }, + { + "type": "entries", + "name": "Chromatic Warding", + "entries": [ + "Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "_abstract": { + "name": "Dragonborn (Chromatic; {{color}})", + "source": "FTD", + "_mod": { + "entries": [ + { + "mode": "removeArr", + "names": "Chromatic Ancestry" + }, + { + "mode": "replaceArr", + "replace": "Breath Weapon", + "items": { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} {{damageType}} damage. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).", + "You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Draconic Resistance", + "items": { + "type": "entries", + "name": "Draconic Resistance", + "entries": [ + "You have resistance to {{damageType}} damage." + ] + } + } + ] + } + }, + "_implementations": [ + { + "_variables": { + "color": "Black", + "damageType": "acid" + } + }, + { + "_variables": { + "color": "Blue", + "damageType": "lightning" + } + }, + { + "_variables": { + "color": "Green", + "damageType": "poison" + } + }, + { + "_variables": { + "color": "Red", + "damageType": "fire" + } + }, + { + "_variables": { + "color": "White", + "damageType": "cold" + } + } + ] + } + ] + }, + { + "name": "Dragonborn (Gem)", + "source": "FTD", + "page": 11, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "resist": [ + { + "choose": { + "from": [ + "force", + "radiant", + "psychic", + "thunder", + "necrotic" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Gem Ancestry", + "entries": [ + "You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.", + { + "type": "table", + "caption": "Gem Ancestry", + "colLabels": [ + "Dragon", + "Damage Type" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Amethyst", + "Force" + ], + [ + "Crystal", + "Radiant" + ], + [ + "Emerald", + "Psychic" + ], + [ + "Sapphire", + "Thunder" + ], + [ + "Topaz", + "Necrotic" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).", + "You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Draconic Resistance", + "entries": [ + "You have resistance to the damage type associated with your Gem Ancestry." + ] + }, + { + "type": "entries", + "name": "Psionic Mind", + "entries": [ + "You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them." + ] + }, + { + "type": "entries", + "name": "Gem Flight", + "entries": [ + "Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "_abstract": { + "name": "Dragonborn (Gem; {{color}})", + "source": "FTD", + "_mod": { + "entries": [ + { + "mode": "removeArr", + "names": "Gem Ancestry" + }, + { + "mode": "replaceArr", + "replace": "Breath Weapon", + "items": { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} {{damageType}} damage. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).", + "You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Draconic Resistance", + "items": { + "type": "entries", + "name": "Draconic Resistance", + "entries": [ + "You have resistance to {{damageType}} damage." + ] + } + } + ] + } + }, + "_implementations": [ + { + "_variables": { + "color": "Amethyst", + "damageType": "force" + }, + "resist": [ + "force" + ] + }, + { + "_variables": { + "color": "Crystal", + "damageType": "radiant" + }, + "resist": [ + "radiant" + ] + }, + { + "_variables": { + "color": "Emerald", + "damageType": "psychic" + }, + "resist": [ + "psychic" + ] + }, + { + "_variables": { + "color": "Sapphire", + "damageType": "thunder" + }, + "resist": [ + "thunder" + ] + }, + { + "_variables": { + "color": "Topaz", + "damageType": "necrotic" + }, + "resist": [ + "necrotic" + ] + } + ] + } + ] + }, + { + "name": "Dragonborn (Metallic)", + "source": "FTD", + "page": 12, + "reprintedAs": [ + "Dragonborn|XPHB" + ], + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "resist": [ + { + "choose": { + "from": [ + "fire", + "lightning", + "acid", + "cold" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Metallic Ancestry", + "entries": [ + "You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.", + { + "type": "table", + "caption": "Metallic Ancestry", + "colLabels": [ + "Dragon", + "Damage Type" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Brass", + "Fire" + ], + [ + "Bronze", + "Lightning" + ], + [ + "Copper", + "Acid" + ], + [ + "Gold", + "Fire" + ], + [ + "Silver", + "Cold" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).", + "You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Draconic Resistance", + "entries": [ + "You have resistance to the damage type associated with your Metallic Ancestry." + ] + }, + { + "type": "entries", + "name": "Metallic Breath Weapon", + "entries": [ + "At 5th level, you gain a second breath weapon. When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Enervating Breath", + "entries": [ + "Each creature in the cone must succeed on a Constitution saving throw or become {@condition incapacitated} until the start of your next turn." + ] + }, + { + "type": "item", + "name": "Repulsion Breath", + "entries": [ + "Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked {@condition prone}." + ] + } + ] + }, + "Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "_abstract": { + "name": "Dragonborn (Metallic; {{color}})", + "source": "FTD", + "_mod": { + "entries": [ + { + "mode": "removeArr", + "names": "Metallic Ancestry" + }, + { + "mode": "replaceArr", + "replace": "Breath Weapon", + "items": { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} {{damageType}} damage. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).", + "You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Draconic Resistance", + "items": { + "type": "entries", + "name": "Draconic Resistance", + "entries": [ + "You have resistance to {{damageType}} damage." + ] + } + } + ] + } + }, + "_implementations": [ + { + "_variables": { + "color": "Brass", + "damageType": "fire" + }, + "resist": [ + "fire" + ] + }, + { + "_variables": { + "color": "Bronze", + "damageType": "lightning" + }, + "resist": [ + "lightning" + ] + }, + { + "_variables": { + "color": "Copper", + "damageType": "acid" + }, + "resist": [ + "acid" + ] + }, + { + "_variables": { + "color": "Gold", + "damageType": "fire" + }, + "resist": [ + "fire" + ] + }, + { + "_variables": { + "color": "Silver", + "damageType": "cold" + }, + "resist": [ + "cold" + ] + } + ] + } + ] + }, + { + "name": "Duergar", + "source": "MPMM", + "page": 12, + "lineage": "VRGR", + "creatureTypes": [ + "humanoid" + ], + "creatureTypeTags": [ + "dwarf" + ], + "size": [ + "M" + ], + "speed": 30, + "age": { + "max": 350 + }, + "darkvision": 120, + "resist": [ + "poison" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "enlarge/reduce" + ] + } + }, + "5": { + "daily": { + "1": [ + "invisibility" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Duergar Magic", + "entries": [ + "Starting at 3rd level, you can cast the {@spell enlarge/reduce} spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the {@spell invisibility} spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + }, + { + "type": "entries", + "name": "Dwarven Resilience", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition poisoned} condition on yourself. You also have resistance to poison damage." + ] + }, + { + "type": "entries", + "name": "Psionic Fortitude", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition charmed} or {@condition stunned} condition on yourself." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dwarf", + "source": "PHB", + "page": 18, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dwarf|XPHB" + ], + "size": [ + "M" + ], + "speed": 25, + "ability": [ + { + "con": 2 + } + ], + "age": { + "mature": 20, + "max": 350 + }, + "darkvision": 60, + "languageProficiencies": [ + { + "common": true, + "dwarvish": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "smith's tools", + "brewer's supplies", + "mason's tools" + ] + } + } + ], + "weaponProficiencies": [ + { + "battleaxe|phb": true, + "handaxe|phb": true, + "light hammer|phb": true, + "warhammer|phb": true + } + ], + "resist": [ + "poison" + ], + "soundClip": { + "type": "internal", + "path": "races/dwarf.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium." + ] + }, + { + "name": "Speed", + "entries": [ + "Your speed is not reduced by wearing heavy armor." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "entries": [ + "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Dwarven Resilience", + "entries": [ + "You have advantage on saving throws against poison, and you have resistance against poison damage." + ], + "type": "entries" + }, + { + "name": "Dwarven Combat Training", + "entries": [ + "You have proficiency with the {@item battleaxe|phb}, {@item handaxe|phb}, {@item light hammer|phb}, and {@item warhammer|phb}." + ], + "type": "entries" + }, + { + "name": "Tool Proficiency", + "entries": [ + "You gain proficiency with the artisan's tools of your choice: {@item Smith's tools|phb}, {@item brewer's supplies|phb}, or {@item mason's tools|phb}." + ], + "type": "entries" + }, + { + "name": "Stonecunning", + "entries": [ + "Whenever you make an Intelligence ({@skill History}) check related to the origin of stonework, you are considered proficient in the {@skill History} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dwarf", + "source": "XPHB", + "page": 188, + "freeRules2024": true, + "creatureTypes": [ + "humanoid" + ], + "size": [ + "M" + ], + "speed": 30, + "darkvision": 120, + "resist": [ + "poison" + ], + "sizeEntry": { + "type": "item", + "name": "Size:", + "entries": [ + "Medium (about 4-5 feet tall)" + ] + }, + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense Darkvision|XPHB} with a range of 120 feet." + ] + }, + { + "type": "entries", + "name": "Dwarven Resilience", + "entries": [ + "You have {@variantrule Resistance|XPHB} to Poison damage. You also have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Poisoned|XPHB} condition." + ] + }, + { + "type": "entries", + "name": "Dwarven Toughness", + "entries": [ + "Your {@variantrule Hit Points|XPHB|Hit Point} maximum increases by 1, and it increases by 1 again whenever you gain a level." + ] + }, + { + "type": "entries", + "name": "Stonecunning", + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you gain {@sense Tremorsense|XPHB} with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this {@sense Tremorsense|XPHB}. The stone can be natural or worked.", + "You can use this {@variantrule Bonus Action|XPHB} a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dwarf (Kaladesh)", + "source": "PSK", + "page": 19, + "size": [ + "M" + ], + "speed": 25, + "ability": [ + { + "con": 2, + "wis": 1 + } + ], + "age": { + "mature": 50, + "max": 350 + }, + "darkvision": 60, + "languageProficiencies": [ + { + "common": true, + "dwarvish": true + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 2 + } + ], + "resist": [ + "poison" + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium." + ] + }, + { + "name": "Speed", + "entries": [ + "Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "entries": [ + "Accustomed to life underground in your race's ancient past, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Dwarven Resilience", + "entries": [ + "You have advantage on saving throws against poison, and you have resistance against poison damage." + ], + "type": "entries" + }, + { + "name": "Dwarven Toughness", + "entries": [ + "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level." + ], + "type": "entries" + }, + { + "name": "Artisan's Expertise", + "entries": [ + "You gain proficiency with two kinds of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence ({@skill History}) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the {@skill History} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and {@language Dwarvish}. {@language Dwarvish} is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Eladrin", + "source": "MPMM", + "page": 13, + "lineage": "VRGR", + "creatureTypes": [ + "humanoid" + ], + "creatureTypeTags": [ + "elf" + ], + "size": [ + "M" + ], + "speed": 30, + "age": { + "max": 750 + }, + "darkvision": 60, + "traitTags": [ + "Improved Resting", + "Tool Proficiency", + "Weapon Proficiency" + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "entries": [ + "{@i Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season. See the \"Info\" tab for more information.}", + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself." + ] + }, + { + "type": "entries", + "name": "Fey Step", + "entries": [ + "As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Autumn", + "entry": "Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be {@condition charmed} by you for 1 minute, or until you or your companions deal any damage to the creatures." + }, + { + "type": "item", + "name": "Winter", + "entry": "When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be {@condition frightened} of you until the end of your next turn." + }, + { + "type": "item", + "name": "Spring", + "entry": "When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you." + }, + { + "type": "item", + "name": "Summer", + "entry": "Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus." + } + ], + "style": "list-hang-notitle" + } + ] + }, + { + "type": "entries", + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ] + }, + { + "type": "entries", + "name": "Trance", + "entries": [ + "You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.", + "Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Elf", + "source": "PHB", + "page": 21, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Elf|XPHB" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "dex": 2 + } + ], + "age": { + "mature": 100, + "max": 750 + }, + "darkvision": 60, + "traitTags": [ + "Improved Resting" + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "languageProficiencies": [ + { + "common": true, + "elvish": true + } + ], + "soundClip": { + "type": "internal", + "path": "races/elf.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ], + "type": "entries" + }, + { + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." + ], + "type": "entries" + }, + { + "name": "Trance", + "entries": [ + "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.", + "{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}" + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Elf", + "source": "XPHB", + "page": 189, + "freeRules2024": true, + "creatureTypes": [ + "humanoid" + ], + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "skillProficiencies": [ + { + "choose": { + "from": [ + "insight", + "perception", + "survival" + ] + } + } + ], + "sizeEntry": { + "type": "item", + "name": "Size:", + "entries": [ + "Medium (about 5-6 feet tall)" + ] + }, + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense Darkvision|XPHB} with a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Elven Lineage", + "entries": [ + "You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.", + "When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).", + { + "type": "table", + "caption": "Elven Lineages", + "colLabels": [ + "Lineage", + "Level 1", + "Level 3", + "Level 5" + ], + "colStyles": [ + "col-2", + "col-6", + "col-2", + "col-2" + ], + "rows": [ + [ + "Drow", + "The range of your Darkvision increases to 120 feet. You also know the {@spell Dancing Lights|XPHB} cantrip.", + "{@spell Faerie Fire|XPHB}", + "{@spell Darkness|XPHB}" + ], + [ + "High Elf", + "You know the {@spell Prestidigitation|XPHB} cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different {@filter cantrip from the Wizard spell list|spells|level=0|class=Wizard}.", + "{@spell Detect Magic|XPHB}", + "{@spell Misty Step|XPHB}" + ], + [ + "Wood Elf", + "Your Speed increases to 35 feet. You also know the {@spell Druidcraft|XPHB} cantrip.", + "{@spell Longstrider|XPHB}", + "{@spell Pass without Trace|XPHB}" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Charmed|XPHB} condition." + ] + }, + { + "type": "entries", + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Insight|XPHB}, {@skill Perception|XPHB}, or {@skill Survival|XPHB} skill." + ] + }, + { + "type": "entries", + "name": "Trance", + "entries": [ + "You don't need to sleep, and magic can't put you to sleep. You can finish a {@variantrule Long Rest|XPHB} in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Elf; Drow Lineage", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Elven Lineage", + "items": { + "name": "Elven Lineage (Drow)", + "type": "entries", + "entries": [ + "You are part of a lineage that grants you supernatural abilities. The range of your Darkvision increases to 120 feet. You also know the {@spell Dancing Lights|XPHB} cantrip.", + "When you reach character level 3, you learn the {@spell Faerie Fire|XPHB} spell. When you reach character level 5, you also learn the {@spell Darkness|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage)." + ] + } + } + }, + "darkvision": 120, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "faerie fire|xphb" + ] + } + }, + "5": { + "daily": { + "1": [ + "darkness|xphb" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "dancing lights|xphb#c" + ] + } + } + ] + }, + { + "name": "Elf; High Elf Lineage", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Elven Lineage", + "items": { + "name": "Elven Lineage (High Elf)", + "type": "entries", + "entries": [ + "You are part of a lineage that grants you supernatural abilities. You know the {@spell Prestidigitation|XPHB} cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different {@filter cantrip from the Wizard spell list|spells|level=0|class=Wizard}.", + "When you reach character level 3, you learn the {@spell Detect Magic|XPHB} spell. When you reach character level 5, you also learn the {@spell Misty Step|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage)." + ] + } + } + }, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "detect magic|xphb" + ] + } + }, + "5": { + "daily": { + "1": [ + "misty step|xphb" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Wizard" + } + ] + } + } + } + ] + }, + { + "name": "Elf; Wood Elf Lineage", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Elven Lineage", + "items": { + "name": "Elven Lineage (Wood Elf)", + "type": "entries", + "entries": [ + "You are part of a lineage that grants you supernatural abilities. Your Speed increases to 35 feet. You also know the {@spell Druidcraft|XPHB} cantrip.", + "When you reach character level 3, you learn the {@spell Longstrider|XPHB} spell. When you reach character level 5, you also learn the {@spell Pass without Trace|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage)." + ] + } + } + }, + "speed": 35, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "longstrider|xphb" + ] + } + }, + "5": { + "daily": { + "1": [ + "pass without trace|xphb" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "druidcraft|xphb#c" + ] + } + } + ] + } + ] + }, + { + "name": "Elf (Kaladesh)", + "source": "PSK", + "page": 20, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "dex": 2, + "wis": 1 + } + ], + "age": { + "mature": 100, + "max": 750 + }, + "darkvision": 60, + "traitTags": [ + "Improved Resting" + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "languageProficiencies": [ + { + "common": true, + "elvish": true + } + ], + "weaponProficiencies": [ + { + "longsword|phb": true, + "shortsword|phb": true, + "shortbow|phb": true, + "longbow|phb": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ], + "type": "entries" + }, + { + "name": "Elf Weapon Training", + "entries": [ + "You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}." + ], + "type": "entries" + }, + { + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." + ], + "type": "entries" + }, + { + "name": "Trance", + "entries": [ + "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.", + "{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}" + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires." + ], + "type": "entries" + }, + { + "name": "Elf Culture", + "entries": [ + "The elves of Kaladesh don't organize themselves into nations or tribes. Still, they recognize three distinct cultural groups among their kind\u2014though in truth these groupings are more like attitudes or alignments with regard to the rest of society and the use of technology. Choose one of these cultures." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Elf (Zendikar)", + "source": "PSZ", + "page": 18, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "wis": 2 + } + ], + "age": { + "mature": 100, + "max": 750 + }, + "darkvision": 60, + "skillProficiencies": [ + { + "perception": true + } + ], + "languageProficiencies": [ + { + "common": true, + "elvish": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ], + "type": "entries" + }, + { + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fairy", + "source": "MPMM", + "page": 14, + "lineage": "VRGR", + "creatureTypes": [ + "fey" + ], + "size": [ + "S" + ], + "speed": { + "walk": 30, + "fly": true + }, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "faerie fire" + ] + } + }, + "5": { + "daily": { + "1": [ + "enlarge/reduce" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "druidcraft#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Fey." + ] + }, + { + "type": "entries", + "name": "Fairy Magic", + "entries": [ + "You know the {@spell druidcraft} cantrip. Starting at 3rd level, you can cast the {@spell faerie fire} spell with this trait. Starting at 5th level, you can also cast the {@spell enlarge/reduce} spell with this trait. Once you cast {@spell faerie fire} or {@spell enlarge/reduce} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + }, + { + "type": "entries", + "name": "Flight", + "entries": [ + "Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fairy", + "source": "WBtW", + "page": 12, + "reprintedAs": [ + "Fairy|MPMM" + ], + "lineage": "VRGR", + "creatureTypes": [ + "fey" + ], + "size": [ + "S" + ], + "speed": { + "walk": 30, + "fly": true + }, + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "druidcraft#c" + ] + }, + "innate": { + "3": { + "daily": { + "1": [ + "faerie fire" + ] + } + }, + "5": { + "daily": { + "1": [ + "enlarge/reduce" + ] + } + } + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Fey." + ] + }, + { + "type": "entries", + "name": "Flight", + "entries": [ + "Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor." + ] + }, + { + "type": "entries", + "name": "Fairy Magic", + "entries": [ + "You know the {@spell druidcraft} cantrip.", + "Starting at 3rd level, you can cast the {@spell faerie fire} spell with this trait. Starting at 5th level, you can also cast the {@spell enlarge/reduce} spell with this trait. Once you cast {@spell faerie fire} or {@spell enlarge/reduce} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Firbolg", + "source": "MPMM", + "page": 15, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "age": { + "max": 500 + }, + "traitTags": [ + "Powerful Build" + ], + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "innate": { + "1": [ + "detect magic", + "disguise self" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Firbolg Magic", + "entries": [ + "You can cast {@spell detect magic} and {@spell disguise self} spells with this trait. When you use this version of {@spell disguise self}, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + }, + { + "type": "entries", + "name": "Hidden Step", + "entries": [ + "As a bonus action, you can magically turn {@condition invisible} until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Speech of Beast and Leaf", + "entries": [ + "You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Firbolg", + "source": "VGM", + "page": 107, + "otherSources": [ + { + "source": "EGW", + "page": 169 + } + ], + "reprintedAs": [ + "Firbolg|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "wis": 2, + "str": 1 + } + ], + "heightAndWeight": { + "baseHeight": 74, + "heightMod": "2d12", + "baseWeight": 175, + "weightMod": "2d6" + }, + "age": { + "mature": 30, + "max": 500 + }, + "traitTags": [ + "Powerful Build" + ], + "languageProficiencies": [ + { + "common": true, + "elvish": true, + "giant": true + } + ], + "soundClip": { + "type": "internal", + "path": "races/firbolg.mp3" + }, + "additionalSpells": [ + { + "ability": "wis", + "known": { + "1": { + "rest": { + "1": [ + "detect magic", + "disguise self" + ] + } + } + } + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium." + ] + }, + { + "name": "Firbolg Magic", + "entries": [ + "You can cast {@spell detect magic} and {@spell disguise self} with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of {@spell disguise self}, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves." + ], + "type": "entries" + }, + { + "name": "Hidden Step", + "entries": [ + "As a bonus action, you can magically turn {@condition invisible} until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest." + ], + "type": "entries" + }, + { + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ], + "type": "entries" + }, + { + "name": "Speech of Beast and Leaf", + "entries": [ + "You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, Elvish, and Giant." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gallus", + "source": "HWCS", + "page": 14, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "wis": 2 + } + ], + "languageProficiencies": [ + { + "other": true, + "auran": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "brewer's supplies", + "carpenter's tools", + "smith's tools" + ] + } + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "While ages fluctuate, gallus reach maturity around 18 and can live anywhere between 70 and 100 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most gallus are lawful good. They are a salt-of-the-earth sort of folk who believe in justice, the value of hard work, and the importance of respecting others." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Gallus are the most varied of the birdfolk races, ranging from just under 4 feet to just over 5 feet tall, and showing many unique builds. The variety of shapes and sizes means they also encompass a variety of weights, but most average around 90 pounds. Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "name": "Glide", + "type": "entries", + "entries": [ + "Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered." + ] + }, + { + "name": "Wing Flap", + "type": "entries", + "entries": [ + "As a bonus action, you can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can use it in conjunction with a regular jump, but not while gliding." + ] + }, + { + "name": "Communal", + "type": "entries", + "entries": [ + "Whenever you make an Intelligence ({@skill History}) check related to the history of your race, culture, or community, you are considered proficient in the {@skill History} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus." + ] + }, + { + "name": "Militia Training", + "type": "entries", + "entries": [ + "You have proficiency in {@filter simple weapons|items|source=phb|category=basic|type=simple weapon;melee weapon=sand}." + ] + }, + { + "name": "Of the People", + "type": "entries", + "entries": [ + "You gain proficiency with the {@filter artisan tools|items|source=phb|category=basic|type=artisan's tools} of your choice: {@item brewer's supplies|PHB}, {@item carpenter's tools|PHB}, or {@item smith's tools|PHB}." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Birdfolk. You can also understand Auran, though you cannot speak it naturally." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Genasi", + "source": "EEPC", + "page": 9, + "additionalSources": [ + { + "source": "EGW", + "page": 170 + } + ], + "otherSources": [ + { + "source": "EGW", + "page": 170 + } + ], + "reprintedAs": [ + "Genasi|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "con": 2 + } + ], + "heightAndWeight": { + "baseHeight": 56, + "heightMod": "2d10", + "baseWeight": 110, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 120 + }, + "languageProficiencies": [ + { + "common": true, + "primordial": true + } + ], + "soundClip": { + "type": "internal", + "path": "races/genasi.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Independent and self-reliant, genasi tend toward a neutral alignment." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Genasi", + "source": "MPMM", + "page": 16, + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": 30, + "age": { + "max": 120 + }, + "darkvision": 60, + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Giff", + "source": "AAG", + "page": 12, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": true + }, + "traitTags": [ + "Powerful Build" + ], + "weaponProficiencies": [ + { + "firearms": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Astral Spark", + "entries": [ + "Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, you can cause the target to take extra force damage equal to your proficiency bonus.", + "You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Firearms Mastery", + "entries": [ + "You have a mystical connection to firearms that traces back to the gods of the giff, who delighted in such weapons. You have proficiency with all firearms and ignore the loading property of any firearm. In addition, attacking at long range with a firearm doesn't impose disadvantage on your attack roll." + ] + }, + { + "type": "entries", + "name": "Hippo Build", + "entries": [ + "You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gith", + "source": "MTF", + "page": 96, + "reprintedAs": [ + "Githyanki|MPMM", + "Githzerai|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "int": 1 + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Gith reach adulthood in their late teens and live for about a century." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Gith are taller and leaner than humans, with most a slender 6 feet in height." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Gith." + ], + "type": "entries" + } + ], + "hasFluff": true + }, + { + "name": "Githyanki", + "source": "MPMM", + "page": 18, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "traitTags": [ + "Weapon Proficiency" + ], + "skillProficiencies": [ + { + "any": 1 + } + ], + "toolProficiencies": [ + { + "any": 1 + } + ], + "resist": [ + "psychic" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "jump" + ] + } + }, + "5": { + "daily": { + "1": [ + "misty step" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "mage hand#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Astral Knowledge", + "entries": [ + "You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest." + ] + }, + { + "type": "entries", + "name": "Githyanki Psionics", + "entries": [ + "You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.", + "Starting at 3rd level, you can cast the {@spell jump} spell with this trait. Starting at 5th level, you can also cast {@spell misty step} with it. Once you cast {@spell jump} or {@spell misty step} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait." + ] + }, + { + "type": "entries", + "name": "Psychic Resilience", + "entries": [ + "You have resistance to psychic damage." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Githzerai", + "source": "MPMM", + "page": 19, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "resist": [ + "psychic" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "shield" + ] + } + }, + "5": { + "daily": { + "1": [ + "detect thoughts" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "mage hand#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Githzerai Psionics", + "entries": [ + "You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.", + "Starting at 3rd level, you can cast the {@spell shield} spell with this trait. Starting at 5th level, you can also cast the {@spell detect thoughts} spell with it. Once you cast {@spell shield} or {@spell detect thoughts} spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait." + ] + }, + { + "type": "entries", + "name": "Mental Discipline", + "entries": [ + "Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the {@condition charmed} and {@condition frightened} conditions on yourself." + ] + }, + { + "type": "entries", + "name": "Psychic Resilience", + "entries": [ + "You have resistance to psychic damage." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gnoll", + "source": "DMG", + "page": 282, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "int": -2 + } + ], + "darkvision": 60, + "traitTags": [ + "Natural Weapon", + "NPC Race" + ], + "entries": [ + { + "name": "Bite", + "entries": [ + "Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Rampage", + "entries": [ + "When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack." + ] + } + ] + }, + { + "name": "Gnome", + "source": "PHB", + "page": 35, + "srd": true, + "reprintedAs": [ + "Gnome|XPHB" + ], + "size": [ + "S" + ], + "speed": 25, + "ability": [ + { + "int": 2 + } + ], + "heightAndWeight": { + "baseHeight": 35, + "heightMod": "2d4", + "baseWeight": 35 + }, + "age": { + "mature": 40, + "max": 500 + }, + "darkvision": 60, + "traitTags": [ + "Uncommon Race" + ], + "languageProficiencies": [ + { + "common": true, + "gnomish": true + } + ], + "soundClip": { + "type": "internal", + "path": "races/gnome.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Gnome Cunning", + "entries": [ + "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gnome", + "source": "XPHB", + "page": 191, + "creatureTypes": [ + "humanoid" + ], + "size": [ + "S" + ], + "speed": 30, + "darkvision": 60, + "sizeEntry": { + "type": "item", + "name": "Size:", + "entries": [ + "Small (about 3-4 feet tall)" + ] + }, + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense Darkvision|XPHB} with a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Gnomish Cunning", + "entries": [ + "You have {@variantrule Advantage|XPHB} on Intelligence, Wisdom, and Charisma saving throws." + ] + }, + { + "type": "entries", + "name": "Gnomish Lineage", + "entries": [ + "You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Forest Gnome", + "entries": [ + "You know the Minor {@variantrule Illusions|XPHB|Illusion} cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You can also use any spell slots you have to cast the spell." + ] + }, + { + "type": "item", + "name": "Rock Gnome", + "entries": [ + "You know the {@spell Mending|XPHB} and {@spell Prestidigitation|XPHB} cantrips. In addition, you can spend 10 minutes casting {@spell Prestidigitation|XPHB} to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from {@spell Prestidigitation|XPHB}; the device produces that effect whenever you or another creature takes a {@variantrule Bonus Action|XPHB} to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a {@action Utilize|XPHB} action." + ] + } + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Gnome; Forest Gnome Lineage", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Gnomish Lineage", + "items": { + "name": "Gnomish Lineage (Forest Gnome)", + "type": "entries", + "entries": [ + "You know the {@spell Minor Illusion|XPHB} cantrip. You also always have the {@spell Speak with Animals|XPHB} spell prepared. You can cast it without a spell slot a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You can also use any spell slots you have to cast the spell." + ] + } + } + }, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "pb": [ + "speak with animals|xphb" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "minor illusion|xphb#c" + ] + } + } + ] + }, + { + "name": "Gnome; Rock Gnome Lineage", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Gnomish Lineage", + "items": { + "name": "Gnomish Lineage (Rock Gnome)", + "type": "entries", + "entries": [ + "You know the {@spell Mending|XPHB} and {@spell Prestidigitation|XPHB} cantrips. In addition, you can spend 10 minutes casting {@spell Prestidigitation|XPHB} to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from {@spell Prestidigitation|XPHB}; the device produces that effect whenever you or another creature takes a {@variantrule Bonus Action|XPHB} to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a {@action Utilize|XPHB} action." + ] + } + } + }, + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "mending|xphb#c", + "prestidigitation|xphb#c" + ] + } + } + ] + } + ] + }, + { + "name": "Gnome (Deep)", + "source": "DMG", + "page": 282, + "size": [ + "S" + ], + "speed": 20, + "ability": [ + { + "str": 1, + "dex": 2 + } + ], + "darkvision": 120, + "traitTags": [ + "NPC Race" + ], + "languageProficiencies": [ + { + "gnomish": true, + "terran": true, + "undercommon": true + } + ], + "additionalSpells": [ + { + "ability": "int", + "known": { + "1": [ + "nondetection", + "blindness/deafness", + "blur", + "disguise self" + ] + } + } + ], + "entries": [ + { + "name": "Innate Spellcasting", + "entries": [ + "You have an innate ability to cast the following spells, requiring no material components:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "itemSpell", + "name": "At will:", + "entry": "{@spell nondetection} (self only)" + }, + { + "type": "itemSpell", + "name": "1/day each:", + "entry": "{@spell blindness/deafness}, {@spell blur}, {@spell disguise self}" + } + ] + }, + "Intelligence is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Stone Camouflage", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks to hide in rocky terrain." + ], + "type": "entries" + }, + { + "name": "Gnome Cunning", + "entries": [ + "You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic." + ], + "type": "entries" + }, + { + "name": "Superior Darkvision", + "entries": [ + "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "data": { + "overwrite": "Darkvision" + }, + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Gnomish, Terran, and Undercommon." + ], + "type": "entries" + } + ] + }, + { + "name": "Goblin", + "source": "DMG", + "page": 282, + "size": [ + "S" + ], + "speed": 30, + "ability": [ + { + "str": -2, + "dex": 2 + } + ], + "darkvision": 60, + "traitTags": [ + "NPC Race" + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "entries": [ + { + "name": "Nimble Escape", + "entries": [ + "You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "entries": [ + "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Goblin." + ], + "type": "entries" + } + ] + }, + { + "name": "Goblin", + "source": "ERLW", + "page": 26, + "_copy": { + "name": "Goblin", + "source": "VGM", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "name": "Alignment", + "type": "entries", + "entries": [ + "In Eberron, goblins are usually neutral. They tend to look out for themselves, preferably without drawing unwanted attention from any larger, more powerful people." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Size", + "items": { + "name": "Size", + "type": "entries", + "entries": [ + "Your size is Small." + ] + } + } + ] + }, + "_preserve": { + "reprintedAs": true + } + }, + "size": [ + "S" + ], + "traitTags": null, + "hasFluffImages": true + }, + { + "name": "Goblin", + "source": "GGR", + "page": 16, + "_copy": { + "name": "Goblin", + "source": "VGM", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "name": "Alignment", + "type": "entries", + "entries": [ + "Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Age", + "items": { + "name": "Age", + "type": "entries", + "entries": [ + "Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Languages", + "items": { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation." + ] + } + } + ] + }, + "_preserve": { + "reprintedAs": true + } + }, + "traitTags": null, + "hasFluff": true + }, + { + "name": "Goblin", + "source": "MPMM", + "page": 20, + "lineage": "VRGR", + "creatureTypes": [ + "humanoid" + ], + "creatureTypeTags": [ + "goblinoid" + ], + "size": [ + "S" + ], + "speed": 30, + "darkvision": 60, + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself." + ] + }, + { + "type": "entries", + "name": "Fury of the Small", + "entries": [ + "When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.", + "You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn." + ] + }, + { + "type": "entries", + "name": "Nimble Escape", + "entries": [ + "You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Goblin", + "source": "PSZ", + "page": 16, + "otherSources": [ + { + "source": "PSX", + "page": 16 + } + ], + "size": [ + "S" + ], + "speed": 25, + "age": { + "mature": 12, + "max": 50 + }, + "darkvision": 60, + "traitTags": [ + "Natural Armor" + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "resist": [ + "fire", + "psychic" + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most goblins are wildly chaotic, though they have no particular inclination toward good or evil." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Goblin." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Goblin", + "source": "VGM", + "page": 119, + "otherSources": [ + { + "source": "EGW", + "page": 174 + } + ], + "reprintedAs": [ + "Goblin|MPMM" + ], + "size": [ + "S" + ], + "speed": 30, + "ability": [ + { + "dex": 2, + "con": 1 + } + ], + "heightAndWeight": { + "baseHeight": 41, + "heightMod": "2d4", + "baseWeight": 35 + }, + "age": { + "mature": 8, + "max": 60 + }, + "darkvision": 60, + "traitTags": [ + "Monstrous Race" + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Goblins reach adulthood at age 8 and live up to 60 years." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Fury of the Small", + "entries": [ + "When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest." + ], + "type": "entries" + }, + { + "name": "Nimble Escape", + "entries": [ + "You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Goblin." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Goblin (Dankwood)", + "source": "AWM", + "page": 35, + "_copy": { + "name": "Goblin", + "source": "VGM", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "name": "Alignment", + "type": "entries", + "entries": [ + "Dankwood goblins are typically neutral or neutral good, though some mischievous dankwood goblins are chaotic neutral." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Fury of the Small", + "items": { + "name": "Speak with Small Beasts", + "type": "entries", + "entries": [ + "Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets." + ] + } + } + ] + }, + "_preserve": { + "reprintedAs": true + } + }, + "ability": [ + { + "dex": 2, + "wis": 1 + } + ], + "heightAndWeight": null, + "hasFluff": true + }, + { + "name": "Goliath", + "source": "MPMM", + "page": 21, + "reprintedAs": [ + "Goliath|XPHB" + ], + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "traitTags": [ + "Powerful Build" + ], + "skillProficiencies": [ + { + "athletics": true + } + ], + "resist": [ + "cold" + ], + "entries": [ + { + "type": "entries", + "name": "Little Giant", + "entries": [ + "You have proficiency in the {@skill Athletics} skill, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Mountain Born", + "entries": [ + "You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet." + ] + }, + { + "type": "entries", + "name": "Stone's Endurance", + "entries": [ + "You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a {@dice d12}. Add your Constitution modifier to the number rolled and reduce the damage by that total.", + "You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Goliath", + "source": "VGM", + "page": 108, + "otherSources": [ + { + "source": "EEPC", + "page": 10 + }, + { + "source": "EGW", + "page": 175 + }, + { + "source": "IDRotF" + } + ], + "reprintedAs": [ + "Goliath|MPMM", + "Goliath|XPHB" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "heightAndWeight": { + "baseHeight": 74, + "heightMod": "2d10", + "baseWeight": 200, + "weightMod": "2d6" + }, + "age": { + "mature": 20, + "max": 100 + }, + "traitTags": [ + "Powerful Build" + ], + "skillProficiencies": [ + { + "athletics": true + } + ], + "languageProficiencies": [ + { + "common": true, + "giant": true + } + ], + "resist": [ + "cold" + ], + "soundClip": { + "type": "internal", + "path": "races/goliath.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium." + ] + }, + { + "name": "Natural Athlete", + "entries": [ + "You have proficiency in the {@skill Athletics} skill." + ], + "type": "entries" + }, + { + "name": "Stone's Endurance", + "entries": [ + "You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a {@dice d12}. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest." + ], + "type": "entries" + }, + { + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ], + "type": "entries" + }, + { + "name": "Mountain Born", + "entries": [ + "You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Giant." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Goliath", + "source": "XPHB", + "page": 192, + "creatureTypes": [ + "humanoid" + ], + "size": [ + "M" + ], + "speed": 35, + "traitTags": [ + "Powerful Build" + ], + "sizeEntry": { + "type": "item", + "name": "Size:", + "entries": [ + "Medium (about 7-8 feet tall)" + ] + }, + "entries": [ + { + "type": "entries", + "name": "Giant Ancestry", + "entries": [ + "You are descended from Giants. Choose one of the following benefits\u2014a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Cloud's Jaunt (Cloud Giant)", + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you magically teleport up to 30 feet to an unoccupied space you can see." + ] + }, + { + "type": "item", + "name": "Fire's Burn (Fire Giant)", + "entries": [ + "When you hit a target with an attack roll and deal damage to it, you can also deal {@damage 1d10} Fire damage to that target." + ] + }, + { + "type": "item", + "name": "Frost's Chill (Frost Giant)", + "entries": [ + "When you hit a target with an attack roll and deal damage to it, you can also deal {@damage 1d6} Cold damage to that target and reduce its {@variantrule Speed|XPHB} by 10 feet until the start of your next turn." + ] + }, + { + "type": "item", + "name": "Hill's Tumble (Hill Giant)", + "entries": [ + "When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the {@condition Prone|XPHB} condition." + ] + }, + { + "type": "item", + "name": "Stone's Endurance (Stone Giant)", + "entries": [ + "When you take damage, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d12}. Add your Constitution modifier to the number rolled and reduce the damage by that total." + ] + }, + { + "type": "item", + "name": "Storm's Thunder (Storm Giant)", + "entries": [ + "When you take damage from a creature within 60 feet of you, you can take a {@variantrule Reaction|XPHB} to deal {@damage 1d8} Thunder damage to that creature." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Large Form", + "entries": [ + "Starting at character level 5, you can change your size to Large as a {@variantrule Bonus Action|XPHB} if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have {@variantrule Advantage|XPHB} on Strength checks, and your {@variantrule Speed|XPHB} increases by 10 feet. Once you use this trait, you can't use it again until you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You have {@variantrule Advantage|XPHB} on any ability check you make to end the {@condition Grappled|XPHB} condition. You also count as one size larger when determining your carrying capacity." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Goliath; Cloud Giant Ancestry", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Giant Ancestry", + "items": { + "name": "Giant Ancestry (Cloud)", + "type": "entries", + "entries": [ + "You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Cloud's Jaunt", + "entries": [ + "As a {@variantrule Bonus Action|XPHB}, you magically teleport up to 30 feet to an unoccupied space you can see." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Goliath; Fire Giant Ancestry", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Giant Ancestry", + "items": { + "name": "Giant Ancestry (Fire)", + "type": "entries", + "entries": [ + "You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Fire's Burn", + "entries": [ + "When you hit a target with an attack roll and deal damage to it, you can also deal {@damage 1d10} Fire damage to that target." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Goliath; Frost Giant Ancestry", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Giant Ancestry", + "items": { + "name": "Giant Ancestry (Frost)", + "type": "entries", + "entries": [ + "You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Frost's Chill", + "entries": [ + "When you hit a target with an attack roll and deal damage to it, you can also deal {@damage 1d6} Cold damage to that target and reduce its {@variantrule Speed|XPHB} by 10 feet until the start of your next turn." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Goliath; Hill Giant Ancestry", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Giant Ancestry", + "items": { + "name": "Giant Ancestry (Hill)", + "type": "entries", + "entries": [ + "You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hill's Tumble", + "entries": [ + "When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the {@condition Prone|XPHB} condition." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Goliath; Stone Giant Ancestry", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Giant Ancestry", + "items": { + "name": "Giant Ancestry (Stone)", + "type": "entries", + "entries": [ + "You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Stone's Endurance", + "entries": [ + "When you take damage, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d12}. Add your Constitution modifier to the number rolled and reduce the damage by that total." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Goliath; Storm Giant Ancestry", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Giant Ancestry", + "items": { + "name": "Giant Ancestry (Storm)", + "type": "entries", + "entries": [ + "You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Storm's Thunder", + "entries": [ + "When you take damage from a creature within 60 feet of you, you can take a {@variantrule Reaction|XPHB} to deal {@damage 1d8} Thunder damage to that creature." + ] + } + ] + } + ] + } + } + } + } + ] + }, + { + "name": "Grimlock", + "source": "DMG", + "page": 282, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "cha": -2 + } + ], + "blindsight": 30, + "traitTags": [ + "NPC Race" + ], + "languageProficiencies": [ + { + "undercommon": true + } + ], + "entries": [ + { + "name": "Blindsight", + "entries": [ + "You have no eyes, and cannot be {@condition blinded}. You can perceive your surroundings within 30 ft., or 10 ft. while {@condition deafened}. You are considered blind beyond this radius." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Keen Hearing and Smell", + "entries": [ + "You have advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "type": "entries", + "name": "Stone Camouflage", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Undercommon." + ], + "type": "entries" + } + ] + }, + { + "name": "Grung", + "source": "OGA", + "page": 4, + "size": [ + "S" + ], + "speed": { + "walk": 25, + "climb": 25 + }, + "ability": [ + { + "dex": 2, + "con": 1 + } + ], + "age": { + "mature": 1, + "max": 50 + }, + "traitTags": [ + "Amphibious" + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "languageProficiencies": [ + { + "other": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Grungs mature to adulthood in a single year, but have been known to live up to 50 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Grungs stand between 2½ and 3½ feet tall and average about 30 pounds. Your size is Small." + ] + }, + { + "type": "entries", + "name": "Arboreal Alertness", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ] + }, + { + "type": "entries", + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ] + }, + { + "type": "entries", + "name": "Poison Immunity", + "entries": [ + "You're immune to poison damage and the {@condition poisoned} condition." + ] + }, + { + "type": "entries", + "name": "Poisonous Skin", + "entries": [ + "Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take {@dice 2d4} poison damage." + ] + }, + { + "type": "entries", + "name": "Standing Leap", + "entries": [ + "Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start." + ] + }, + { + "type": "entries", + "name": "Water Dependency", + "entries": [ + "If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of {@condition exhaustion} at the end of that day. You can only recover from this {@condition exhaustion} through magic or by immersing yourself in water for at least 1 hour." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write Grung." + ] + } + ] + }, + { + "name": "Hadozee", + "source": "AAG", + "page": 13, + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": { + "walk": 30, + "climb": true + }, + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Dexterous Feet", + "entries": [ + "As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object." + ] + }, + { + "type": "entries", + "name": "Glide", + "entries": [ + "When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide." + ] + }, + { + "type": "entries", + "name": "Hadozee Dodge", + "entries": [ + "The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a {@dice d6}. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).", + "You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Half-Elf", + "source": "PHB", + "page": 38, + "srd": true, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "cha": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis" + ], + "count": 2 + } + } + ], + "heightAndWeight": { + "baseHeight": 57, + "heightMod": "2d8", + "baseWeight": 110, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 180 + }, + "darkvision": 60, + "traitTags": [ + "Uncommon Race" + ], + "skillProficiencies": [ + { + "any": 2 + } + ], + "languageProficiencies": [ + { + "common": true, + "elvish": true, + "anyStandard": 1 + } + ], + "soundClip": { + "type": "internal", + "path": "races/half-elf.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." + ], + "type": "entries" + }, + { + "name": "Skill Versatility", + "entries": [ + "You gain proficiency in two skills of your choice." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, Elvish, and one extra language of your choice." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Half-Orc", + "source": "PHB", + "page": 40, + "srd": true, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "heightAndWeight": { + "baseHeight": 58, + "heightMod": "2d10", + "baseWeight": 140, + "weightMod": "2d6" + }, + "age": { + "mature": 14, + "max": 75 + }, + "darkvision": 60, + "traitTags": [ + "Uncommon Race" + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "languageProficiencies": [ + { + "common": true, + "orc": true + } + ], + "soundClip": { + "type": "internal", + "path": "races/half-orc.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Menacing", + "entries": [ + "You gain proficiency in the {@skill Intimidation} skill." + ], + "type": "entries" + }, + { + "name": "Relentless Endurance", + "entries": [ + "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest." + ], + "type": "entries" + }, + { + "name": "Savage Attacks", + "entries": [ + "When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Halfling", + "source": "PHB", + "page": 26, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Halfling|XPHB" + ], + "size": [ + "S" + ], + "speed": 25, + "ability": [ + { + "dex": 2 + } + ], + "heightAndWeight": { + "baseHeight": 31, + "heightMod": "2d4", + "baseWeight": 35 + }, + "age": { + "mature": 20, + "max": 250 + }, + "languageProficiencies": [ + { + "common": true, + "halfling": true + } + ], + "soundClip": { + "type": "internal", + "path": "races/halfling.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small." + ] + }, + { + "name": "Lucky", + "entries": [ + "When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll." + ], + "type": "entries" + }, + { + "name": "Brave", + "entries": [ + "You have advantage on saving throws against being {@condition frightened}." + ], + "type": "entries" + }, + { + "name": "Halfling Nimbleness", + "entries": [ + "You can move through the space of any creature that is of a size larger than yours." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Halfling", + "source": "XPHB", + "page": 193, + "freeRules2024": true, + "creatureTypes": [ + "humanoid" + ], + "size": [ + "S" + ], + "speed": 30, + "sizeEntry": { + "type": "item", + "name": "Size:", + "entries": [ + "Small (about 2-3 feet tall)" + ] + }, + "entries": [ + { + "type": "entries", + "name": "Brave", + "entries": [ + "You have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Frightened|XPHB} condition." + ] + }, + { + "type": "entries", + "name": "Halfling Nimbleness", + "entries": [ + "You can move through the space of any creature that is a size larger than you, but you can't stop in the same space." + ] + }, + { + "type": "entries", + "name": "Luck", + "entries": [ + "When you roll a 1 on the {@dice d20} of a {@variantrule D20 Test|XPHB}, you can reroll the die, and you must use the new roll." + ] + }, + { + "type": "entries", + "name": "Naturally Stealthy", + "entries": [ + "You can take the {@action Hide|XPHB} action even when you are obscured only by a creature that is at least one size larger than you." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Harengon", + "source": "MPMM", + "page": 22, + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": 30, + "skillProficiencies": [ + { + "perception": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Hare-Trigger", + "entries": [ + "You can add your proficiency bonus to your initiative rolls." + ] + }, + { + "type": "entries", + "name": "Leporine Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ] + }, + { + "type": "entries", + "name": "Lucky Footwork", + "entries": [ + "When you fail a Dexterity saving throw, you can use your reaction to roll a {@dice d4} and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're {@condition prone} or your speed is 0." + ] + }, + { + "type": "entries", + "name": "Rabbit Hop", + "entries": [ + "As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Harengon", + "source": "WBtW", + "page": 13, + "reprintedAs": [ + "Harengon|MPMM" + ], + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": 30, + "skillProficiencies": [ + { + "perception": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Hare-Trigger", + "entries": [ + "You can add your proficiency bonus to your initiative rolls." + ] + }, + { + "type": "entries", + "name": "Leporine Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ] + }, + { + "type": "entries", + "name": "Lucky Footwork", + "entries": [ + "When you fail a Dexterity saving throw, you can use your reaction to roll a {@dice d4} and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're {@condition prone} or your speed is 0." + ] + }, + { + "type": "entries", + "name": "Rabbit Hop", + "entries": [ + "As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hedge", + "source": "HWCS", + "page": 24, + "size": [ + "S" + ], + "speed": { + "walk": 25, + "burrow": 15 + }, + "ability": [ + { + "cha": 2, + "wis": 1 + } + ], + "traitTags": [ + "Natural Armor" + ], + "languageProficiencies": [ + { + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Hedges take longer to mature than most other races, reaching adulthood around 20 years. They also live for a long time, with many reaching 120 years or more." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Hedges are compassionate, empathetic, and diplomatic, tending towards good alignments. They also favor neutral alignments, as hedges have a great respect for the balance of nature." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Hedges have short, rounded body shapes, standing between 3 and 4 feet in height, and weighing between 40 and 70 pounds. Your size is Small." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 25 feet." + ] + }, + { + "name": "Natural Burrowers", + "type": "entries", + "entries": [ + "You have a burrowing speed of 15 feet. You are capable of burrowing through soil, but are unable to dig through anything more substantial with just your clawed hands." + ] + }, + { + "name": "Spiny Quills", + "type": "entries", + "entries": [ + "The backs of hedges are covered with spiny quills, which makes it impossible for hedges to wear armor. These quills provide exceptional protection, therefore you have a base armor class of 14 + your Dexterity modifier. Even though you can't wear armor, you can still benefit from the armor class bonus provided by shields so long as you are proficient with them." + ] + }, + { + "name": "Curl Up", + "type": "entries", + "entries": [ + "You can use your action to curl up, exposing attackers to a wall of your toughened quills. While curled up you cannot move, attack, or cast spells with somatic components, and your base armor class becomes 19. You cannot benefit from any Dexterity bonus to armor class while curled up, but you can still use shields.", + "Any creature that misses you with a melee attack while you are curled up takes {@dice 2d4} points of piercing damage from your sharp quills. If a creature hits you while you are curled up, you are knocked {@condition prone} in your space at the end of the turn. You may uncurl yourself at any point during your turn." + ] + }, + { + "name": "Forest Magic", + "type": "entries", + "entries": [ + "You have a deep connection to the magic of the Wood. You know the {@spell druidcraft} cantrip. Additionally, you can cast {@spell animal messenger} as a 2nd level spell once with this trait, and regain the ability to do so after a short or long rest. Charisma is your spellcasting ability for these spells." + ] + }, + { + "name": "Speak With Bugs", + "type": "entries", + "entries": [ + "Through sounds and gestures, you can communicate simple ideas with creatures of the beast subtype that represent insects, spiders, worms, and other creepy crawlies, regardless of their size." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Birdfolk and Hedge." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hexblood", + "source": "VRGR", + "page": 18, + "lineage": "VRGR", + "creatureTypes": [ + "fey" + ], + "size": [ + "S", + "M" + ], + "speed": 30, + "darkvision": 60, + "skillProficiencies": [ + { + "any": 2 + } + ], + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "disguise self", + "hex" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Fey." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you gain this lineage." + ] + }, + { + "type": "entries", + "name": "Ancestral Legacy", + "entries": [ + "If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.", + "If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray." + ] + }, + { + "type": "entries", + "name": "Eerie Token", + "entries": [ + "As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Telepathic Message", + "entry": "As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words." + }, + { + "type": "item", + "name": "Remote Viewing", + "entry": "If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are {@condition incapacitated}. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are {@condition blinded} and {@condition deafened} in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed." + } + ] + }, + "Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows." + ] + }, + { + "type": "entries", + "name": "Hex Magic", + "entries": [ + "You can cast the {@spell disguise self} and {@spell hex} spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).", + { + "type": "inset", + "name": "Becoming a Hag", + "entries": [ + "Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of their own kind or that embodies the hexblood's nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual\u2014circumstances most hexbloods shun but might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood's player, unless the DM rules otherwise." + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hobgoblin", + "source": "DMG", + "page": 282, + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "NPC Race" + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Martial Advantage", + "entries": [ + "Once per turn, you can deal an extra {@dice 2d6} damage to a creature you hit with a weapon attack if that creature is within 5 ft. of an ally of yours that isn't {@condition incapacitated}." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Goblin." + ], + "type": "entries" + } + ] + }, + { + "name": "Hobgoblin", + "source": "ERLW", + "page": 26, + "_copy": { + "name": "Hobgoblin", + "source": "VGM", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "name": "Alignment", + "entries": [ + "Hobgoblin society in Eberron is shaped by the ideal of a strict code of honor and rigid martial discipline. Most hobgoblins are lawful, tending toward harsh enforcement of their laws." + ], + "type": "entries" + } + }, + { + "mode": "replaceArr", + "replace": "Size", + "items": { + "name": "Size", + "entries": [ + "Your size is Medium." + ], + "type": "entries" + } + } + ] + }, + "_preserve": { + "reprintedAs": true + } + }, + "hasFluffImages": true + }, + { + "name": "Hobgoblin", + "source": "MPMM", + "page": 23, + "lineage": "VRGR", + "creatureTypes": [ + "humanoid" + ], + "creatureTypeTags": [ + "goblinoid" + ], + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself." + ] + }, + { + "type": "entries", + "name": "Fey Gift", + "entries": [ + "You can use this trait to take the {@action Help} action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", + "Starting at 3rd level, choose one of the options below each time you take the {@action Help} action with this trait:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hospitality", + "entry": "You and the creature you help each gain a number of temporary hit points equal to {@dice 1d6} plus your proficiency bonus." + }, + { + "type": "item", + "name": "Passage", + "entry": "You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn." + }, + { + "type": "item", + "name": "Spite", + "entry": "Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute." + } + ], + "style": "list-hang-notitle" + } + ] + }, + { + "type": "entries", + "name": "Fortune from the Many", + "entries": [ + "If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hobgoblin", + "source": "VGM", + "page": 119, + "otherSources": [ + { + "source": "EGW", + "page": 175 + } + ], + "reprintedAs": [ + "Hobgoblin|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "con": 2, + "int": 1 + } + ], + "heightAndWeight": { + "baseHeight": 56, + "heightMod": "2d10", + "baseWeight": 110, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 100 + }, + "darkvision": 60, + "traitTags": [ + "Monstrous Race" + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "weaponProficiencies": [ + { + "choose": { + "fromFilter": "type=martial weapon|miscellaneous=mundane", + "count": 2 + } + } + ], + "armorProficiencies": [ + { + "light": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Martial Training", + "entries": [ + "You are proficient with two {@filter martial weapons|items|source=phb|category=basic|type=martial weapon} of your choice and with light armor." + ], + "type": "entries" + }, + { + "name": "Saving Face", + "entries": [ + "Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Goblin." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Human", + "source": "PHB", + "page": 29, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Human|XPHB" + ], + "size": [ + "M" + ], + "speed": 30, + "heightAndWeight": { + "baseHeight": 56, + "heightMod": "2d10", + "baseWeight": 110, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 100 + }, + "languageProficiencies": [ + { + "common": true, + "anyStandard": 1 + } + ], + "soundClip": { + "type": "internal", + "path": "races/human.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Humans reach adulthood in their late teens and live less than a century." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Human", + "source": "XPHB", + "page": 194, + "freeRules2024": true, + "creatureTypes": [ + "humanoid" + ], + "size": [ + "S", + "M" + ], + "speed": 30, + "feats": [ + { + "anyFromCategory": { + "category": "O", + "count": 1 + } + } + ], + "skillProficiencies": [ + { + "any": 1 + } + ], + "sizeEntry": { + "type": "item", + "name": "Size:", + "entries": [ + "Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species" + ] + }, + "entries": [ + { + "type": "entries", + "name": "Resourceful", + "entries": [ + "You gain {@variantrule Heroic Inspiration|XPHB} whenever you finish a {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Skillful", + "entries": [ + "You gain proficiency in one skill of your choice." + ] + }, + { + "type": "entries", + "name": "Versatile", + "entries": [ + "You gain an {@filter Origin feat|feats|category=o} of your choice." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Human (Amonkhet)", + "source": "PSA", + "page": 14, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "feats": [ + { + "any": 1 + } + ], + "skillProficiencies": [ + { + "any": 1 + } + ], + "languageProficiencies": [ + { + "common": true, + "anyStandard": 1 + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Humans reach adulthood in their late teens. Most human initiates have completed the trials and found a glorious or inglorious death before they turn 30. Viziers can enjoy longer service to their gods, in theory living up to a century." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Humans tend toward no particular alignment. The best and the worst are found among them." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium" + ] + }, + { + "name": "Skills", + "entries": [ + "You gain proficiency in one skill of your choice." + ], + "type": "entries" + }, + { + "name": "Feat", + "entries": [ + "You gain one {@5etools feat|feats.html} of your choice." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and one extra language of your choice." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Human (Innistrad)", + "source": "PSI", + "page": 8, + "size": [ + "M" + ], + "speed": 30, + "age": { + "mature": 20, + "max": 100 + }, + "languageProficiencies": [ + { + "common": true, + "anyStandard": 1 + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Humans reach adulthood in their late teens and live less than a century." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Humans tend toward no particular alignment." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and one extra language of your choice." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Human (Ixalan)", + "source": "PSX", + "page": 11, + "_copy": { + "name": "Human", + "source": "PHB", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "name": "Alignment", + "type": "entries", + "entries": [ + "Humans tend toward no particular alignment. The best and the worst are found among them." + ] + } + }, + { + "mode": "appendArr", + "items": { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30 feet." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Languages", + "items": { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write {@language Common} and one extra language of your choice. Or, if your campaign uses the optional rules for languages found in the previous section, your national origin determines your native language: {@language Itzocan|PSX} for the Sun Empire, {@language Coalition pidgin|PSX} for the Brazen Coalition, or {@language Vampire|PSX} for the Legion of Dusk. You still speak one additional language of your choice, and {@language Common Trade Pidgin|PSX|Common} if it exists in your campaign." + ] + } + } + ] + } + }, + "ability": [ + { + "str": 1, + "dex": 1, + "con": 1, + "int": 1, + "wis": 1, + "cha": 1 + } + ], + "languageProficiencies": [ + { + "common": true, + "anyStandard": 1 + }, + { + "common": true, + "other": true, + "anyStandard": 1 + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Human (Kaladesh)", + "source": "PSK", + "page": 22, + "_copy": { + "name": "Human", + "source": "PHB", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "name": "Alignment", + "type": "entries", + "entries": [ + "Humans tend toward no particular alignment." + ] + } + }, + { + "mode": "appendArr", + "items": { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30 feet." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Languages", + "items": { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Dwarvish curses, Elvish musical expressions, {@race Vedalken|PSK} scholarly jargon, and so on." + ] + } + } + ] + } + }, + "ability": [ + { + "str": 1, + "dex": 1, + "con": 1, + "int": 1, + "wis": 1, + "cha": 1 + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Human (Zendikar)", + "source": "PSZ", + "page": 9, + "_copy": { + "name": "Human", + "source": "PHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Languages", + "items": { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: vampire curses, Elvish musical expressions, merfolk scholarly jargon, and so on." + ], + "type": "entries" + } + } + } + }, + "ability": [ + { + "str": 1, + "dex": 1, + "con": 1, + "int": 1, + "wis": 1, + "cha": 1 + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Jerbeen", + "source": "HWCS", + "page": 27, + "size": [ + "S" + ], + "speed": 30, + "ability": [ + { + "dex": 2, + "cha": 1 + } + ], + "languageProficiencies": [ + { + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Jerbeens grow quickly, reaching maturity around 5 years. They are the shortest lived of all the humblefolk races, living just about 40 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Being small and facing many threats in the world, jerbeens are sensitive to the feelings of others, and tend towards good alignments. They also lean more towards lawful alignments due to their co-operative nature." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Jerbeens have incredibly small and light bodies, standing between 2 and 3 feet tall, and weighing between 20 and 40 pounds. Your size is Small." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "name": "Standing Leap", + "type": "entries", + "entries": [ + "Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start." + ] + }, + { + "name": "Nimbleness", + "type": "entries", + "entries": [ + "You can move through the space of any creature that is of a size larger than yours." + ] + }, + { + "name": "Take Heart", + "type": "entries", + "entries": [ + "You have advantage on Strength saving throws and saving throws against being frightened as long as you are within 5 feet of an ally who isn't {@condition frightened} or {@condition incapacitated} that you can both see and hear." + ] + }, + { + "name": "Team Tactics", + "type": "entries", + "entries": [ + "You can use the {@action Help} action as a bonus action." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Birdfolk and Jerbeen." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kalashtar", + "source": "ERLW", + "page": 29, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "wis": 2, + "cha": 1 + } + ], + "heightAndWeight": { + "baseHeight": 64, + "heightMod": "2d6", + "baseWeight": 110, + "weightMod": "1d6" + }, + "age": { + "mature": 20, + "max": 100 + }, + "languageProficiencies": [ + { + "common": true, + "other": true, + "anyStandard": 1 + } + ], + "resist": [ + "psychic" + ], + "entries": [ + { + "name": "Age", + "entries": [ + "Kalashtar mature and age at the same rate as humans." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Dual Mind", + "entries": [ + "You have advantage on all Wisdom saving throws." + ] + }, + { + "type": "entries", + "name": "Mental Discipline", + "entries": [ + "You have resistance to psychic damage." + ] + }, + { + "type": "entries", + "name": "Mind Link", + "entries": [ + "You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.", + "When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it." + ] + }, + { + "type": "entries", + "name": "Severed from Dreams", + "entries": [ + "Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like {@spell dream}, but not to spells and other magical effects that put you to sleep, like {@spell sleep}." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, Quori, and one other language of your choice." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kender", + "source": "DSotDQ", + "page": 27, + "lineage": "VRGR", + "size": [ + "S" + ], + "speed": 30, + "skillProficiencies": [ + { + "choose": { + "from": [ + "insight", + "investigation", + "sleight of hand", + "stealth", + "survival" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Fearless", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition frightened} condition on yourself. When you fail a saving throw to avoid or end the {@condition frightened} condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Kender Curiosity", + "entries": [ + "Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: {@skill Insight}, {@skill Investigation}, {@skill Sleight of Hand}, {@skill Stealth}, or {@skill Survival}." + ] + }, + { + "type": "entries", + "name": "Taunt", + "entries": [ + "You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race).", + "You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kenku", + "source": "DMG", + "page": 282, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "dex": 2 + } + ], + "darkvision": 60, + "traitTags": [ + "NPC Race" + ], + "languageProficiencies": [ + { + "common": true, + "auran": true + } + ], + "soundClip": { + "type": "internal", + "path": "races/kenku.mp3" + }, + "entries": [ + { + "name": "Ambusher", + "entries": [ + "In the first round of a combat, you have advantage on attack rolls against any creature who is {@status surprised}." + ], + "type": "entries" + }, + { + "name": "Mimicry", + "entries": [ + "You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom ({@skill Insight}) check." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can read and write Common and Auran, but you can only speak using your Mimicry trait." + ], + "type": "entries" + } + ] + }, + { + "name": "Kenku", + "source": "MPMM", + "page": 24, + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": 30, + "skillProficiencies": [ + { + "any": 2 + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "Your size is Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Expert Duplication", + "entries": [ + "When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate." + ] + }, + { + "type": "entries", + "name": "Kenku Recall", + "entries": [ + "Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.", + "Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the {@dice d20}. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Mimicry", + "entries": [ + "You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom ({@skill Insight}) check against a DC of 8 + your proficiency bonus + your Charisma modifier." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kenku", + "source": "VGM", + "page": 109, + "otherSources": [ + { + "source": "EGW", + "page": 177 + } + ], + "reprintedAs": [ + "Kenku|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "dex": 2, + "wis": 1 + } + ], + "heightAndWeight": { + "baseHeight": 52, + "heightMod": "2d8", + "baseWeight": 50, + "weightMod": "1d6" + }, + "age": { + "mature": 12, + "max": 60 + }, + "skillProficiencies": [ + { + "choose": { + "from": [ + "acrobatics", + "deception", + "sleight of hand", + "stealth" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "common": true, + "auran": true + } + ], + "soundClip": { + "type": "internal", + "path": "races/kenku.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium." + ] + }, + { + "name": "Expert Forgery", + "entries": [ + "You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects." + ], + "type": "entries" + }, + { + "name": "Kenku Training", + "entries": [ + "You are proficient in your choice of two of the following skills: {@skill Acrobatics}, {@skill Deception}, {@skill Stealth}, and {@skill Sleight of Hand}." + ], + "type": "entries" + }, + { + "name": "Mimicry", + "entries": [ + "You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom ({@skill Insight}) check opposed by your Charisma ({@skill Deception}) check." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can read and write Common and Auran, but you can only speak using your Mimicry trait." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Khenra", + "source": "PSA", + "page": 17, + "size": [ + "M" + ], + "speed": 35, + "ability": [ + { + "dex": 2, + "str": 1 + } + ], + "age": { + "mature": 13, + "max": 60 + }, + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "weaponProficiencies": [ + { + "longsword|phb": true, + "spear|phb": true, + "javelin|phb": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Khenra have similar builds to humans. Your size is Medium." + ] + }, + { + "name": "Khenra Weapon Training", + "entries": [ + "You have proficiency with the khopesh ({@item longsword|phb}), {@item spear|phb}, and {@item javelin|phb}." + ], + "type": "entries" + }, + { + "name": "Khenra Twins", + "entries": [ + "If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be {@condition frightened}." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Khenra." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kobold", + "source": "DMG", + "page": 282, + "size": [ + "S" + ], + "speed": 30, + "ability": [ + { + "dex": 2, + "str": -4 + } + ], + "darkvision": 60, + "traitTags": [ + "NPC Race", + "Sunlight Sensitivity" + ], + "languageProficiencies": [ + { + "common": true, + "draconic": true + } + ], + "entries": [ + { + "name": "Pack Tactics", + "entries": [ + "You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ], + "type": "entries" + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "entries": [ + "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Draconic." + ], + "type": "entries" + } + ] + }, + { + "name": "Kobold", + "source": "MPMM", + "page": 25, + "lineage": "VRGR", + "size": [ + "S" + ], + "speed": 30, + "darkvision": 60, + "skillProficiencies": [ + { + "choose": { + "from": [ + "arcana", + "investigation", + "medicine", + "sleight of hand", + "survival" + ] + } + } + ], + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "_": [ + { + "choose": "level=0|class=Sorcerer", + "count": 1 + } + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Draconic Cry", + "entries": [ + "As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Kobold Legacy", + "entries": [ + "Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Craftiness", + "entry": "You have proficiency in one of the following skills of your choice: {@skill Arcana}, {@skill Investigation}, {@skill Medicine}, {@skill Sleight of Hand}, or {@skill Survival}." + }, + { + "type": "item", + "name": "Defiance", + "entry": "You have advantage on saving throws to avoid or end the {@condition frightened} condition on yourself." + }, + { + "type": "item", + "name": "Draconic Sorcery", + "entry": "You know one {@filter cantrip of your choice from the sorcerer spell list|spells|level=0|class=Sorcerer}. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race)." + } + ], + "style": "list-hang-notitle" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Kobold; Craftiness", + "source": "MPMM", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Kobold Legacy", + "items": { + "name": "Kobold Legacy (Craftiness)", + "type": "entries", + "entries": [ + "You have proficiency in one of the following skills of your choice: {@skill Arcana}, {@skill Investigation}, {@skill Medicine}, {@skill Sleight of Hand}, or {@skill Survival}." + ] + } + } + }, + "additionalSpells": null + }, + { + "name": "Kobold; Defiance", + "source": "MPMM", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Kobold Legacy", + "items": { + "name": "Kobold Legacy (Defiance)", + "type": "entries", + "entries": [ + "You have advantage on saving throws to avoid or end the {@condition frightened} condition on yourself." + ] + } + } + }, + "skillProficiencies": null, + "additionalSpells": null + }, + { + "name": "Kobold; Draconic Sorcery", + "source": "MPMM", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Kobold Legacy", + "items": { + "name": "Kobold Legacy (Draconic Sorcery)", + "type": "entries", + "entries": [ + "You know one {@filter cantrip of your choice from the sorcerer spell list|spells|level=0|class=Sorcerer}. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race)." + ] + } + } + }, + "skillProficiencies": null + } + ] + }, + { + "name": "Kobold", + "source": "VGM", + "page": 119, + "reprintedAs": [ + "Kobold|MPMM" + ], + "size": [ + "S" + ], + "speed": 30, + "ability": [ + { + "dex": 2 + } + ], + "heightAndWeight": { + "baseHeight": 25, + "heightMod": "2d4", + "baseWeight": 25 + }, + "age": { + "mature": 6, + "max": 120 + }, + "darkvision": 60, + "traitTags": [ + "Monstrous Race", + "Sunlight Sensitivity" + ], + "languageProficiencies": [ + { + "common": true, + "draconic": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Grovel, Cower, and Beg", + "entries": [ + "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest." + ], + "type": "entries" + }, + { + "name": "Pack Tactics", + "entries": [ + "You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ], + "type": "entries" + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Draconic." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kor", + "source": "PSZ", + "page": 10, + "size": [ + "M" + ], + "speed": { + "walk": 30, + "climb": 30 + }, + "ability": [ + { + "dex": 2, + "wis": 1 + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "skillProficiencies": [ + { + "athletics": true, + "acrobatics": true + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Kor mature at the same rate as humans and live about as long." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium." + ] + }, + { + "name": "Brave", + "entries": [ + "You have advantage on saving throws against being {@condition frightened}." + ], + "type": "entries" + }, + { + "name": "Climbing", + "entries": [ + "You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor." + ], + "type": "entries" + }, + { + "name": "Kor Climbing", + "entries": [ + "You have proficiency in the {@skill Athletics} and {@skill Acrobatics} skills." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, and communicate in the silent speech of the Kor." + ], + "type": "entries" + }, + { + "name": "Lucky", + "entries": [ + "When you roll a 1 on the {@dice d20} for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kuo-Toa", + "source": "DMG", + "page": 282, + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": 30 + }, + "darkvision": 120, + "traitTags": [ + "Amphibious", + "NPC Race", + "Sunlight Sensitivity" + ], + "languageProficiencies": [ + { + "undercommon": true + } + ], + "entries": [ + { + "name": "Amphibious", + "type": "entries", + "entries": [ + "You can breathe air and water." + ] + }, + { + "name": "Otherworldly Perception", + "type": "entries", + "entries": [ + "You can sense the presence of any creature within 30 feet of you that is {@condition invisible} or on the Ethereal Plane. You can pinpoint such a creature that is moving." + ] + }, + { + "name": "Slippery", + "type": "entries", + "entries": [ + "You have advantage on ability checks and saving throws made to escape a grapple." + ] + }, + { + "name": "Sunlight Sensitivity", + "type": "entries", + "entries": [ + "While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Superior Darkvision", + "entries": [ + "You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Undercommon." + ], + "type": "entries" + } + ] + }, + { + "name": "Leonin", + "source": "MOT", + "page": 20, + "size": [ + "M" + ], + "speed": 35, + "ability": [ + { + "str": 1, + "con": 2 + } + ], + "heightAndWeight": { + "baseHeight": 66, + "heightMod": "2d10", + "baseWeight": 180, + "weightMod": "2d6" + }, + "age": { + "mature": 20, + "max": 100 + }, + "darkvision": 60, + "traitTags": [ + "Natural Weapon" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "athletics", + "intimidation", + "perception", + "survival" + ] + } + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Leonin mature and age at about the same rate as humans." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Claws", + "entries": [ + "Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ], + "type": "entries" + }, + { + "name": "Hunter's Instincts", + "entries": [ + "You have proficiency in one of the following skills of your choice: {@skill Athletics}, {@skill Intimidation}, {@skill Perception}, or {@skill Survival}." + ], + "type": "entries" + }, + { + "name": "Daunting Roar", + "entries": [ + "As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become {@condition frightened} of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Leonin." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lizardfolk", + "source": "DMG", + "page": 282, + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "str": 2, + "int": -2 + } + ], + "traitTags": [ + "Natural Armor", + "NPC Race" + ], + "languageProficiencies": [ + { + "draconic": true + } + ], + "entries": [ + { + "name": "Hold Breath", + "entries": [ + "You can hold your breath for up to 15 minutes at a time." + ], + "type": "entries" + }, + { + "name": "Natural Armor", + "entries": [ + "Your scales function as natural armor, granting you a +3 bonus to Armor Class." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Draconic." + ], + "type": "entries" + } + ] + }, + { + "name": "Lizardfolk", + "source": "MPMM", + "page": 26, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": true + }, + "traitTags": [ + "Natural Armor", + "Natural Weapon" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "medicine", + "nature", + "perception", + "stealth", + "survival" + ], + "count": 2 + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Bite", + "entries": [ + "You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Hold Breath", + "entries": [ + "You can hold your breath for up to 15 minutes at a time." + ] + }, + { + "type": "entries", + "name": "Hungry Jaws", + "entries": [ + "You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Natural Armor", + "entries": [ + "You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor." + ] + }, + { + "type": "entries", + "name": "Nature's Intuition", + "entries": [ + "Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Stealth}, or {@skill Survival}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lizardfolk", + "source": "VGM", + "page": 111, + "reprintedAs": [ + "Lizardfolk|MPMM" + ], + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "con": 2, + "wis": 1 + } + ], + "heightAndWeight": { + "baseHeight": 57, + "heightMod": "2d10", + "baseWeight": 120, + "weightMod": "2d6" + }, + "age": { + "mature": 14, + "max": 60 + }, + "traitTags": [ + "Natural Armor", + "Natural Weapon" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "nature", + "perception", + "stealth", + "survival" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "common": true, + "draconic": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Lizardfolk reach maturity around age 14 and rarely live longer than 60 years." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium." + ] + }, + { + "name": "Swim Speed", + "entries": [ + "You have a swimming speed of 30 feet." + ], + "type": "entries" + }, + { + "name": "Bite", + "entries": [ + "Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ], + "type": "entries" + }, + { + "name": "Cunning Artisan", + "entries": [ + "As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a {@item shield|phb}, a {@item club|phb}, a {@item javelin|phb}, or {@dice 1d4} {@item dart|phb|darts} or {@item blowgun needle|phb|blowgun needles}. To use this trait, you need a blade, such as a {@item dagger|phb}, or appropriate {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, such as {@item leatherworker's tools|phb}." + ], + "type": "entries" + }, + { + "name": "Hold Breath", + "entries": [ + "You can hold your breath for up to 15 minutes at a time." + ], + "type": "entries" + }, + { + "name": "Hunter's Lore", + "entries": [ + "You gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Nature}, {@skill Perception}, {@skill Stealth}, and {@skill Survival}." + ], + "type": "entries" + }, + { + "name": "Natural Armor", + "entries": [ + "You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor." + ], + "type": "entries" + }, + { + "name": "Hungry Jaws", + "entries": [ + "In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Draconic." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Locathah", + "source": "LR", + "page": 24, + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "str": 2, + "dex": 1 + } + ], + "age": { + "mature": 10, + "max": 80 + }, + "traitTags": [ + "Amphibious", + "Natural Armor" + ], + "skillProficiencies": [ + { + "athletics": true, + "perception": true + } + ], + "languageProficiencies": [ + { + "aquan": true, + "common": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality." + ] + }, + { + "name": "Natural Armor", + "entries": [ + "You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor." + ], + "type": "entries" + }, + { + "name": "Observant & Athletic", + "entries": [ + "You have proficiency in the {@skill Athletics} and {@skill Perception} skills." + ], + "type": "entries" + }, + { + "name": "Leviathan Will", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, {@condition stunned}, or put to sleep." + ], + "type": "entries" + }, + { + "name": "Limited Amphibiousness", + "entries": [ + "You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium." + ] + }, + { + "name": "Language", + "entries": [ + "You can speak, read, and write Aquan and Common." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Loxodon", + "source": "GGR", + "page": 17, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "con": 2, + "wis": 1 + } + ], + "heightAndWeight": { + "baseHeight": 79, + "heightMod": "2d10", + "baseWeight": 295, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 450 + }, + "traitTags": [ + "Natural Armor", + "Powerful Build" + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Loxodon Serenity", + "entries": [ + "You have advantage on saving throws against being {@condition charmed} or {@condition frightened}." + ] + }, + { + "type": "entries", + "name": "Natural Armor", + "entries": [ + "You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.", + { + "type": "inset", + "name": "Tip: AC Calculations Don't Stack", + "entries": [ + "When the game gives you more than one way to calculate your Armor Class, you can use only one of them. You choose the one to use. For example, if you have the loxodon's Natural Armor trait and the monk's Unarmored Defense feature, you don't mix them together. Instead, you choose which one determines your AC." + ] + } + ] + }, + { + "type": "entries", + "name": "Trunk", + "entries": [ + "You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.", + "Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell." + ] + }, + { + "type": "entries", + "name": "Keen Smell", + "entries": [ + "Thanks to your sensitive trunk, you have advantage on Wisdom ({@skill Perception}), Wisdom ({@skill Survival}), and Intelligence ({@skill Investigation}) checks that involve smell." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Loxodon." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Luma", + "source": "HWCS", + "page": 16, + "size": [ + "S" + ], + "speed": 25, + "ability": [ + { + "cha": 2 + } + ], + "languageProficiencies": [ + { + "other": true, + "auran": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Lumas are short-lived reaching adulthood around 20 years. Few lumas live beyond 70 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Spurred by personal interests and flights of fancy, lumas lean towards chaotic alignments. While generally good natured, those that have been spurned by society find it hard to see the benefits of altruism, but even under such circumstances lumas are rarely evil." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Lumas are the shortest and lightest of the birdfolk, standing roughly 3 feet tall and weighing only around 30 pounds. Your size is Small." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 25 feet." + ] + }, + { + "name": "Glide", + "type": "entries", + "entries": [ + "Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered." + ] + }, + { + "name": "Wing Flap", + "type": "entries", + "entries": [ + "As a bonus action, you can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can use it in conjunction with a regular jump, but not while gliding." + ] + }, + { + "name": "Touched", + "type": "entries", + "entries": [ + "You know one {@filter cantrip from the sorcerer spell list|spells|level=0|class=sorcerer}. Charisma is your spellcasting ability for this cantrip." + ] + }, + { + "name": "Fated", + "type": "entries", + "entries": [ + "Whether by luck or a guiding presence, you always seem to find your way. You can choose to reroll any attack, skill check, or saving throw. You can decide to do this after your roll, but only before the outcome of the roll has been determined. You can't use this feature again until you have completed a long rest." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Birdfolk. You can also understand Auran, though you cannot speak it naturally." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mapach", + "source": "HWCS", + "page": 28, + "size": [ + "M" + ], + "speed": { + "walk": 30, + "climb": 20 + }, + "ability": [ + { + "wis": 2, + "con": 1 + } + ], + "darkvision": 60, + "languageProficiencies": [ + { + "other": true + } + ], + "toolProficiencies": [ + { + "tinker's tools": true + } + ], + "resist": [ + "poison" + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Mapachs mature quickly, reaching adulthood around 8 years. Despite this they have fairly average lifespans, the oldest among them living just past 60 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Mapachs don't favour good over evil, with most choosing to remain neutral. They also lean towards the freedom of chaotic alignments." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Mapachs stand between 4 and 5 feet tall, and encompass a variety of builds from svelt to wide, weighing between 90 and 160 pounds. Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "name": "Darkvision", + "type": "entries", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Mapachs are most comfortable under the cloak of night." + ] + }, + { + "name": "Expert Climbers", + "type": "entries", + "entries": [ + "You have a climb speed of 20 feet." + ] + }, + { + "name": "Resilience", + "type": "entries", + "entries": [ + "You have advantage on saving throws against poison and resistance against poison damage." + ] + }, + { + "name": "Scroungecraft", + "type": "entries", + "entries": [ + "You are proficient with {@item tinker's tools|PHB}. Additionally, you have the ability to construct crude but functional versions of common items using materials present in your surroundings. You may spend 10 minutes to craft these materials into any tool or piece of adventuring gear worth 30 gold pieces or less. The item will be completely functional, even capable of passing for a disguise (if you crafted an article of clothing). Tools, along with any other item that would logically break on its first use (caltrops, arrows), will become useless afterward. Scroungecrafted items will otherwise last 1 hour before falling apart.", + "Depending on the materials available, a Game Master (GM) may rule that you cannot craft an item in this way. For example, a vial of acid might be easy to make if you happen to be near a nest of acidic beetle larvae, or bark can be bound into a makeshift flask, but it would be difficult to create a passable facsimile of silken robes from a pile of leaves.", + "Should you have access to the proper materials, you can spend 8 hours converting an item you have scroungecrafted in this way into a permanent version, so long as you start this process before the item falls apart. Items crafted in such a way will function exactly as a normal version of the item, and if you have proficiency in the tools used to craft them, they can even look professionally-crafted. Otherwise, they retain a rather rough, cobbled-together appearance. You can also use scroungecraft to repair broken equipment, provided you have the materials on hand. Though, how long your repairs hold together is up to the GM." + ] + }, + { + "name": "Skulker", + "type": "entries", + "entries": [ + "You have advantage on {@skill Stealth} checks made in dim light and darkness." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Birdfolk and Mapach." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Merfolk", + "source": "DMG", + "page": 282, + "size": [ + "M" + ], + "speed": { + "walk": 10, + "swim": 40 + }, + "traitTags": [ + "Amphibious", + "NPC Race" + ], + "languageProficiencies": [ + { + "common": true, + "aquan": true + } + ], + "entries": [ + { + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Aquan." + ], + "type": "entries" + } + ] + }, + { + "name": "Merfolk", + "source": "PSZ", + "page": 13, + "otherSources": [ + { + "source": "PSX", + "page": 12 + } + ], + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "cha": 1 + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "traitTags": [ + "Amphibious" + ], + "languageProficiencies": [ + { + "common": true, + "other": true, + "anyStandard": 1 + } + ], + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings." + ] + }, + { + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Merfolk are about the same size and build as humans. Your size is Medium." + ] + }, + { + "name": "Swimming", + "entries": [ + "You have a swimming speed of 30 feet." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, Merfolk, and one extra language of your choice." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Minotaur", + "source": "GGR", + "page": 18, + "reprintedAs": [ + "Minotaur|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "heightAndWeight": { + "baseHeight": 64, + "heightMod": "2d8", + "baseWeight": 175, + "weightMod": "2d6" + }, + "age": { + "mature": 17, + "max": 150 + }, + "traitTags": [ + "Natural Weapon" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "intimidation", + "persuasion" + ] + } + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + "{@note These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.}" + ] + }, + { + "name": "Age", + "type": "entries", + "entries": [ + "Minotaurs enter adulthood at around the age of 17 and can live up to 150 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium." + ] + }, + { + "name": "Horns", + "entries": [ + "Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ], + "type": "entries" + }, + { + "name": "Goring Rush", + "entries": [ + "Immediately after you use the {@action Dash} action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action." + ], + "type": "entries" + }, + { + "name": "Hammering Horns", + "entries": [ + "Immediately after you hit a creature with a melee attack as part of the {@action Attack} action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you." + ], + "type": "entries" + }, + { + "name": "Imposing Presence", + "entries": [ + "You have proficiency in one of the following skills of your choice: {@skill Intimidation} or {@skill Persuasion}." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Minotaur." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Minotaur", + "source": "MOT", + "page": 22, + "reprintedAs": [ + "Minotaur|MPMM" + ], + "_copy": { + "name": "Minotaur", + "source": "GGR", + "_mod": { + "entries": [ + { + "mode": "replaceArr", + "replace": "Age", + "items": { + "name": "Age", + "type": "entries", + "entries": [ + "Minotaurs mature and age at about the same rate as humans." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Alignment", + "items": { + "name": "Alignment", + "type": "entries", + "entries": [ + "Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who remain within the polis and its tyrannical regime tend toward lawful alignments." + ] + } + } + ] + } + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Minotaur", + "source": "MPMM", + "page": 27, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "traitTags": [ + "Natural Weapon" + ], + "entries": [ + { + "type": "entries", + "name": "Horns", + "entries": [ + "You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Goring Rush", + "entries": [ + "Immediately after you take the {@action Dash} action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action." + ] + }, + { + "type": "entries", + "name": "Hammering Horns", + "entries": [ + "Immediately after you hit a creature with a melee attack as part of the {@action Attack} action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you." + ] + }, + { + "type": "entries", + "name": "Labyrinthine Recall", + "entries": [ + "You always know which direction is north, and you have advantage on any Wisdom ({@skill Survival}) check you make to navigate or track." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Minotaur (Amonkhet)", + "source": "PSA", + "page": 19, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "age": { + "mature": 20, + "max": 40 + }, + "traitTags": [ + "Natural Weapon" + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium." + ] + }, + { + "name": "Natural Weapon", + "entries": [ + "You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to {@dice 1d6} + your Strength modifier." + ], + "type": "entries" + }, + { + "name": "Menacing", + "entries": [ + "You gain proficiency in the {@skill Intimidation} skill." + ], + "type": "entries" + }, + { + "name": "Relentless Endurance", + "entries": [ + "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest." + ], + "type": "entries" + }, + { + "name": "Savage Attacks", + "entries": [ + "When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Minotaur." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Naga", + "source": "PSA", + "page": 21, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "con": 2, + "int": 1 + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "traitTags": [ + "Language Proficiency", + "Natural Weapon" + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "toolProficiencies": [ + { + "poisoner's kit": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most naga are either neutral or neutral evil in alignment." + ] + }, + { + "name": "Size", + "entries": [ + "Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium." + ], + "type": "entries" + }, + { + "name": "Speed Burst", + "entries": [ + "By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn." + ], + "type": "entries" + }, + { + "name": "Natural Weapons", + "entries": [ + "Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.", + "If you hit with your bite, you deal piercing damage equal to {@damage 1d4} + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes {@damage 1d4} poison damage.", + "If you hit with your constrict attack, you deal bludgeoning damage equal to {@dice 1d6} + your Strength modifier, and the target is {@condition grappled} (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is {@condition restrained}, and you can't constrict another target." + ], + "type": "entries" + }, + { + "name": "Poison Immunity", + "entries": [ + "You are immune to poison damage and can't be {@condition poisoned}." + ], + "type": "entries" + }, + { + "name": "Poison Affinity", + "entries": [ + "You gain proficiency with the {@item poisoner's kit|phb}." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Naga." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Orc", + "source": "DMG", + "page": 282, + "reprintedAs": [ + "Orc|XPHB" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "int": -2 + } + ], + "darkvision": 60, + "traitTags": [ + "NPC Race" + ], + "languageProficiencies": [ + { + "common": true, + "orc": true + } + ], + "entries": [ + { + "name": "Aggressive", + "entries": [ + "As a bonus action, you can move up to your speed toward a hostile creature that you can see." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "entries": [ + "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Orc." + ], + "type": "entries" + } + ] + }, + { + "name": "Orc", + "source": "EGW", + "page": 178, + "reprintedAs": [ + "Orc|XPHB" + ], + "_copy": { + "name": "Orc", + "source": "ERLW", + "_mod": { + "entries": [ + { + "mode": "replaceArr", + "replace": "Age", + "items": { + "name": "Age", + "type": "entries", + "entries": [ + "Orcs reach adulthood at age 16, and live up to 80 years." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Alignment", + "items": { + "name": "Alignment", + "type": "entries", + "entries": [ + "Orcs fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it)." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Size", + "items": { + "name": "Size", + "type": "entries", + "entries": [ + "Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Primal Intuition", + "items": { + "type": "entries", + "name": "Primal Intuition", + "entries": [ + "You have proficiency in two of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, {@skill Medicine}, {@skill Perception}, and {@skill Survival}." + ] + } + } + ] + }, + "_preserve": { + "reprintedAs": true + } + }, + "heightAndWeight": null, + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "insight", + "intimidation", + "medicine", + "perception", + "survival" + ], + "count": 2 + } + } + ] + }, + { + "name": "Orc", + "source": "ERLW", + "page": 31, + "reprintedAs": [ + "Orc|MPMM", + "Orc|XPHB" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "heightAndWeight": { + "baseHeight": 64, + "heightMod": "2d8", + "baseWeight": 175, + "weightMod": "2d6" + }, + "age": { + "mature": 12, + "max": 50 + }, + "darkvision": 60, + "traitTags": [ + "Powerful Build" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "insight", + "intimidation", + "medicine", + "nature", + "perception", + "survival" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "common": true, + "orc": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Orcs reach adulthood at age 12 and live up to 50 years." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Aggressive", + "entries": [ + "As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Primal Intuition", + "entries": [ + "You have proficiency in two of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, and {@skill Survival}." + ] + }, + { + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Orc." + ], + "type": "entries" + } + ] + }, + { + "name": "Orc", + "source": "MPMM", + "page": 28, + "reprintedAs": [ + "Orc|XPHB" + ], + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Powerful Build" + ], + "entries": [ + { + "type": "entries", + "name": "Adrenaline Rush", + "entries": [ + "You can take the {@action Dash} action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Relentless Endurance", + "entries": [ + "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Orc", + "source": "VGM", + "page": 120, + "reprintedAs": [ + "Orc|MPMM", + "Orc|XPHB" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "heightAndWeight": { + "baseHeight": 64, + "heightMod": "2d8", + "baseWeight": 175, + "weightMod": "2d6" + }, + "age": { + "mature": 12, + "max": 50 + }, + "darkvision": 60, + "traitTags": [ + "Monstrous Race", + "Powerful Build" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "insight", + "intimidation", + "medicine", + "nature", + "perception", + "survival" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "common": true, + "orc": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Orcs reach adulthood at age 12 and live up to 50 years." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Aggressive", + "entries": [ + "As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started." + ], + "type": "entries" + }, + { + "name": "Primal Intuition", + "entries": [ + "You have proficiency in two of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, and {@skill Survival}." + ], + "type": "entries" + }, + { + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Orc." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Orc", + "source": "XPHB", + "page": 195, + "creatureTypes": [ + "humanoid" + ], + "size": [ + "M" + ], + "speed": 30, + "darkvision": 120, + "sizeEntry": { + "type": "item", + "name": "Size:", + "entries": [ + "Medium (about 6-7 feet tall)" + ] + }, + "entries": [ + { + "type": "entries", + "name": "Adrenaline Rush", + "entries": [ + "You can take the {@action Dash|XPHB} action as a {@variantrule Bonus Action|XPHB}. When you do so, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}.", + "You can use this trait a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense Darkvision|XPHB} with a range of 120 feet." + ] + }, + { + "type": "entries", + "name": "Relentless Endurance", + "entries": [ + "When you are reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright, you can drop to 1 {@variantrule Hit Points|XPHB|Hit Point} instead. Once you use this trait, you can't do so again until you finish a {@variantrule Long Rest|XPHB}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Orc (Ixalan)", + "source": "PSX", + "page": 15, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "age": { + "mature": 14, + "max": 75 + }, + "darkvision": 60, + "skillProficiencies": [ + { + "intimidation": true + } + ], + "languageProficiencies": [ + { + "common": true, + "orc": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most orcs lean toward chaotic alignments, and many serve on pirate ships that encourage an inclination toward evil." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Orcs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Menacing", + "entries": [ + "You gain proficiency in the {@skill Intimidation} skill." + ] + }, + { + "type": "entries", + "name": "Relentless Endurance", + "entries": [ + "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Savage Attacks", + "entries": [ + "When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Orc|PHB}." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Owlin", + "source": "SCC", + "page": 29, + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": { + "walk": 30, + "fly": true + }, + "darkvision": 120, + "skillProficiencies": [ + { + "stealth": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Flight", + "entries": [ + "Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor." + ] + }, + { + "type": "entries", + "name": "Silent Feathers", + "entries": [ + "You have proficiency in the {@skill Stealth} skill." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Plasmoid", + "source": "AAG", + "page": 14, + "lineage": "VRGR", + "creatureTypes": [ + "ooze" + ], + "size": [ + "S", + "M" + ], + "speed": 30, + "darkvision": 60, + "resist": [ + "acid", + "poison" + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are an Ooze." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Amorphous", + "entries": [ + "You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Hold Breath", + "entries": [ + "You can hold your breath for 1 hour." + ] + }, + { + "type": "entries", + "name": "Natural Resilience", + "entries": [ + "You have resistance to acid and poison damage, and you have advantage on saving throws against being {@condition poisoned}." + ] + }, + { + "type": "entries", + "name": "Shape Self", + "entries": [ + "As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.", + "As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Raptor", + "source": "HWCS", + "page": 18, + "size": [ + "S" + ], + "speed": 25, + "ability": [ + { + "dex": 2 + } + ], + "languageProficiencies": [ + { + "other": true, + "auran": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Raptors reach maturity around 20 years. They can live longer than any other birdfolk race, over 100 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Raptors tend towards neutral alignments. Preferring the path of naturalists and hunters, raptors rarely see value in order for the sake of order, and are often more pragmatic than idealistic." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Raptors are lean, muscular hunters, but they stand less than 4 feet tall. Their light builds usually lend themselves to bodies that weigh far less than one would expect for their height, averaging around only 35 pounds. Your size is Small." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 25 feet." + ] + }, + { + "name": "Glide", + "type": "entries", + "entries": [ + "Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered." + ] + }, + { + "name": "Talons", + "type": "entries", + "entries": [ + "Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is {@damage 1d4} piercing damage. Additionally, you have advantage on Strength ({@skill Athletics}) checks made to climb any surface your talons could reasonably grip." + ] + }, + { + "name": "Keen Senses", + "type": "entries", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ] + }, + { + "name": "Woodland Hunter", + "type": "entries", + "entries": [ + "Your accuracy allows you to treat {@quickref Cover||3||three-quarters cover} as {@quickref Cover||3||half cover} and {@quickref Cover||3||half cover} as no cover." + ] + }, + { + "name": "Hunter's Training", + "type": "entries", + "entries": [ + "You have proficiency with the {@item longbow|PHB}, {@item shortbow|PHB}, and {@item spear|PHB}. Additionally, your familiarity with the longbow means that it is not considered a heavy weapon for you." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Birdfolk. You can also understand Auran, though you cannot speak it naturally." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Reborn", + "source": "VRGR", + "page": 20, + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": 30, + "traitTags": [ + "Improved Resting" + ], + "resist": [ + "poison" + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you gain this lineage." + ] + }, + { + "type": "entries", + "name": "Ancestral Legacy", + "entries": [ + "If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.", + "If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice." + ] + }, + { + "type": "entries", + "name": "Deathless Nature", + "entries": [ + "You have escaped death, a fact represented by the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on saving throws against disease and being {@condition poisoned}, and you have resistance to poison damage.", + "You have advantage on death saving throws.", + "You don't need to eat, drink, or breathe.", + "You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness." + ] + } + ] + }, + { + "type": "entries", + "name": "Knowledge from a Past Life", + "entries": [ + "You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a {@dice d6} immediately after seeing the number on the {@dice d20} and add the number on the {@dice d6} to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Satyr", + "source": "MOT", + "page": 24, + "reprintedAs": [ + "Satyr|MPMM" + ], + "creatureTypes": [ + "fey" + ], + "size": [ + "M" + ], + "speed": 35, + "ability": [ + { + "cha": 2, + "dex": 1 + } + ], + "heightAndWeight": { + "baseHeight": 56, + "heightMod": "2d8", + "baseWeight": 100, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 100 + }, + "traitTags": [ + "Magic Resistance", + "Natural Weapon" + ], + "skillProficiencies": [ + { + "performance": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "common": true, + "sylvan": true + } + ], + "toolProficiencies": [ + { + "musical instrument": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Satyrs mature and age at about the same rate as humans." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium." + ] + }, + { + "name": "Fey", + "entries": [ + "Your creature type is fey, rather than humanoid." + ], + "type": "entries" + }, + { + "name": "Ram", + "entries": [ + "You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to {@damage 1d4} + your Strength modifier." + ], + "type": "entries" + }, + { + "name": "Magic Resistance", + "entries": [ + "You have advantage on saving throws against spells and other magical effects." + ], + "type": "entries" + }, + { + "name": "Mirthful Leaps", + "entries": [ + "Whenever you make a long or high jump, you can roll a {@dice d8} and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal." + ], + "type": "entries" + }, + { + "name": "Reveler", + "entries": [ + "You have proficiency in the {@skill Performance} and {@skill Persuasion} skills, and you have proficiency with one {@item musical instrument|PHB} of your choice." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Sylvan." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Satyr", + "source": "MPMM", + "page": 29, + "lineage": "VRGR", + "creatureTypes": [ + "fey" + ], + "size": [ + "M" + ], + "speed": 35, + "traitTags": [ + "Magic Resistance", + "Natural Weapon" + ], + "skillProficiencies": [ + { + "performance": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "musical instrument": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Fey." + ] + }, + { + "type": "entries", + "name": "Ram", + "entries": [ + "You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Magic Resistance", + "entries": [ + "You have advantage on saving throws against spells." + ] + }, + { + "type": "entries", + "name": "Mirthful Leaps", + "entries": [ + "Whenever you make a long jump or a high jump, you can roll a {@dice d8} and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as usual." + ] + }, + { + "type": "entries", + "name": "Reveler", + "entries": [ + "As an embodiment of revelry, you have proficiency in the {@skill Performance} and {@skill Persuasion} skills, and you have proficiency with one {@item musical instrument|PHB} of your choice." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sea Elf", + "source": "MPMM", + "page": 30, + "lineage": "VRGR", + "creatureTypes": [ + "humanoid" + ], + "creatureTypeTags": [ + "elf" + ], + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": true + }, + "age": { + "max": 750 + }, + "darkvision": 60, + "traitTags": [ + "Amphibious", + "Improved Resting", + "Tool Proficiency", + "Weapon Proficiency" + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "resist": [ + "cold" + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Child of the Sea", + "entries": [ + "You can breathe air and water, and you have resistance to cold damage." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself." + ] + }, + { + "type": "entries", + "name": "Friend of the Sea", + "entries": [ + "Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return." + ] + }, + { + "type": "entries", + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ] + }, + { + "type": "entries", + "name": "Trance", + "entries": [ + "You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.", + "Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shadar-Kai", + "source": "MPMM", + "page": 31, + "lineage": "VRGR", + "creatureTypes": [ + "humanoid" + ], + "creatureTypeTags": [ + "elf" + ], + "size": [ + "M" + ], + "speed": 30, + "age": { + "max": 750 + }, + "darkvision": 60, + "traitTags": [ + "Improved Resting", + "Tool Proficiency", + "Weapon Proficiency" + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "resist": [ + "necrotic" + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf." + ] + }, + { + "type": "entries", + "name": "Blessing of the Raven Queen", + "entries": [ + "As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself." + ] + }, + { + "type": "entries", + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ] + }, + { + "type": "entries", + "name": "Necrotic Resistance", + "entries": [ + "You have resistance to necrotic damage." + ] + }, + { + "type": "entries", + "name": "Trance", + "entries": [ + "You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.", + "Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shifter", + "source": "ERLW", + "page": 33, + "reprintedAs": [ + "Shifter|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "heightAndWeight": { + "baseHeight": 54, + "heightMod": "2d8", + "baseWeight": 90, + "weightMod": "2d4" + }, + "age": { + "mature": 10, + "max": 70 + }, + "darkvision": 60, + "languageProficiencies": [ + { + "common": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Shifting", + "entries": [ + "As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.", + "Once you shift, you can't do so again until you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write Common." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shifter", + "source": "MPMM", + "page": 32, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "skillProficiencies": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics", + "intimidation", + "survival" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Bestial Instincts", + "entries": [ + "Channeling the beast within, you have proficiency in one of the following skills of your choice: {@skill Acrobatics}, {@skill Athletics}, {@skill Intimidation}, or {@skill Survival}." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Shifting", + "entries": [ + "As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "Whenever you shift, you gain an additional benefit based on one of the following options (choose when you select this race):", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Beasthide", + "entry": "You gain {@dice 1d6} additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class." + }, + { + "type": "item", + "name": "Longtooth", + "entry": "When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + }, + { + "type": "item", + "name": "Swiftstride", + "entry": "While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks." + }, + { + "type": "item", + "name": "Wildhunt", + "entry": "While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you're {@condition incapacitated}." + } + ], + "style": "list-hang-notitle" + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Shifter; Beasthide", + "source": "MPMM", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Shifting", + "items": { + "name": "Shifting (Beasthide)", + "type": "entries", + "entries": [ + "As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus + {@dice 1d6}, and you regain all expended uses when you finish a long rest.", + "While shifted, you have a +1 bonus to your Armor Class." + ] + } + } + } + }, + { + "name": "Shifter; Longtooth", + "source": "MPMM", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Shifting", + "items": { + "name": "Shifting (Longtooth)", + "type": "entries", + "entries": [ + "As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ] + } + } + } + }, + { + "name": "Shifter; Swiftstride", + "source": "MPMM", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Shifting", + "items": { + "name": "Shifting (Swiftstride)", + "type": "entries", + "entries": [ + "As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks." + ] + } + } + } + }, + { + "name": "Shifter; Wildhunt", + "source": "MPMM", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Shifting", + "items": { + "name": "Shifting (Wildhunt)", + "type": "entries", + "entries": [ + "As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you're {@condition incapacitated}." + ] + } + } + } + } + ] + }, + { + "name": "Simic Hybrid", + "source": "GGR", + "page": 20, + "size": [ + "M" + ], + "speed": { + "walk": 30 + }, + "ability": [ + { + "con": 2, + "choose": { + "from": [ + "str", + "dex", + "int", + "wis", + "cha" + ], + "count": 1 + } + } + ], + "darkvision": 60, + "traitTags": [ + "Amphibious", + "Natural Armor", + "Natural Weapon" + ], + "languageProficiencies": [ + { + "common": true, + "choose": { + "from": [ + "elvish", + "other" + ], + "count": 1 + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Your size is Medium, within the normal range of your humanoid base race." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and your choice of Elvish or Vedalken." + ] + }, + { + "type": "entries", + "name": "Animal Enhancement", + "entries": [ + "Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.", + "At 1st level, choose one of the following options:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Manta Glide", + "entry": "You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't {@condition incapacitated}, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend." + }, + { + "type": "item", + "name": "Nimble Climber", + "entry": "You have a climbing speed equal to your walking speed." + }, + { + "type": "item", + "name": "Underwater Adaptation", + "entry": "You can breathe air and water, and you have a swimming speed equal to your walking speed." + } + ] + }, + "At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Grappling Appendage", + "entry": "You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment." + }, + { + "type": "item", + "name": "Carapace", + "entry": "Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor." + }, + { + "type": "item", + "name": "Acid Spit", + "entry": "As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes {@dice 2d10} acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by {@dice 1d10} when you reach 11th level ({@dice 3d10}) and 17th level ({@dice 4d10}). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + } + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Siren", + "source": "PSX", + "page": 17, + "size": [ + "M" + ], + "speed": { + "walk": 25, + "fly": 30 + }, + "ability": [ + { + "cha": 2 + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "additionalSpells": [ + { + "known": { + "1": [ + "friends#c" + ] + } + } + ], + "entries": [ + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Siren's Song", + "entries": [ + "You know the {@spell friends} cantrip and can cast it without material components." + ] + }, + { + "type": "entries", + "name": "Flight", + "entries": [ + "You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for {@variantrule encumbrance|PHB}, you can't use your flying speed if you are encumbered.)" + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Siren|PSX}." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Skeleton", + "source": "DMG", + "page": 282, + "creatureTypes": [ + "undead" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "dex": 2, + "int": -4, + "cha": -4 + } + ], + "darkvision": 60, + "traitTags": [ + "Improved Resting", + "NPC Race" + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are Undead." + ] + }, + { + "type": "entries", + "name": "Brittle Bones", + "entries": [ + "You are vulnerable to bludgeoning damage." + ] + }, + { + "type": "entries", + "name": "Undead Nature", + "entries": [ + "You are immune to poison damage and {@condition exhaustion}, and you can't be {@condition poisoned}. You don't require air, food, drink, or sleep." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can't speak, but you can understand the languages you knew in life." + ], + "type": "entries" + } + ] + }, + { + "name": "Strig", + "source": "HWCS", + "page": 20, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2 + } + ], + "darkvision": 60, + "languageProficiencies": [ + { + "other": true, + "auran": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Strigs reach maturity faster than most birdfolk races, around 15 years. They can reach a respectable old age by birdfolk standards, living around 80 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Strigs are normally good aligned, having a strong sense of fair play as well as a tendency to see the best in others. They also favor chaotic alignments, as strigs are a freedom-loving people who will usually put their personal morals above any imposed system of governance." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Strigs are muscular, imposing folk ranging from 4 to over 5 feet tall and weighing around 110 pounds. Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "name": "Glide", + "type": "entries", + "entries": [ + "Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered." + ] + }, + { + "name": "Talons", + "type": "entries", + "entries": [ + "Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is {@damage 1d4} piercing damage. Additionally, you have advantage on Strength ({@skill Athletics}) checks made to climb any surface your talons could reasonably grip." + ] + }, + { + "name": "Darkvision", + "type": "entries", + "entries": [ + "You are adept at hunting under the cover of night. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ] + }, + { + "name": "Patterned Feathers", + "type": "entries", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks when you attempt to hide in a forest." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Birdfolk. You can also understand Auran, though you cannot speak it naturally." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tabaxi", + "source": "MPMM", + "page": 33, + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": { + "walk": 30, + "climb": true + }, + "darkvision": 60, + "traitTags": [ + "Natural Weapon" + ], + "skillProficiencies": [ + { + "perception": true, + "stealth": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Cat's Claws", + "entries": [ + "You can use your claws to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Cat's Talent", + "entries": [ + "You have proficiency in the {@skill Perception} and {@skill Stealth} skills." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Feline Agility", + "entries": [ + "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tabaxi", + "source": "VGM", + "page": 113, + "otherSources": [ + { + "source": "EGW", + "page": 179 + } + ], + "reprintedAs": [ + "Tabaxi|MPMM" + ], + "size": [ + "M" + ], + "speed": { + "walk": 30, + "climb": 20 + }, + "ability": [ + { + "dex": 2, + "cha": 1 + } + ], + "heightAndWeight": { + "baseHeight": 58, + "heightMod": "2d10", + "baseWeight": 90, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 100 + }, + "darkvision": 60, + "traitTags": [ + "Natural Weapon" + ], + "skillProficiencies": [ + { + "perception": true, + "stealth": true + } + ], + "languageProficiencies": [ + { + "common": true, + "anyStandard": 1 + } + ], + "soundClip": { + "type": "internal", + "path": "races/tabaxi.mp3" + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Tabaxi have lifespans equivalent to humans." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Tabaxi are taller on average than humans and relatively slender. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Feline Agility", + "entries": [ + "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns." + ], + "type": "entries" + }, + { + "name": "Cat's Claws", + "entries": [ + "Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ], + "type": "entries" + }, + { + "name": "Cat's Talents", + "entries": [ + "You have proficiency in the {@skill Perception} and {@skill Stealth} skills." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and one other language of your choice." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Thri-kreen", + "source": "AAG", + "page": 15, + "lineage": "VRGR", + "creatureTypes": [ + "monstrosity" + ], + "size": [ + "S", + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Improved Resting", + "Natural Armor" + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are a Monstrosity." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Chameleon Carapace", + "entries": [ + "While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.", + "As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity ({@skill Stealth}) checks made to {@action hide} in those surroundings." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Secondary Arms", + "entries": [ + "You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property." + ] + }, + { + "type": "entries", + "name": "Sleepless", + "entries": [ + "You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest." + ] + }, + { + "type": "entries", + "name": "Thri-kreen Telepathy", + "entries": [ + "Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is {@condition incapacitated}, or if either of you mentally breaks the contact (no action required)." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tiefling", + "source": "PHB", + "page": 42, + "srd": true, + "reprintedAs": [ + "Tiefling|XPHB" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "cha": 2, + "int": 1 + } + ], + "heightAndWeight": { + "baseHeight": 57, + "heightMod": "2d8", + "baseWeight": 110, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 100 + }, + "darkvision": 60, + "traitTags": [ + "Uncommon Race" + ], + "languageProficiencies": [ + { + "common": true, + "infernal": true + } + ], + "resist": [ + "fire" + ], + "soundClip": { + "type": "internal", + "path": "races/tiefling.mp3" + }, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "hellish rebuke#2" + ] + } + }, + "5": { + "daily": { + "1": [ + "darkness" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "thaumaturgy#c" + ] + } + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Tieflings mature at the same rate as humans but live a few years longer." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Tieflings are about the same size and build as humans. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Hellish Resistance", + "entries": [ + "You have resistance to fire damage." + ], + "type": "entries" + }, + { + "name": "Infernal Legacy", + "entries": [ + "You know the {@spell thaumaturgy} cantrip. Once you reach 3rd level, you can cast the {@spell hellish rebuke} spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. Once you reach 5th level, you can also cast the {@spell darkness} spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Infernal." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tiefling", + "source": "XPHB", + "page": 197, + "creatureTypes": [ + "humanoid" + ], + "size": [ + "S", + "M" + ], + "speed": 30, + "darkvision": 60, + "additionalSpells": [ + { + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "thaumaturgy|xphb#c" + ] + } + } + ], + "sizeEntry": { + "type": "item", + "name": "Size:", + "entries": [ + "Medium (about 4-7 feet tall) or Small (about 3-4 feet tall), chosen when you select this species" + ] + }, + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense Darkvision|XPHB} with a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Fiendish Legacy", + "entries": [ + "You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.", + "When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).", + { + "type": "table", + "caption": "Fiendish Legacies", + "colLabels": [ + "Legacy", + "Level 1", + "Level 3", + "Level 5" + ], + "colStyles": [ + "col-2", + "col-6", + "col-2", + "col-2" + ], + "rows": [ + [ + "Abyssal", + "You have Resistance to Poison damage. You also know the {@spell Poison Spray|XPHB} cantrip.", + "{@spell Ray of Sickness|XPHB}", + "{@spell Hold Person|XPHB}" + ], + [ + "Chthonic", + "You have Resistance to Necrotic damage. You also know the {@spell Chill Touch|XPHB} cantrip.", + "{@spell False Life|XPHB}", + "{@spell Ray of Enfeeblement|XPHB}" + ], + [ + "Infernal", + "You have Resistance to Fire damage. You also know the {@spell Fire Bolt|XPHB} cantrip.", + "{@spell Hellish Rebuke|XPHB}", + "{@spell Darkness|XPHB}" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Otherworldly Presence", + "entries": [ + "You know the {@spell Thaumaturgy|XPHB} cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Tiefling; Abyssal Legacy", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Fiendish Legacy", + "items": { + "name": "Fiendish Legacy (Abyssal)", + "type": "entries", + "entries": [ + "You are the recipient of a legacy that grants you supernatural abilities. You have {@variantrule Resistance|XPHB} to Poison damage. You also know the {@spell Poison Spray|XPHB} cantrip.", + "When you reach character level 3, you learn the {@spell Ray of Sickness|XPHB} spell. When you reach character level 5, you also learn the {@spell Hold Person|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy)." + ] + } + } + }, + "darkvision": 120, + "resist": [ + "poison" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "ray of sickness|xphb" + ] + } + }, + "5": { + "daily": { + "1": [ + "hold person|xphb" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "thaumaturgy|xphb#c", + "poison spray|xphb#c" + ] + } + } + ] + }, + { + "name": "Tiefling; Chthonic Legacy", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Fiendish Legacy", + "items": { + "name": "Fiendish Legacy (Chthonic)", + "type": "entries", + "entries": [ + "You are the recipient of a legacy that grants you supernatural abilities. You have {@variantrule Resistance|XPHB} to Necrotic damage. You also know the {@spell Chill Touch|XPHB} cantrip.", + "When you reach character level 3, you learn the {@spell False Life|XPHB} spell. When you reach character level 5, you also learn the {@spell Ray of Enfeeblement|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy)." + ] + } + } + }, + "resist": [ + "necrotic" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "false life|xphb" + ] + } + }, + "5": { + "daily": { + "1": [ + "ray of enfeeblement|xphb" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "thaumaturgy|xphb#c", + "chill touch|xphb#c" + ] + } + } + ] + }, + { + "name": "Tiefling; Infernal Legacy", + "source": "XPHB", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Fiendish Legacy", + "items": { + "name": "Fiendish Legacy (Infernal)", + "type": "entries", + "entries": [ + "You are the recipient of a legacy that grants you supernatural abilities. You have {@variantrule Resistance|XPHB} to Fire damage. You also know the {@spell Fire Bolt|XPHB} cantrip.", + "When you reach character level 3, you learn the {@spell Hellish Rebuke|XPHB} spell. When you reach character level 5, you also learn the {@spell Darkness|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy)." + ] + } + } + }, + "resist": [ + "fire" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "hellish rebuke|xphb" + ] + } + }, + "5": { + "daily": { + "1": [ + "darkness|xphb" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "thaumaturgy|xphb#c", + "fire bolt|xphb#c" + ] + } + } + ] + } + ] + }, + { + "name": "Tortle", + "source": "MPMM", + "page": 34, + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": 30, + "traitTags": [ + "Natural Armor", + "Natural Weapon" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "medicine", + "nature", + "perception", + "stealth", + "survival" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Claws", + "entries": [ + "You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Hold Breath", + "entries": [ + "You can hold your breath for up to 1 hour." + ] + }, + { + "type": "entries", + "name": "Natural Armor", + "entries": [ + "Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal." + ] + }, + { + "type": "entries", + "name": "Nature's Intuition", + "entries": [ + "Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Stealth}, or {@skill Survival}." + ] + }, + { + "type": "entries", + "name": "Shell Defense", + "entries": [ + "You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are {@condition prone}, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tortle", + "source": "TTP", + "page": 3, + "otherSources": [ + { + "source": "EGW", + "page": 181 + } + ], + "reprintedAs": [ + "Tortle|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "wis": 1 + } + ], + "age": { + "mature": 15, + "max": 50 + }, + "traitTags": [ + "Natural Armor", + "Natural Weapon" + ], + "skillProficiencies": [ + { + "survival": true + } + ], + "languageProficiencies": [ + { + "aquan": true, + "common": true + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + "{@note The Tortle Package is considered part of Xanathar's Guide to Everything for Adventurers League character creation.}" + ] + }, + { + "name": "Age", + "type": "entries", + "entries": [ + "Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium." + ] + }, + { + "name": "Claws", + "entries": [ + "Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike." + ], + "type": "entries" + }, + { + "name": "Hold Breath", + "entries": [ + "You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air." + ], + "type": "entries" + }, + { + "name": "Natural Armor", + "entries": [ + "Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal." + ], + "type": "entries" + }, + { + "name": "Shell Defense", + "entries": [ + "You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are {@condition prone}, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell." + ], + "type": "entries" + }, + { + "name": "Survival Instinct", + "entries": [ + "You gain proficiency in the {@skill Survival} skill. Tortles have finely honed survival instincts." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Aquan and Common." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Triton", + "source": "MOT", + "page": 26, + "_copy": { + "name": "Triton", + "source": "VGM", + "_mod": { + "entries": [ + { + "mode": "appendArr", + "items": { + "name": "Alignment", + "type": "entries", + "entries": [ + "Tritons tend toward neutrality. Their culture encourages them to be mindful of life's currents, knowing when to harness fate's tides and when to flow along with them." + ] + } + } + ] + }, + "_preserve": { + "reprintedAs": true + } + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Triton", + "source": "MPMM", + "page": 35, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": true + }, + "darkvision": 60, + "traitTags": [ + "Amphibious" + ], + "resist": [ + "cold" + ], + "additionalSpells": [ + { + "innate": { + "1": { + "daily": { + "1": [ + "fog cloud" + ] + } + }, + "3": { + "daily": { + "1": [ + "gust of wind" + ] + } + }, + "5": { + "daily": { + "1": [ + "water walk" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ] + }, + { + "type": "entries", + "name": "Control Air and Water", + "entries": [ + "You can cast {@spell fog cloud} with this trait. Starting at 3rd level, you can cast the {@spell gust of wind} spell with this trait. Starting at 5th level, you can also cast the {@spell water walk} spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Emissary of the Sea", + "entries": [ + "You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return." + ] + }, + { + "type": "entries", + "name": "Guardian of the Depths", + "entries": [ + "Adapted to the frigid ocean depths, you have resistance to cold damage." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Triton", + "source": "VGM", + "page": 115, + "reprintedAs": [ + "Triton|MPMM" + ], + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "str": 1, + "cha": 1, + "con": 1 + } + ], + "heightAndWeight": { + "baseHeight": 54, + "heightMod": "2d10", + "baseWeight": 90, + "weightMod": "2d4" + }, + "age": { + "mature": 15, + "max": 200 + }, + "darkvision": 60, + "traitTags": [ + "Amphibious" + ], + "languageProficiencies": [ + { + "common": true, + "primordial": true + } + ], + "resist": [ + "cold" + ], + "soundClip": { + "type": "internal", + "path": "races/triton.mp3" + }, + "additionalSpells": [ + { + "innate": { + "1": { + "daily": { + "1": [ + "fog cloud" + ] + } + }, + "3": { + "daily": { + "1": [ + "gust of wind" + ] + } + }, + "5": { + "daily": { + "1": [ + "wall of water|xge" + ] + } + } + }, + "ability": "cha" + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Tritons reach maturity around age 15 and can live up to 200 years." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium." + ] + }, + { + "name": "Swim Speed", + "entries": [ + "You have a swimming speed of 30 feet." + ], + "type": "entries" + }, + { + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ], + "type": "entries" + }, + { + "name": "Control Air and Water", + "entries": [ + "A child of the sea, you can call on the magic of elemental air and water. You can cast {@spell fog cloud} with this trait. Starting at 3rd level, you can cast {@spell gust of wind} with it, and starting at 5th level, you can also cast {@spell wall of water|xge} with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "type": "entries", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ] + }, + { + "name": "Emissary of the Sea", + "entries": [ + "Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return." + ], + "type": "entries" + }, + { + "name": "Guardians of the Depths", + "entries": [ + "Adapted to even the most extreme ocean depths, you have resistance to cold damage." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Primordial." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Troglodyte", + "source": "DMG", + "page": 282, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2, + "con": 2, + "int": -4, + "cha": -4 + } + ], + "darkvision": 60, + "traitTags": [ + "Natural Armor", + "NPC Race", + "Sunlight Sensitivity" + ], + "languageProficiencies": [ + { + "other": true + } + ], + "entries": [ + { + "name": "Chameleon Skin", + "type": "entries", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks made to hide." + ] + }, + { + "name": "Stench", + "type": "entries", + "entries": [ + "Any creature other than a troglodyte that starts its turn within 5 ft. of you must succeed on a DC 12 Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour." + ] + }, + { + "name": "Sunlight Sensitivity", + "type": "entries", + "entries": [ + "While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Natural Armor", + "entries": [ + "Your thick hide grants you a +1 bonus to Armor Class." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Troglodyte." + ], + "type": "entries" + } + ] + }, + { + "name": "Vampire", + "source": "PSZ", + "page": 14, + "otherSources": [ + { + "source": "PSX", + "page": 14 + } + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "cha": 2 + } + ], + "darkvision": 60, + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "resist": [ + "necrotic" + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Vampires don't mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog's influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Vampires are about the same size and build as humans. Your size is Medium." + ] + }, + { + "name": "Blood Thirst", + "entries": [ + "You can drain blood and life energy from a willing creature, or one that is {@condition grappled} by you, {@condition incapacitated}, or {@condition restrained}. Make a melee attack against the target. If you hit, you deal 1 piercing damage and {@dice 1d6} necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "entries": [ + "Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Vampire." + ], + "type": "entries" + }, + { + "name": "Vampiric Resistance", + "entries": [ + "You have resistance to necrotic damage." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vedalken", + "source": "GGR", + "page": 21, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "int": 2, + "wis": 1 + } + ], + "heightAndWeight": { + "baseHeight": 64, + "heightMod": "2d10", + "baseWeight": 110, + "weightMod": "2d4" + }, + "age": { + "mature": 40, + "max": 500 + }, + "traitTags": [ + "Skill Bonus Dice", + "Tool Bonus Dice" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "arcana", + "history", + "investigation", + "medicine", + "performance", + "sleight of hand" + ] + } + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true, + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Vedalken are usually lawful and non-evil." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Vedalken Dispassion", + "entries": [ + "You have advantage on all Intelligence, Wisdom, and Charisma saving throws." + ] + }, + { + "name": "Tireless Precision", + "entries": [ + "You are proficient in one of the following skills of your choice: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Medicine}, {@skill Performance}, or {@skill Sleight of Hand}. You are also proficient with one {@book tool|phb|5|tools} of your choice.", + "Whenever you make an ability check with the chosen skill or tool, roll a {@dice d4} and add the number rolled to the check's total." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Partially Amphibious", + "entries": [ + "By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, Vedalken, and one other language of your choice." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vedalken", + "source": "PSK", + "page": 23, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "int": 2, + "wis": 1 + } + ], + "age": { + "mature": 40, + "max": 500 + }, + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Vedalken are most often lawful and rarely evil." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Vedalken are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it." + ], + "type": "entries" + }, + { + "name": "Vedalken Cunning", + "entries": [ + "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic." + ], + "type": "entries" + }, + { + "name": "Aether Lore", + "entries": [ + "Whenever you make an Intelligence ({@skill History}) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Verdan", + "source": "AI", + "page": 72, + "size": [ + "V" + ], + "speed": 30, + "ability": [ + { + "con": 1, + "cha": 2 + } + ], + "age": { + "mature": 24, + "max": 200 + }, + "skillProficiencies": [ + { + "persuasion": true + } + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true, + "anyStandard": 1 + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature." + ] + }, + { + "name": "Black Blood Healing", + "entries": [ + "The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll." + ], + "type": "entries" + }, + { + "name": "Limited Telepathy", + "entries": [ + "You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts." + ], + "type": "entries" + }, + { + "name": "Persuasive", + "entries": [ + "Your people's lack of history makes you trustworthy and humble. You have proficiency in the {@skill Persuasion} skill." + ], + "type": "entries" + }, + { + "name": "Telepathic Insight", + "entries": [ + "Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws." + ], + "type": "entries" + }, + { + "name": "Language", + "entries": [ + "You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vulpin", + "source": "HWCS", + "page": 30, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "int": 2, + "cha": 1 + } + ], + "darkvision": 60, + "traitTags": [ + "Natural Weapon" + ], + "languageProficiencies": [ + { + "other": true + } + ], + "additionalSpells": [ + { + "ability": "int", + "innate": { + "3": { + "daily": { + "1": [ + "ambush prey|HWCS" + ] + } + }, + "5": { + "daily": { + "1": [ + "fear" + ] + } + } + } + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Vulpins mature at an average pace, and can be comparatively long-lived. They reach adulthood at 15 years, and live well past 90 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Vulpins aren't innately evil, but their difficulty empathizing with others means they are only rarely good aligned. Most vulpins find strict authority distasteful, preferring chaotic alignments over lawful ones." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Vulpins cut dashing figures and are usually lean and muscular. They stand between 4 and a half and 5 and a half feet tall, but are relatively lightweight, weighing between 90 and 140 pounds. Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "name": "Darkvision", + "type": "entries", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Mapachs are most comfortable under the cloak of night." + ] + }, + { + "name": "Bite", + "type": "entries", + "entries": [ + "You have sharp fangs that enable you to make natural bite attacks. You can choose to bite as an unarmed strike that deals {@damage 1d6} points of piercing damage, which can be calculated using either your Strength or Dexterity modifier for both the attack roll and damage bonus." + ] + }, + { + "name": "Evasive", + "type": "entries", + "entries": [ + "You add your Intelligence modifier as a bonus on all Dexterity saving throws." + ] + }, + { + "name": "Bewitching Guile", + "type": "entries", + "entries": [ + "You can cast {@spell charm person} as a 1st level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast {@spell ambush prey|HWCS} as a 2nd level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast {@spell fear} with this trait, and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Birdfolk and Vulpin." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Warforged", + "source": "ERLW", + "page": 35, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "con": 2, + "choose": { + "from": [ + "str", + "dex", + "int", + "wis", + "cha" + ], + "count": 1 + } + } + ], + "heightAndWeight": { + "baseHeight": 70, + "heightMod": "2d6", + "baseWeight": 270, + "weightMod": "4" + }, + "age": { + "mature": 2, + "max": 30 + }, + "traitTags": [ + "Improved Resting", + "Natural Armor" + ], + "skillProficiencies": [ + { + "any": 1 + } + ], + "languageProficiencies": [ + { + "common": true, + "anyStandard": 1 + } + ], + "toolProficiencies": [ + { + "any": 1 + } + ], + "resist": [ + "poison" + ], + "conditionImmune": [ + "disease" + ], + "entries": [ + { + "name": "Age", + "entries": [ + "A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Constructed Resilience", + "entries": [ + "You were created to have remarkable fortitude, represented by the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on saving throws against being {@condition poisoned}, and you have resistance to poison damage.", + "You don't need to eat, drink, or breathe.", + "You are immune to disease.", + "You don't need to sleep, and magic can't put you to sleep." + ] + } + ] + }, + { + "type": "entries", + "name": "Sentry's Rest", + "entries": [ + "When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you {@condition unconscious}, and you can see and hear as normal." + ] + }, + { + "type": "entries", + "name": "Integrated Protection", + "entries": [ + "Your body has built-in defensive layers, which can be enhanced with armor:", + { + "type": "list", + "items": [ + "You gain a +1 bonus to Armor Class.", + "You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.", + "While you live, the armor incorporated into your body can't be removed against your will." + ] + } + ] + }, + { + "type": "entries", + "name": "Specialized Design", + "entries": [ + "You gain one skill proficiency and one tool proficiency of your choice." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and one other language of your choice." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Yuan-Ti", + "source": "MPMM", + "page": 36, + "lineage": "VRGR", + "size": [ + "S", + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Magic Resistance" + ], + "resist": [ + "poison" + ], + "additionalSpells": [ + { + "innate": { + "1": [ + "animal friendship" + ], + "3": { + "daily": { + "1": [ + "suggestion" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "poison spray#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray." + ] + }, + { + "type": "entries", + "name": "Magic Resistance", + "entries": [ + "You have advantage on saving throws against spells." + ] + }, + { + "type": "entries", + "name": "Poison Resilience", + "entries": [ + "You have advantage on saving throws you make to avoid or end the {@condition poisoned} condition on yourself. You also have resistance to poison damage." + ] + }, + { + "type": "entries", + "name": "Serpentine Spellcasting", + "entries": [ + "You know the {@spell poison spray} cantrip. You can cast {@spell animal friendship} an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast {@spell suggestion} with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Yuan-ti Pureblood", + "source": "VGM", + "page": 120, + "reprintedAs": [ + "Yuan-Ti|MPMM" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "cha": 2, + "int": 1 + } + ], + "heightAndWeight": { + "baseHeight": 56, + "heightMod": "2d10", + "baseWeight": 110, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 100 + }, + "darkvision": 60, + "traitTags": [ + "Magic Resistance", + "Monstrous Race" + ], + "languageProficiencies": [ + { + "common": true, + "abyssal": true, + "draconic": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "additionalSpells": [ + { + "innate": { + "1": [ + "animal friendship" + ], + "3": { + "daily": { + "1": [ + "suggestion" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "poison spray#c" + ] + } + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Purebloods mature at the same rate as humans and have lifespans similar in length to theirs." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Purebloods match humans in average size and weight. Your size is Medium." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Innate Spellcasting", + "entries": [ + "You know the {@spell poison spray} cantrip. You can cast {@spell animal friendship} an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast {@spell suggestion} with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Magic Resistance", + "entries": [ + "You have advantage on saving throws against spells and other magical effects." + ], + "type": "entries" + }, + { + "name": "Poison Immunity", + "entries": [ + "You are immune to poison damage and the {@condition poisoned} condition." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, Abyssal, and Draconic." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zombie", + "source": "DMG", + "page": 282, + "creatureTypes": [ + "undead" + ], + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 1, + "con": 2, + "int": -6, + "wis": -4, + "cha": -4 + } + ], + "darkvision": 60, + "traitTags": [ + "Improved Resting", + "NPC Race" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "entries": [ + { + "type": "entries", + "name": "Creature Type", + "entries": [ + "You are Undead." + ] + }, + { + "type": "entries", + "name": "Undead Fortitude", + "entries": [ + "If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead." + ] + }, + { + "type": "entries", + "name": "Undead Nature", + "entries": [ + "You are immune to poison damage, and you can't be {@condition poisoned}. You don't require air, food, drink, or sleep." + ] + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can't speak, but you can understand the languages you knew in life." + ], + "type": "entries" + } + ] + } + ], + "subrace": [ + { + "name": "Fallen", + "source": "VGM", + "raceName": "Aasimar", + "raceSource": "VGM", + "page": 105, + "reprintedAs": [ + "Aasimar|MPMM", + "Aasimar|XPHB" + ], + "ability": [ + { + "str": 1 + } + ], + "entries": [ + { + "name": "Necrotic Shroud", + "entries": [ + "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become {@condition frightened} of you until the end of your next turn.", + "Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.", + "Once you use this trait, you can't use it again until you finish a long rest." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Protector", + "source": "VGM", + "raceName": "Aasimar", + "raceSource": "VGM", + "page": 105, + "reprintedAs": [ + "Aasimar|MPMM", + "Aasimar|XPHB" + ], + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + { + "name": "Radiant Soul", + "entries": [ + "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.", + "Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.", + "Once you use this trait, you can't use it again until you finish a long rest." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Scourge", + "source": "VGM", + "raceName": "Aasimar", + "raceSource": "VGM", + "page": 105, + "reprintedAs": [ + "Aasimar|MPMM", + "Aasimar|XPHB" + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + { + "name": "Radiant Consumption", + "entries": [ + "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.", + "Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.", + "Once you use this trait, you can't use it again until you finish a long rest." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hawk-Headed", + "source": "PSA", + "raceName": "Aven", + "raceSource": "PSA", + "page": 16, + "ability": [ + { + "wis": 2 + } + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "entries": [ + { + "name": "Hawkeyed", + "entries": [ + "You have proficiency in the {@skill Perception} skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ibis-Headed", + "source": "PSA", + "raceName": "Aven", + "raceSource": "PSA", + "page": 16, + "ability": [ + { + "int": 1 + } + ], + "entries": [ + { + "name": "Kefnet's Blessing", + "entries": [ + "You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Grove", + "source": "HWCS", + "raceName": "Cervan", + "raceSource": "HWCS", + "page": 22, + "speed": 35, + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + { + "name": "Swift", + "type": "entries", + "entries": [ + "Your base walking speed increases to 35 feet." + ] + }, + { + "name": "Standing Leap", + "type": "entries", + "entries": [ + "Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start." + ] + }, + { + "name": "Nimble Step", + "type": "entries", + "entries": [ + "Opportunity attacks made against you are rolled with disadvantage." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Pronghorn", + "source": "HWCS", + "raceName": "Cervan", + "raceSource": "HWCS", + "page": 22, + "ability": [ + { + "str": 1 + } + ], + "traitTags": [ + "Natural Weapon", + "Powerful Build" + ], + "entries": [ + { + "name": "Robust Build", + "type": "entries", + "entries": [ + "Your carrying capacity is doubled, as is the weight you can push, drag, or lift." + ] + }, + { + "name": "Antlers", + "type": "entries", + "entries": [ + "You have a set of large, strong antlers that can be used to make devastating charge attacks. You can use your unarmed strike to gore opponents, dealing {@damage 1d6} + your Strength Modifier piercing damage on a hit.", + "Additionally, if you move at least 20 feet in a straight line towards an opponent, you can spend a bonus action to charge them, dealing an extra 1d6 points of piercing damage. If the target of your charge is Large or smaller, they must make a Strength saving throw against a DC of your Proficiency Bonus + 8 + your Strength Modifier. On failure, the target is pushed 10 feet away from you into a space of your choice." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dusk", + "source": "HWCS", + "raceName": "Corvum", + "raceSource": "HWCS", + "page": 12, + "ability": [ + { + "dex": 1 + } + ], + "traitTags": [ + "Natural Weapon" + ], + "entries": [ + { + "name": "Skulker", + "type": "entries", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks made in dim light or darkness." + ] + }, + { + "name": "Street Smarts", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Insight} skill." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kindled", + "source": "HWCS", + "raceName": "Corvum", + "raceSource": "HWCS", + "page": 12, + "ability": [ + { + "cha": 1 + } + ], + "traitTags": [ + "Natural Weapon" + ], + "toolProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + { + "name": "Convincing", + "type": "entries", + "entries": [ + "Kindled corvums have a way with words, and are accomplished at saying what someone wants or needs to hear. You have proficiency in either the {@skill Deception} or {@skill Persuasion} skill. Additionally, you have advantage on all Charisma checks made to convince someone of your exceptional knowledge on any topic related to the skill you selected with your learned trait ({@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion})." + ] + }, + { + "name": "Sharp Mind", + "type": "entries", + "entries": [ + "You learn one additional language of your choice, gain proficiency in a {@book tool|PHB|5|Tools} of your choice, and are able to accurately recall with perfect clarity anything you have seen or heard within the past month." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "source": "PHB", + "raceName": "Dragonborn", + "raceSource": "PHB", + "page": 32, + "srd": true, + "reprintedAs": [ + "Dragonborn|XPHB" + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "_abstract": { + "name": "Dragonborn ({{color}})", + "source": "PHB", + "_mod": { + "entries": [ + { + "mode": "removeArr", + "names": "Draconic Ancestry" + }, + { + "mode": "replaceArr", + "replace": "Breath Weapon", + "items": { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "You can use your action to exhale destructive energy in a {{area}}.", + "When you use your breath weapon, each creature in the area of the exhalation must make a {{savingThrow}} saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes {@damage 2d6} {{damageType}} damage on a failed save, and half as much damage on a successful one. The damage increases to {@damage 3d6} at 6th level, {@damage 4d6} at 11th level, and {@damage 5d6} at 16th level.", + "After you use your breath weapon, you can't use it again until you complete a short or long rest." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Damage Resistance", + "items": { + "type": "entries", + "name": "Damage Resistance", + "entries": [ + "You have resistance to {{damageType}} damage." + ] + } + } + ] + } + }, + "_implementations": [ + { + "_variables": { + "color": "Black", + "damageType": "acid", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + }, + "resist": [ + "acid" + ] + }, + { + "_variables": { + "color": "Blue", + "damageType": "lightning", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + }, + "resist": [ + "lightning" + ] + }, + { + "_variables": { + "color": "Brass", + "damageType": "fire", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + }, + "resist": [ + "fire" + ] + }, + { + "_variables": { + "color": "Bronze", + "damageType": "lightning", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + }, + "resist": [ + "lightning" + ] + }, + { + "_variables": { + "color": "Copper", + "damageType": "acid", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + }, + "resist": [ + "acid" + ] + }, + { + "_variables": { + "color": "Gold", + "damageType": "fire", + "area": "15-foot cone", + "savingThrow": "Dexterity" + }, + "resist": [ + "fire" + ] + }, + { + "_variables": { + "color": "Green", + "damageType": "poison", + "area": "15-foot cone", + "savingThrow": "Constitution" + }, + "resist": [ + "poison" + ] + }, + { + "_variables": { + "color": "Red", + "damageType": "fire", + "area": "15-foot cone", + "savingThrow": "Dexterity" + }, + "resist": [ + "fire" + ] + }, + { + "_variables": { + "color": "Silver", + "damageType": "cold", + "area": "15-foot cone", + "savingThrow": "Constitution" + }, + "resist": [ + "cold" + ] + }, + { + "_variables": { + "color": "White", + "damageType": "cold", + "area": "15-foot cone", + "savingThrow": "Constitution" + }, + "resist": [ + "cold" + ] + } + ] + } + ] + }, + { + "name": "Draconblood", + "source": "EGW", + "raceName": "Dragonborn", + "raceSource": "PHB", + "page": 168, + "ability": [ + { + "int": 2, + "cha": 1 + } + ], + "darkvision": 60, + "resist": null, + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Forceful Presence", + "entries": [ + "You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma ({@skill Intimidation} or {@skill Persuasion}) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest." + ], + "data": { + "overwrite": "Damage Resistance" + } + }, + { + "name": "Draconic Ancestry", + "entries": [ + "You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.", + { + "type": "table", + "caption": "Draconic Ancestry", + "colLabels": [ + "Dragon", + "Damage Type", + "Breath Weapon" + ], + "colStyles": [ + "col-3 text-center", + "col-3 text-center", + "col-6" + ], + "rows": [ + [ + "Black", + "Acid", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Blue", + "Lightning", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Brass", + "Fire", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Bronze", + "Lightning", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Copper", + "Acid", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Gold", + "Fire", + "15 ft. cone (Dex. save)" + ], + [ + "Green", + "Poison", + "15 ft. cone (Con. save)" + ], + [ + "Red", + "Fire", + "15 ft. cone (Dex. save)" + ], + [ + "Silver", + "Cold", + "15 ft. cone (Con. save)" + ], + [ + "White", + "Cold", + "15 ft. cone (Con. save)" + ] + ] + } + ], + "type": "entries", + "data": { + "overwrite": "Draconic Ancestry" + } + } + ], + "overwrite": { + "ability": true, + "traitTags": true + }, + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "_abstract": { + "name": "Dragonborn (Draconblood; {{color}})", + "source": "EGW", + "_mod": { + "entries": [ + { + "mode": "removeArr", + "names": "Draconic Ancestry" + }, + { + "mode": "replaceArr", + "replace": "Breath Weapon", + "items": { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "You can use your action to exhale destructive energy in a {{area}}.", + "When you use your breath weapon, each creature in the area of the exhalation must make a {{savingThrow}} saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes {@damage 2d6} {{damageType}} damage on a failed save, and half as much damage on a successful one. The damage increases to {@damage 3d6} at 6th level, {@damage 4d6} at 11th level, and {@damage 5d6} at 16th level.", + "After you use your breath weapon, you can't use it again until you complete a short or long rest." + ] + } + } + ] + } + }, + "_implementations": [ + { + "_variables": { + "color": "Black", + "damageType": "acid", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Blue", + "damageType": "lightning", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Brass", + "damageType": "fire", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Bronze", + "damageType": "lightning", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Copper", + "damageType": "acid", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Gold", + "damageType": "fire", + "area": "15-foot cone", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Green", + "damageType": "poison", + "area": "15-foot cone", + "savingThrow": "Constitution" + } + }, + { + "_variables": { + "color": "Red", + "damageType": "fire", + "area": "15-foot cone", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Silver", + "damageType": "cold", + "area": "15-foot cone", + "savingThrow": "Constitution" + } + }, + { + "_variables": { + "color": "White", + "damageType": "cold", + "area": "15-foot cone", + "savingThrow": "Constitution" + } + } + ] + } + ] + }, + { + "name": "Ravenite", + "source": "EGW", + "raceName": "Dragonborn", + "raceSource": "PHB", + "page": 168, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "darkvision": 60, + "resist": null, + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Vengeful Assault", + "entries": [ + "When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest." + ], + "data": { + "overwrite": "Damage Resistance" + } + }, + { + "name": "Draconic Ancestry", + "entries": [ + "You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.", + { + "type": "table", + "caption": "Draconic Ancestry", + "colLabels": [ + "Dragon", + "Damage Type", + "Breath Weapon" + ], + "colStyles": [ + "col-3 text-center", + "col-3 text-center", + "col-6" + ], + "rows": [ + [ + "Black", + "Acid", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Blue", + "Lightning", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Brass", + "Fire", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Bronze", + "Lightning", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Copper", + "Acid", + "5 by 30 ft. line (Dex. save)" + ], + [ + "Gold", + "Fire", + "15 ft. cone (Dex. save)" + ], + [ + "Green", + "Poison", + "15 ft. cone (Con. save)" + ], + [ + "Red", + "Fire", + "15 ft. cone (Dex. save)" + ], + [ + "Silver", + "Cold", + "15 ft. cone (Con. save)" + ], + [ + "White", + "Cold", + "15 ft. cone (Con. save)" + ] + ] + } + ], + "type": "entries", + "data": { + "overwrite": "Draconic Ancestry" + } + } + ], + "overwrite": { + "ability": true, + "traitTags": true + }, + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "_abstract": { + "name": "Dragonborn (Ravenite; {{color}})", + "source": "EGW", + "_mod": { + "entries": [ + { + "mode": "removeArr", + "names": "Draconic Ancestry" + }, + { + "mode": "replaceArr", + "replace": "Breath Weapon", + "items": { + "type": "entries", + "name": "Breath Weapon", + "entries": [ + "You can use your action to exhale destructive energy in a {{area}}.", + "When you use your breath weapon, each creature in the area of the exhalation must make a {{savingThrow}} saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes {@damage 2d6} {{damageType}} damage on a failed save, and half as much damage on a successful one. The damage increases to {@damage 3d6} at 6th level, {@damage 4d6} at 11th level, and {@damage 5d6} at 16th level.", + "After you use your breath weapon, you can't use it again until you complete a short or long rest." + ] + } + } + ] + } + }, + "_implementations": [ + { + "_variables": { + "color": "Black", + "damageType": "acid", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Blue", + "damageType": "lightning", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Brass", + "damageType": "fire", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Bronze", + "damageType": "lightning", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Copper", + "damageType": "acid", + "area": "5-foot-wide, 30-foot-long line", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Gold", + "damageType": "fire", + "area": "15-foot cone", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Green", + "damageType": "poison", + "area": "15-foot cone", + "savingThrow": "Constitution" + } + }, + { + "_variables": { + "color": "Red", + "damageType": "fire", + "area": "15-foot cone", + "savingThrow": "Dexterity" + } + }, + { + "_variables": { + "color": "Silver", + "damageType": "cold", + "area": "15-foot cone", + "savingThrow": "Constitution" + } + }, + { + "_variables": { + "color": "White", + "damageType": "cold", + "area": "15-foot cone", + "savingThrow": "Constitution" + } + } + ] + } + ] + }, + { + "name": "Duergar", + "source": "MTF", + "raceName": "Dwarf", + "raceSource": "PHB", + "page": 81, + "otherSources": [ + { + "source": "SCAG", + "page": 104 + } + ], + "reprintedAs": [ + "Duergar|MPMM" + ], + "ability": [ + { + "str": 1 + } + ], + "darkvision": 120, + "traitTags": [ + "Sunlight Sensitivity" + ], + "languageProficiencies": [ + { + "common": true, + "dwarvish": true, + "undercommon": true + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "enlarge/reduce" + ] + } + }, + "5": { + "daily": { + "1": [ + "invisibility" + ] + } + } + }, + "ability": "int" + } + ], + "entries": [ + { + "name": "Superior Darkvision", + "entries": [ + "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "data": { + "overwrite": "Darkvision" + }, + "type": "entries" + }, + { + "name": "Duergar Resilience", + "entries": [ + "You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being {@condition charmed} or {@condition paralyzed}." + ], + "data": { + "overwrite": "Dwarven Resilience" + }, + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, Dwarvish, and Undercommon." + ], + "data": { + "overwrite": "Languages" + }, + "type": "entries" + }, + { + "name": "Duergar Magic", + "entries": [ + "When you reach 3rd level, you can cast the {@spell Enlarge/Reduce} spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the {@spell Invisibility} spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "You have disadvantage on attack rolls and Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." + ], + "type": "entries" + } + ], + "overwrite": { + "languageProficiencies": true + }, + "hasFluff": true, + "hasFluffImages": false + }, + { + "name": "Hill", + "source": "PHB", + "raceName": "Dwarf", + "raceSource": "PHB", + "page": 20, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dwarf|XPHB" + ], + "ability": [ + { + "wis": 1 + } + ], + "heightAndWeight": { + "baseHeight": 44, + "heightMod": "2d4", + "baseWeight": 115, + "weightMod": "2d6" + }, + "entries": [ + { + "name": "Dwarven Toughness", + "entries": [ + "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mark of Warding", + "source": "ERLW", + "raceName": "Dwarf", + "raceSource": "PHB", + "page": 51, + "ability": [ + { + "int": 1 + } + ], + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice", + "Tool Bonus Dice" + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "alarm", + "armor of agathys" + ], + "s2": [ + "arcane lock", + "knock" + ], + "s3": [ + "glyph of warding", + "magic circle" + ], + "s4": [ + "leomund's secret chest", + "mordenkainen's faithful hound" + ], + "s5": [ + "antilife shell" + ] + }, + "ability": "int", + "known": { + "1": [ + "alarm", + "mage armor" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Warder's Intuition", + "entries": [ + "When you make an Intelligence ({@skill Investigation}) check or an ability check using {@item thieves' tools|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check." + ] + }, + { + "type": "entries", + "name": "Wards and Seals", + "entries": [ + "You can cast the {@spell alarm} and {@spell mage armor} spells with this trait. Starting at 3rd level, you can also cast the {@spell arcane lock} spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Warding Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell alarm}, {@spell armor of Agathys}" + ], + [ + "2nd", + "{@spell arcane lock}, {@spell knock}" + ], + [ + "3rd", + "{@spell glyph of warding}, {@spell magic circle}" + ], + [ + "4th", + "{@spell Leomund's secret chest}, {@spell Mordenkainen's faithful hound}" + ], + [ + "5th", + "{@spell antilife shell}" + ] + ] + } + ] + } + ] + }, + { + "name": "Mountain", + "source": "PHB", + "raceName": "Dwarf", + "raceSource": "PHB", + "page": 20, + "basicRules": true, + "reprintedAs": [ + "Dwarf|XPHB" + ], + "ability": [ + { + "str": 2 + } + ], + "heightAndWeight": { + "baseHeight": 48, + "heightMod": "2d4", + "baseWeight": 130, + "weightMod": "2d6" + }, + "armorProficiencies": [ + { + "light": true, + "medium": true + } + ], + "entries": [ + { + "name": "Dwarven Armor Training", + "entries": [ + "You have proficiency with light and medium armor." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Drow", + "alias": [ + "Elf (Dark)" + ], + "source": "PHB", + "raceName": "Elf", + "raceSource": "PHB", + "page": 24, + "reprintedAs": [ + "Elf|XPHB" + ], + "ability": [ + { + "cha": 1 + } + ], + "heightAndWeight": { + "baseHeight": 53, + "heightMod": "2d6", + "baseWeight": 75, + "weightMod": "1d6" + }, + "darkvision": 120, + "traitTags": [ + "Sunlight Sensitivity" + ], + "weaponProficiencies": [ + { + "rapier|phb": true, + "shortsword|phb": true, + "hand crossbow|phb": true + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "faerie fire" + ] + } + }, + "5": { + "daily": { + "1": [ + "darkness" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "dancing lights#c" + ] + } + } + ], + "entries": [ + { + "name": "Superior Darkvision", + "entries": [ + "Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "data": { + "overwrite": "Darkvision" + }, + "type": "entries" + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." + ], + "type": "entries" + }, + { + "name": "Drow Magic", + "entries": [ + "You know the {@spell dancing lights} cantrip. When you reach 3rd level, you can cast the {@spell faerie fire} spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the {@spell darkness} spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Drow Weapon Training", + "entries": [ + "You have proficiency with {@item rapier|phb|rapiers}, {@item shortsword|phb|shortswords}, and {@item hand crossbow|phb|hand crossbows}." + ], + "type": "entries" + } + ], + "hasFluff": true + }, + { + "name": "Eladrin", + "source": "DMG", + "raceName": "Elf", + "raceSource": "PHB", + "page": 286, + "ability": [ + { + "int": 1 + } + ], + "weaponProficiencies": [ + { + "longsword|phb": true, + "shortsword|phb": true, + "shortbow|phb": true, + "longbow|phb": true + } + ], + "additionalSpells": [ + { + "ability": "cha", + "known": { + "1": { + "rest": { + "1": [ + "misty step" + ] + } + } + } + } + ], + "entries": [ + { + "name": "Elf Weapon Training", + "entries": [ + "You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}." + ], + "type": "entries" + }, + { + "name": "Fey Step", + "entries": [ + "You can cast the {@spell misty step} spell once using this trait. You regain the ability to do so when you finish a short or long rest." + ], + "type": "entries" + } + ] + }, + { + "name": "Eladrin", + "source": "MTF", + "raceName": "Elf", + "raceSource": "PHB", + "page": 61, + "reprintedAs": [ + "Eladrin|MPMM" + ], + "ability": [ + { + "cha": 1 + } + ], + "heightAndWeight": { + "baseHeight": 54, + "heightMod": "2d12", + "baseWeight": 90, + "weightMod": "1d4" + }, + "entries": [ + "{@i Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season. See the \"Info\" tab for more information.}", + { + "name": "Fey Step", + "entries": [ + "As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.", + "When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Autumn", + "entry": "Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be {@condition charmed} by you for 1 minute, or until you or your companions deal any damage to it." + }, + { + "type": "item", + "name": "Winter", + "entry": "When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be {@condition frightened} of you until the end of your next turn." + }, + { + "type": "item", + "name": "Spring", + "entry": "When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you." + }, + { + "type": "item", + "name": "Summer", + "entry": "Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage)." + } + ] + } + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "High", + "source": "PHB", + "raceName": "Elf", + "raceSource": "PHB", + "page": 23, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Elf|XPHB" + ], + "speed": 30, + "ability": [ + { + "int": 1 + } + ], + "heightAndWeight": { + "baseHeight": 54, + "heightMod": "2d10", + "baseWeight": 90, + "weightMod": "1d4" + }, + "languageProficiencies": [ + { + "common": true, + "elvish": true, + "anyStandard": 1 + } + ], + "weaponProficiencies": [ + { + "longsword|phb": true, + "shortsword|phb": true, + "shortbow|phb": true, + "longbow|phb": true + } + ], + "additionalSpells": [ + { + "ability": "int", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Wizard" + } + ] + } + } + } + ], + "entries": [ + { + "name": "Elf Weapon Training", + "entries": [ + "You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}." + ], + "type": "entries" + }, + { + "name": "Cantrip", + "entries": [ + "You know one {@filter cantrip of your choice from the wizard spell list|spells|level=0|class=Wizard}. Intelligence is your spellcasting ability for it." + ], + "type": "entries" + }, + { + "name": "Extra Language", + "entries": [ + "You can speak, read, and write one extra language of your choosing." + ], + "type": "entries" + } + ], + "overwrite": { + "languageProficiencies": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mark of Shadow", + "source": "ERLW", + "raceName": "Elf", + "raceSource": "PHB", + "page": 49, + "ability": [ + { + "cha": 1 + } + ], + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "invisibility" + ] + } + } + }, + "expanded": { + "s1": [ + "disguise self", + "silent image" + ], + "s2": [ + "darkness", + "pass without trace" + ], + "s3": [ + "clairvoyance", + "major image" + ], + "s4": [ + "greater invisibility", + "hallucinatory terrain" + ], + "s5": [ + "mislead" + ] + }, + "ability": "cha", + "known": { + "1": [ + "minor illusion#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Cunning Intuition", + "entries": [ + "When you make a Charisma ({@skill Performance}) or Dexterity ({@skill Stealth}) check, you can roll a {@dice d4} and add the number rolled to the ability check." + ] + }, + { + "type": "entries", + "name": "Shape Shadows", + "entries": [ + "You know the {@spell minor illusion} cantrip. Starting at 3rd level, you can cast the {@spell invisibility} spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Shadow Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell disguise self}, {@spell silent image}" + ], + [ + "2nd", + "{@spell darkness}, {@spell pass without trace}" + ], + [ + "3rd", + "{@spell clairvoyance}, {@spell major image}" + ], + [ + "4th", + "{@spell greater invisibility}, {@spell hallucinatory terrain}" + ], + [ + "5th", + "{@spell mislead}" + ] + ] + } + ] + } + ] + }, + { + "name": "Pallid", + "source": "EGW", + "raceName": "Elf", + "raceSource": "PHB", + "page": 21, + "ability": [ + { + "wis": 1 + } + ], + "heightAndWeight": { + "baseHeight": 54, + "heightMod": "2d10", + "baseWeight": 90, + "weightMod": "1d4" + }, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "sleep" + ] + } + }, + "5": { + "daily": { + "1": [ + "invisibility" + ] + } + } + }, + "ability": "wis", + "known": { + "1": [ + "light#c" + ] + } + } + ], + "entries": [ + { + "name": "Incisive Sense", + "entries": [ + "You have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Insight}) checks." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Blessing of the Moon Weaver", + "entries": [ + "You know the {@spell light} cantrip. When you reach 3rd level, you can cast the {@spell sleep} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell invisibility} spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sea", + "source": "MTF", + "raceName": "Elf", + "raceSource": "PHB", + "page": 62, + "otherSources": [ + { + "source": "EGW", + "page": 163 + } + ], + "reprintedAs": [ + "Sea Elf|MPMM" + ], + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "con": 1 + } + ], + "heightAndWeight": { + "baseHeight": 54, + "heightMod": "2d8", + "baseWeight": 90, + "weightMod": "1d4" + }, + "traitTags": [ + "Amphibious" + ], + "languageProficiencies": [ + { + "common": true, + "elvish": true, + "aquan": true + } + ], + "weaponProficiencies": [ + { + "spear|phb": true, + "trident|phb": true, + "light crossbow|phb": true, + "net|phb": true + } + ], + "entries": [ + { + "name": "Sea Elf Training", + "entries": [ + "You have proficiency with the {@item spear|phb}, {@item trident|phb}, {@item light crossbow|phb}, and {@item net|phb}." + ], + "type": "entries" + }, + { + "name": "Child of the Sea", + "entries": [ + "You have a swimming speed of 30 feet, and you can breathe air and water." + ], + "type": "entries" + }, + { + "name": "Friend of the Sea", + "entries": [ + "Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed." + ], + "type": "entries" + }, + { + "name": "Extra Language", + "entries": [ + "You can speak, read, and write Aquan." + ], + "type": "entries" + } + ], + "hasFluff": true + }, + { + "name": "Shadar-kai", + "source": "MTF", + "raceName": "Elf", + "raceSource": "PHB", + "page": 62, + "reprintedAs": [ + "Shadar-Kai|MPMM" + ], + "ability": [ + { + "con": 1 + } + ], + "heightAndWeight": { + "baseHeight": 56, + "heightMod": "2d8", + "baseWeight": 90, + "weightMod": "1d4" + }, + "resist": [ + "necrotic" + ], + "entries": [ + { + "type": "entries", + "name": "Necrotic Resistance", + "entries": [ + "You have resistance to necrotic damage." + ] + }, + { + "name": "Blessing of the Raven Queen", + "entries": [ + "As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.", + "Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent." + ], + "type": "entries" + } + ], + "hasFluff": true + }, + { + "name": "Wood", + "source": "PHB", + "raceName": "Elf", + "raceSource": "PHB", + "page": 24, + "basicRules": true, + "reprintedAs": [ + "Elf|XPHB" + ], + "speed": 35, + "ability": [ + { + "wis": 1 + } + ], + "heightAndWeight": { + "baseHeight": 54, + "heightMod": "2d10", + "baseWeight": 100, + "weightMod": "1d4" + }, + "weaponProficiencies": [ + { + "longsword|phb": true, + "shortsword|phb": true, + "shortbow|phb": true, + "longbow|phb": true + } + ], + "entries": [ + { + "name": "Elf Weapon Training", + "entries": [ + "You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}." + ], + "type": "entries" + }, + { + "name": "Fleet of Foot", + "entries": [ + "Your base walking speed increases to 35 feet." + ], + "type": "entries" + }, + { + "name": "Mask of the Wild", + "entries": [ + "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bishatar and Tirahar", + "source": "PSK", + "raceName": "Elf (Kaladesh)", + "raceSource": "PSK", + "page": 21, + "speed": 35, + "entries": [ + { + "name": "Fleet of Foot", + "entries": [ + "Your ground speed increases to 35 feet." + ], + "type": "entries", + "data": { + "overwrite": "Elf Culture" + } + }, + { + "name": "Mask of the Wild", + "entries": [ + "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vahadar", + "source": "PSK", + "raceName": "Elf (Kaladesh)", + "raceSource": "PSK", + "page": 21, + "additionalSpells": [ + { + "ability": "wis", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Druid" + } + ] + } + } + } + ], + "entries": [ + { + "name": "Cantrip", + "entries": [ + "You know one cantrip of your choice from the {@filter druid spell list|spells|class=druid|level=0}. Wisdom is your spellcasting ability for it." + ], + "type": "entries", + "data": { + "overwrite": "Elf Culture" + } + }, + { + "name": "Extra Language", + "entries": [ + "You can speak, read, and write one extra language of your choosing." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Joraga Nation", + "source": "PSZ", + "raceName": "Elf (Zendikar)", + "raceSource": "PSZ", + "page": 19, + "speed": 35, + "ability": [ + { + "dex": 1 + } + ], + "weaponProficiencies": [ + { + "longsword|phb": true, + "shortsword|phb": true, + "shortbow|phb": true, + "longbow|phb": true + } + ], + "entries": [ + { + "name": "Mask of the Wild", + "entries": [ + "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena." + ], + "type": "entries" + }, + { + "name": "Elf Weapon Training", + "entries": [ + "You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}." + ], + "type": "entries" + }, + { + "name": "Fleet of Foot", + "entries": [ + "Your ground speed increases to 35 feet." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mul Daya Nation", + "source": "PSZ", + "raceName": "Elf (Zendikar)", + "raceSource": "PSZ", + "page": 19, + "ability": [ + { + "str": 1 + } + ], + "darkvision": 120, + "traitTags": [ + "Sunlight Sensitivity" + ], + "weaponProficiencies": [ + { + "longsword|phb": true, + "shortsword|phb": true, + "shortbow|phb": true, + "longbow|phb": true + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "hex" + ] + } + }, + "5": { + "daily": { + "1": [ + "darkness" + ] + } + } + }, + "ability": "wis", + "known": { + "1": [ + "chill touch#c" + ] + } + } + ], + "entries": [ + { + "name": "Mul Daya Magic", + "entries": [ + "You know the {@spell chill touch} cantrip. When you reach 3rd level, you can cast the {@spell hex} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell darkness} spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells." + ], + "type": "entries" + }, + { + "name": "Superior Darkvision", + "entries": [ + "Your Darkvision has a radius of 120 feet." + ], + "data": { + "overwrite": "Darkvision" + }, + "type": "entries" + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." + ], + "type": "entries" + }, + { + "name": "Elf Weapon Training", + "entries": [ + "You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tajuru Nation", + "source": "PSZ", + "raceName": "Elf (Zendikar)", + "raceSource": "PSZ", + "page": 18, + "ability": [ + { + "cha": 1 + } + ], + "traitTags": [ + "Skill Proficiency", + "Tool Proficiency" + ], + "skillToolLanguageProficiencies": [ + { + "choose": [ + { + "from": [ + "anySkill", + "anyTool" + ], + "count": 2 + } + ] + } + ], + "entries": [ + { + "name": "Skill Versatility", + "entries": [ + "You have proficiency with any combination of two other skills or {@book tools|phb|5|tools} of your choice." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bright", + "source": "HWCS", + "raceName": "Gallus", + "raceSource": "HWCS", + "page": 14, + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + { + "name": "Inspiring", + "type": "entries", + "entries": [ + "By spending an action and giving words of advice or encouragement, you can inspire an ally who is able to see and hear you. The ally can roll a {@dice d4} and add the number rolled to their next ability check, attack roll, or saving throw." + ] + }, + { + "name": "Understanding", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Insight} skill." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Huden", + "source": "HWCS", + "raceName": "Gallus", + "raceSource": "HWCS", + "page": 14, + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + { + "name": "One With the Wood", + "type": "entries", + "entries": [ + "You have proficiency in the {@skill Nature} skill." + ] + }, + { + "name": "Seedspeech", + "type": "entries", + "entries": [ + "Your connection to the Great Rhythm is such that you can speak with the greenery of the forest itself. Through speech and touch you can communicate simple ideas to living plants. You are able to interpret their responses in simple language. Plants in the Wood do not experience the world in terms of sight, but most can feel differences in temperature, describe things that have touched them, as well as hear vibrations that happened around them (including speech)." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Air", + "source": "EEPC", + "raceName": "Genasi", + "raceSource": "EEPC", + "page": 9, + "reprintedAs": [ + "Genasi (Air)|MPMM" + ], + "ability": [ + { + "dex": 1 + } + ], + "additionalSpells": [ + { + "ability": "con", + "known": { + "1": [ + "levitate" + ] + } + } + ], + "entries": [ + { + "name": "Unending Breath", + "entries": [ + "You can hold your breath indefinitely while you're not {@condition incapacitated}." + ], + "type": "entries" + }, + { + "name": "Mingle with the Wind", + "entries": [ + "You can cast the {@spell levitate} spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Earth", + "source": "EEPC", + "raceName": "Genasi", + "raceSource": "EEPC", + "page": 9, + "reprintedAs": [ + "Genasi (Earth)|MPMM" + ], + "ability": [ + { + "str": 1 + } + ], + "additionalSpells": [ + { + "ability": "con", + "known": { + "1": [ + "pass without trace" + ] + } + } + ], + "entries": [ + { + "name": "Earth Walk", + "entries": [ + "You can move across {@quickref difficult terrain||3} made of earth or stone without expending extra movement." + ], + "type": "entries" + }, + { + "name": "Merge with Stone", + "entries": [ + "You can cast the {@spell pass without trace} spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fire", + "source": "EEPC", + "raceName": "Genasi", + "raceSource": "EEPC", + "page": 9, + "reprintedAs": [ + "Genasi (Fire)|MPMM" + ], + "ability": [ + { + "int": 1 + } + ], + "darkvision": 60, + "resist": [ + "fire" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "burning hands" + ] + } + } + }, + "ability": "con", + "known": { + "1": [ + "produce flame#c" + ] + } + } + ], + "entries": [ + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red." + ], + "type": "entries" + }, + { + "name": "Fire Resistance", + "entries": [ + "You have resistance to fire damage." + ], + "type": "entries" + }, + { + "name": "Reach to the Blaze", + "entries": [ + "You know the {@spell produce flame} cantrip. Once you reach 3rd level, you can cast the {@spell burning hands} spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Water", + "source": "EEPC", + "raceName": "Genasi", + "raceSource": "EEPC", + "page": 10, + "reprintedAs": [ + "Genasi (Water)|MPMM" + ], + "speed": { + "walk": 30, + "swim": 30 + }, + "ability": [ + { + "wis": 1 + } + ], + "traitTags": [ + "Amphibious" + ], + "resist": [ + "acid" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "create or destroy water#2" + ] + } + } + }, + "ability": "con", + "known": { + "1": [ + "shape water|xge#c" + ] + } + } + ], + "entries": [ + { + "name": "Acid Resistance", + "entries": [ + "You have resistance to acid damage." + ], + "type": "entries" + }, + { + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ], + "type": "entries" + }, + { + "name": "Swim", + "entries": [ + "You have a swimming speed of 30 feet." + ], + "type": "entries" + }, + { + "name": "Call to the Wave", + "entries": [ + "You know the {@spell shape water|xge} cantrip. When you reach 3rd level, you can cast the {@spell create or destroy water} spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Air", + "source": "MPMM", + "raceName": "Genasi", + "raceSource": "MPMM", + "page": 16, + "speed": 35, + "resist": [ + "lightning" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "feather fall" + ] + } + }, + "5": { + "daily": { + "1": [ + "levitate" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "shocking grasp#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Unending Breath", + "entries": [ + "You can hold your breath indefinitely while you're not {@condition incapacitated}." + ] + }, + { + "type": "entries", + "name": "Lightning Resistance", + "entries": [ + "You have resistance to lightning damage." + ] + }, + { + "type": "entries", + "name": "Mingle with the Wind", + "entries": [ + "You know the {@spell shocking grasp} cantrip. Starting at 3rd level, you can cast the {@spell feather fall} spell with this trait, without requiring a material component. Starting 5th level, you can also cast the {@spell levitate} spell with this trait, without requiring a material component. Once you cast {@spell feather fall} or {@spell levitate} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Earth", + "source": "MPMM", + "raceName": "Genasi", + "raceSource": "MPMM", + "page": 17, + "additionalSpells": [ + { + "innate": { + "5": [ + "pass without trace" + ] + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "blade ward#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Earth Walk", + "entries": [ + "You can move across {@quickref difficult terrain||3} without expending extra movement if you are using your walking speed on the ground or a floor." + ] + }, + { + "type": "entries", + "name": "Merge with Stone", + "entries": [ + "You know the {@spell blade ward} cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.", + "Starting at 5th level, you can cast the {@spell pass without trace} spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fire", + "source": "MPMM", + "raceName": "Genasi", + "raceSource": "MPMM", + "page": 17, + "resist": [ + "fire" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "burning hands" + ] + } + }, + "5": { + "daily": { + "1": [ + "flame blade" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "produce flame#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Fire Resistance", + "entries": [ + "You have resistance to fire damage." + ] + }, + { + "type": "entries", + "name": "Reach to the Blaze", + "entries": [ + "You know the {@spell produce flame} cantrip. Starting at 3rd level, you can cast the {@spell burning hands} spell with this trait. Starting at 5th level, you can also cast the {@spell flame blade} spell with this trait, without a material component. Once you cast {@spell burning hands} or {@spell flame blade} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Water", + "source": "MPMM", + "raceName": "Genasi", + "raceSource": "MPMM", + "page": 17, + "speed": { + "walk": 30, + "swim": true + }, + "traitTags": [ + "Amphibious" + ], + "resist": [ + "acid" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "create or destroy water" + ] + } + }, + "5": { + "daily": { + "1": [ + "water walk" + ] + } + } + }, + "ability": { + "choose": [ + "int", + "wis", + "cha" + ] + }, + "known": { + "1": [ + "acid splash#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Acid Resistance", + "entries": [ + "You have resistance to acid damage." + ] + }, + { + "type": "entries", + "name": "Amphibious", + "entries": [ + "You breathe air and water." + ] + }, + { + "type": "entries", + "name": "Call to the Wave", + "entries": [ + "You know the {@spell acid splash} cantrip. Starting at 3rd level, you can cast the {@spell create or destroy water} spell with this trait. Starting at 5th level, you can also cast the {@spell water walk} spell with this trait, without requiring a material component. Once you cast {@spell create or destroy water} or {@spell water walk} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Githyanki", + "source": "MTF", + "raceName": "Gith", + "raceSource": "MTF", + "page": 96, + "reprintedAs": [ + "Githyanki|MPMM" + ], + "ability": [ + { + "str": 2 + } + ], + "heightAndWeight": { + "baseHeight": 60, + "heightMod": "2d12", + "baseWeight": 100, + "weightMod": "2d4" + }, + "traitTags": [ + "Skill Proficiency", + "Tool Proficiency" + ], + "weaponProficiencies": [ + { + "shortsword|phb": true, + "longsword|phb": true, + "greatsword|phb": true + } + ], + "armorProficiencies": [ + { + "light": true, + "medium": true + } + ], + "skillToolLanguageProficiencies": [ + { + "choose": [ + { + "from": [ + "anySkill", + "anyTool" + ] + } + ] + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "jump" + ] + } + }, + "5": { + "daily": { + "1": [ + "misty step" + ] + } + } + }, + "ability": "int", + "known": { + "1": [ + "mage hand#c" + ] + } + } + ], + "entries": [ + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos." + ] + }, + { + "name": "Decadent Mastery", + "entries": [ + "You learn one language of your choice, and you are proficient with one skill or {@book tool|phb|5|tools} of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge." + ], + "type": "entries" + }, + { + "name": "Martial Prodigy", + "entries": [ + "You are proficient with light and medium armor and with {@item shortsword|phb|shortswords}, {@item longsword|phb|longswords}, and {@item greatsword|phb|greatswords}." + ], + "type": "entries" + }, + { + "name": "Githyanki Psionics", + "entries": [ + "You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.", + "When you reach 3rd level, you can cast {@spell jump} once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell misty step} spell once with this trait, and you regain the ability to do so when you finish a long rest.", + "Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Githzerai", + "source": "MTF", + "raceName": "Gith", + "raceSource": "MTF", + "page": 96, + "reprintedAs": [ + "Githzerai|MPMM" + ], + "ability": [ + { + "wis": 2 + } + ], + "heightAndWeight": { + "baseHeight": 59, + "heightMod": "2d12", + "baseWeight": 90, + "weightMod": "1d4" + }, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "shield" + ] + } + }, + "5": { + "daily": { + "1": [ + "detect thoughts" + ] + } + } + }, + "ability": "wis", + "known": { + "1": [ + "mage hand#c" + ] + } + } + ], + "entries": [ + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline." + ] + }, + { + "name": "Mental Discipline", + "entries": [ + "You have advantage on saving throws against the {@condition charmed} and {@condition frightened} conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds." + ], + "type": "entries" + }, + { + "name": "Githzerai Psionics", + "entries": [ + "You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.", + "When you reach 3rd level, you can cast {@spell shield} once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell detect thoughts} spell once with this trait, and you regain the ability to do so when you finish a long rest.", + "Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components." + ], + "type": "entries" + } + ], + "hasFluff": true + }, + { + "name": "Deep", + "source": "MTF", + "raceName": "Gnome", + "raceSource": "PHB", + "page": 113, + "reprintedAs": [ + "Deep Gnome|MPMM" + ], + "ability": [ + { + "dex": 1 + } + ], + "age": { + "mature": 25, + "max": 250 + }, + "darkvision": 120, + "languageProficiencies": [ + { + "common": true, + "gnomish": true, + "undercommon": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time." + ], + "data": { + "overwrite": "Age" + } + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Your size is Small." + ], + "data": { + "overwrite": "Size" + } + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others, except those dearest to them." + ], + "data": { + "overwrite": "Alignment" + } + }, + { + "name": "Superior Darkvision", + "entries": [ + "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "data": { + "overwrite": "Darkvision" + }, + "type": "entries" + }, + { + "name": "Stone Camouflage", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks to hide in rocky terrain." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, Gnomish, and Undercommon." + ], + "data": { + "overwrite": "Languages" + }, + "type": "entries" + } + ], + "overwrite": { + "languageProficiencies": true + } + }, + { + "name": "Deep/Svirfneblin", + "source": "SCAG", + "raceName": "Gnome", + "raceSource": "PHB", + "page": 115, + "otherSources": [ + { + "source": "EEPC", + "page": 5 + } + ], + "reprintedAs": [ + "Deep Gnome|MPMM" + ], + "ability": [ + { + "dex": 1 + } + ], + "age": { + "mature": 25, + "max": 250 + }, + "darkvision": 120, + "languageProficiencies": [ + { + "common": true, + "gnomish": true, + "undercommon": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time." + ], + "data": { + "overwrite": "Age" + } + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others." + ], + "data": { + "overwrite": "Alignment" + } + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small." + ], + "data": { + "overwrite": "Size" + } + }, + { + "name": "Superior Darkvision", + "entries": [ + "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "data": { + "overwrite": "Darkvision" + }, + "type": "entries" + }, + { + "name": "Stone Camouflage", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks to hide in rocky terrain." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands." + ], + "data": { + "overwrite": "Languages" + }, + "type": "entries" + } + ], + "overwrite": { + "languageProficiencies": true + }, + "hasFluff": true + }, + { + "name": "Forest", + "source": "PHB", + "raceName": "Gnome", + "raceSource": "PHB", + "page": 37, + "reprintedAs": [ + "Gnome|XPHB" + ], + "ability": [ + { + "dex": 1 + } + ], + "additionalSpells": [ + { + "ability": "int", + "known": { + "1": [ + "minor illusion#c" + ] + } + } + ], + "entries": [ + { + "name": "Natural Illusionist", + "entries": [ + "You know the {@spell minor illusion} cantrip. Intelligence is your spellcasting ability for it." + ], + "type": "entries" + }, + { + "name": "Speak with Small Beasts", + "entries": [ + "Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mark of Scribing", + "source": "ERLW", + "raceName": "Gnome", + "raceSource": "PHB", + "page": 47, + "ability": [ + { + "cha": 1 + } + ], + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice", + "Tool Bonus Dice" + ], + "additionalSpells": [ + { + "innate": { + "1": { + "rest": { + "1": [ + "comprehend languages" + ] + } + }, + "3": { + "daily": { + "1": [ + "magic mouth" + ] + } + } + }, + "expanded": { + "s1": [ + "comprehend languages", + "illusory script" + ], + "s2": [ + "animal messenger", + "silence" + ], + "s3": [ + "sending", + "tongues" + ], + "s4": [ + "arcane eye", + "confusion" + ], + "s5": [ + "dream" + ] + }, + "ability": "int", + "known": { + "1": [ + "message#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Gifted Scribe", + "entries": [ + "When you make an Intelligence ({@skill History}) check or an ability check using {@item calligrapher's supplies|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check." + ] + }, + { + "type": "entries", + "name": "Scribe's Insight", + "entries": [ + "You know the {@spell message} cantrip. You can also cast {@spell comprehend languages} once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the {@spell magic mouth} spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Scribing Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell comprehend languages}, {@spell illusory script}" + ], + [ + "2nd", + "{@spell animal messenger}, {@spell silence}" + ], + [ + "3rd", + "{@spell sending}, {@spell tongues}" + ], + [ + "4th", + "{@spell arcane eye}, {@spell confusion}" + ], + [ + "5th", + "{@spell dream}" + ] + ] + } + ] + } + ] + }, + { + "name": "Rock", + "source": "PHB", + "raceName": "Gnome", + "raceSource": "PHB", + "page": 37, + "srd": true, + "reprintedAs": [ + "Gnome|XPHB" + ], + "ability": [ + { + "con": 1 + } + ], + "toolProficiencies": [ + { + "tinker's tools": true + } + ], + "entries": [ + { + "name": "Artificer's Lore", + "entries": [ + "Whenever you make an Intelligence ({@skill History}) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply." + ], + "type": "entries" + }, + { + "name": "Tinker", + "entries": [ + "You have proficiency with artisan's tools ({@item tinker's tools|phb}). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.", + "When you create a device, choose one of the following options:", + { + "type": "entries", + "name": "Clockwork Toy", + "entries": [ + "This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents." + ] + }, + { + "type": "entries", + "name": "Fire Starter", + "entries": [ + "The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action." + ] + }, + { + "type": "entries", + "name": "Music Box", + "entries": [ + "When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed." + ] + } + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ixalan", + "source": "PSX", + "raceName": "Goblin", + "raceSource": "PSZ", + "page": 16, + "otherSources": null, + "ability": [ + { + "dex": 2 + } + ], + "entries": [ + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief." + ], + "data": { + "overwrite": "Alignment" + } + }, + { + "type": "entries", + "name": "Agile Climber", + "entries": [ + "You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for {@variantrule encumbrance|PHB}, you can't use your climbing speed if you are encumbered.)" + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Goblin|PHB}." + ], + "type": "entries", + "data": { + "overwrite": "Languages" + } + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zendikar; Grotag Tribe", + "source": "PSZ", + "raceName": "Goblin", + "raceSource": "PSZ", + "page": 17, + "otherSources": null, + "ability": [ + { + "con": 2 + } + ], + "skillProficiencies": [ + { + "animal handling": true + } + ], + "entries": [ + { + "name": "Grit", + "entries": [ + "You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier." + ], + "type": "entries" + }, + { + "name": "Grotag Tamer", + "entries": [ + "You have proficiency in the {@skill Animal Handling} skill." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zendikar; Lavastep Tribe", + "source": "PSZ", + "raceName": "Goblin", + "raceSource": "PSZ", + "page": 17, + "otherSources": null, + "ability": [ + { + "con": 2 + } + ], + "entries": [ + { + "name": "Grit", + "entries": [ + "You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier." + ], + "type": "entries" + }, + { + "name": "Lavastep Grit", + "entries": [ + "You have advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky or subterranean environments." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zendikar; Tuktuk Tribe", + "source": "PSZ", + "raceName": "Goblin", + "raceSource": "PSZ", + "page": 17, + "otherSources": null, + "ability": [ + { + "con": 2 + } + ], + "toolProficiencies": [ + { + "thieves' tools": true + } + ], + "entries": [ + { + "name": "Grit", + "entries": [ + "You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier." + ], + "type": "entries" + }, + { + "name": "Tuktuk Cunning", + "entries": [ + "You have proficiency with {@item thieves' tools|phb}." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "source": "PHB", + "raceName": "Half-Elf", + "raceSource": "PHB", + "page": 38, + "srd": true, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Variant; Aquatic Elf Descent", + "source": "SCAG", + "raceName": "Half-Elf", + "raceSource": "PHB", + "page": 116, + "speed": 30, + "entries": [ + { + "type": "inset", + "name": "Variant Feature (Choose 1)", + "entries": [ + { + "name": "Skill Versatility", + "entries": [ + "You gain proficiency in two skills of your choice." + ], + "type": "entries" + }, + { + "name": "Swim", + "entries": [ + "You gain a swimming speed of 30 ft." + ], + "type": "entries" + } + ], + "data": { + "overwrite": "Skill Versatility" + } + } + ], + "_versions": [ + { + "name": "Variant; Aquatic Elf Descent; Skill Versatility", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Skill Versatility", + "type": "entries", + "entries": [ + "You gain proficiency in two skills of your choice." + ] + } + } + }, + "skillProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Variant; Aquatic Elf Descent; Swim Speed", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Swim Speed", + "type": "entries", + "entries": [ + "You gain a swimming speed of 30 ft." + ] + } + } + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "skillProficiencies": null, + "overwrite": { + "skillProficiencies": true + } + } + ] + }, + { + "name": "Variant; Drow Descent", + "source": "SCAG", + "raceName": "Half-Elf", + "raceSource": "PHB", + "page": 116, + "skillProficiencies": [ + { + "any": 2 + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "faerie fire" + ] + } + }, + "5": { + "daily": { + "1": [ + "darkness" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "dancing lights#c" + ] + } + } + ], + "entries": [ + { + "type": "inset", + "name": "Variant Feature (Choose 1)", + "entries": [ + { + "name": "Skill Versatility", + "entries": [ + "You gain proficiency in two skills of your choice." + ], + "type": "entries" + }, + { + "name": "Drow Magic", + "entries": [ + "You know the {@spell dancing lights} cantrip. When you reach 3rd level, you can cast the {@spell faerie fire} spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the {@spell darkness} spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells." + ], + "type": "entries" + } + ], + "data": { + "overwrite": "Skill Versatility" + } + } + ], + "overwrite": { + "skillProficiencies": true + }, + "_versions": [ + { + "name": "Variant; Drow Descent; Drow Magic", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Drow Magic", + "type": "entries", + "entries": [ + "You know the {@spell dancing lights} cantrip. When you reach 3rd level, you can cast the {@spell faerie fire} spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the {@spell darkness} spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells." + ] + } + } + }, + "skillProficiencies": null + }, + { + "name": "Variant; Drow Descent; Skill Versatility", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Skill Versatility", + "type": "entries", + "entries": [ + "You gain proficiency in two skills of your choice." + ] + } + } + }, + "additionalSpells": null + } + ] + }, + { + "name": "Variant; Mark of Detection", + "source": "ERLW", + "raceName": "Half-Elf", + "raceSource": "PHB", + "page": 40, + "ability": [ + { + "wis": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "cha" + ], + "count": 1 + } + } + ], + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice" + ], + "skillProficiencies": null, + "additionalSpells": [ + { + "innate": { + "1": [ + "detect magic", + "detect poison and disease" + ], + "3": { + "daily": { + "1": [ + "see invisibility" + ] + } + } + }, + "expanded": { + "s1": [ + "detect evil and good", + "detect poison and disease" + ], + "s2": [ + "detect thoughts", + "find traps" + ], + "s3": [ + "clairvoyance", + "nondetection" + ], + "s4": [ + "arcane eye", + "divination" + ], + "s5": [ + "legend lore" + ] + }, + "ability": "int" + } + ], + "entries": [ + { + "type": "entries", + "name": "Deductive Intuition", + "entries": [ + "When you make an Intelligence ({@skill Investigation}) or a Wisdom ({@skill Insight}) check, you can roll a {@dice d4} and add the number rolled to the ability check." + ], + "data": { + "overwrite": "Skill Versatility" + } + }, + { + "type": "entries", + "name": "Magical Detection", + "entries": [ + "You can cast the {@spell detect magic} and {@spell detect poison and disease} spells with this trait. Starting at 3rd level, you can also cast the {@spell see invisibility} spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells, and you don't require material components for them." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Detection Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell detect evil and good}, {@spell detect poison and disease}" + ], + [ + "2nd", + "{@spell detect thoughts}, {@spell find traps}" + ], + [ + "3rd", + "{@spell clairvoyance}, {@spell nondetection}" + ], + [ + "4th", + "{@spell arcane eye}, {@spell divination}" + ], + [ + "5th", + "{@spell legend lore}" + ] + ] + } + ] + } + ], + "overwrite": { + "ability": true + } + }, + { + "name": "Variant; Mark of Storm", + "source": "ERLW", + "raceName": "Half-Elf", + "raceSource": "PHB", + "page": 50, + "ability": [ + { + "cha": 2, + "dex": 1 + } + ], + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice", + "Tool Bonus Dice" + ], + "skillProficiencies": null, + "resist": [ + "lightning" + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "feather fall", + "fog cloud" + ], + "s2": [ + "gust of wind", + "levitate" + ], + "s3": [ + "sleet storm", + "wind wall" + ], + "s4": [ + "conjure minor elementals", + "control water" + ], + "s5": [ + "conjure elemental" + ] + }, + "ability": "cha", + "known": { + "1": [ + "gust|xge#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Windwright's Intuition", + "entries": [ + "When you make a Dexterity ({@skill Acrobatics}) check or any ability check involving {@item navigator's tools|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check." + ], + "data": { + "overwrite": "Skill Versatility" + } + }, + { + "type": "entries", + "name": "Storm's Boon", + "entries": [ + "You have resistance to lightning damage." + ] + }, + { + "type": "entries", + "name": "Headwinds", + "entries": [ + "You know the {@spell gust|XGE} cantrip. Starting at 3rd level, you can cast the {@spell gust of wind} spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Storm Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell feather fall}, {@spell fog cloud}" + ], + [ + "2nd", + "{@spell gust of wind}, {@spell levitate}" + ], + [ + "3rd", + "{@spell sleet storm}, {@spell wind wall}" + ], + [ + "4th", + "{@spell conjure minor elementals}, {@spell control water}" + ], + [ + "5th", + "{@spell conjure elemental}" + ] + ] + } + ] + } + ], + "overwrite": { + "ability": true + } + }, + { + "name": "Variant; Moon Elf or Sun Elf Descent", + "source": "SCAG", + "raceName": "Half-Elf", + "raceSource": "PHB", + "page": 116, + "skillProficiencies": [ + { + "any": 2 + } + ], + "weaponProficiencies": [ + { + "longsword|phb": true, + "shortsword|phb": true, + "shortbow|phb": true, + "longbow|phb": true + } + ], + "additionalSpells": [ + { + "ability": "int", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Wizard" + } + ] + } + } + } + ], + "entries": [ + { + "type": "inset", + "name": "Variant Feature (Choose 1)", + "entries": [ + { + "name": "Skill Versatility", + "entries": [ + "You gain proficiency in two skills of your choice." + ], + "type": "entries" + }, + { + "name": "Elf Weapon Training", + "entries": [ + "You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}." + ], + "type": "entries" + }, + { + "name": "Cantrip", + "entries": [ + "You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it." + ], + "type": "entries" + } + ], + "data": { + "overwrite": "Skill Versatility" + } + } + ], + "overwrite": { + "skillProficiencies": true + }, + "_versions": [ + { + "name": "Variant; Moon Elf or Sun Elf Descent; Cantrip", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Cantrip", + "type": "entries", + "entries": [ + "You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it." + ] + } + } + }, + "skillProficiencies": null, + "weaponProficiencies": null + }, + { + "name": "Variant; Moon Elf or Sun Elf Descent; Elf Weapon Training", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Elf Weapon Training", + "type": "entries", + "entries": [ + "You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}." + ] + } + } + }, + "skillProficiencies": null, + "additionalSpells": null + }, + { + "name": "Variant; Moon Elf or Sun Elf Descent; Skill Versatility", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Skill Versatility", + "type": "entries", + "entries": [ + "You gain proficiency in two skills of your choice." + ] + } + } + }, + "weaponProficiencies": null, + "additionalSpells": null + } + ] + }, + { + "name": "Variant; Wood Elf Descent", + "source": "SCAG", + "raceName": "Half-Elf", + "raceSource": "PHB", + "page": 116, + "skillProficiencies": [ + { + "any": 2 + } + ], + "weaponProficiencies": [ + { + "longsword|phb": true, + "shortsword|phb": true, + "shortbow|phb": true, + "longbow|phb": true + } + ], + "entries": [ + { + "type": "inset", + "name": "Variant Feature (Choose 1)", + "entries": [ + { + "name": "Skill Versatility", + "entries": [ + "You gain proficiency in two skills of your choice." + ], + "type": "entries" + }, + { + "name": "Elf Weapon Training", + "entries": [ + "You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}." + ], + "type": "entries" + }, + { + "name": "Fleet of Foot", + "entries": [ + "Your base walking speed increases to 35 feet." + ], + "type": "entries" + }, + { + "name": "Mask of the Wild", + "entries": [ + "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena." + ], + "type": "entries" + } + ], + "data": { + "overwrite": "Skill Versatility" + } + } + ], + "overwrite": { + "skillProficiencies": true + }, + "_versions": [ + { + "name": "Variant; Wood Elf Descent; Elf Weapon Training", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Elf Weapon Training", + "type": "entries", + "entries": [ + "You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}." + ] + } + } + }, + "skillProficiencies": null + }, + { + "name": "Variant; Wood Elf Descent; Fleet of Foot", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Fleet of Foot", + "type": "entries", + "entries": [ + "Your base walking speed increases to 35 feet." + ] + } + } + }, + "speed": 35, + "skillProficiencies": null, + "weaponProficiencies": null + }, + { + "name": "Variant; Wood Elf Descent; Mask of the Wild", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Mask of the Wild", + "type": "entries", + "entries": [ + "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena." + ] + } + } + }, + "skillProficiencies": null, + "weaponProficiencies": null + }, + { + "name": "Variant; Wood Elf Descent; Skill Versatility", + "source": "SCAG", + "_mod": { + "entries": { + "mode": "replaceArr", + "replace": "Variant Feature (Choose 1)", + "items": { + "name": "Variant Feature; Skill Versatility", + "type": "entries", + "entries": [ + "You gain proficiency in two skills of your choice." + ] + } + } + }, + "weaponProficiencies": null + } + ] + }, + { + "source": "PHB", + "raceName": "Half-Orc", + "raceSource": "PHB", + "page": 40, + "srd": true, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Variant; Mark of Finding", + "source": "ERLW", + "raceName": "Half-Orc", + "raceSource": "PHB", + "page": 41, + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice" + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "soundClip": { + "type": "internal", + "path": "races/half-orc.mp3" + }, + "additionalSpells": [ + { + "innate": { + "1": [ + "hunter's mark" + ], + "3": { + "daily": { + "1": [ + "locate object" + ] + } + } + }, + "expanded": { + "s1": [ + "faerie fire", + "longstrider" + ], + "s2": [ + "locate animals or plants", + "locate object" + ], + "s3": [ + "clairvoyance", + "speak with plants" + ], + "s4": [ + "divination", + "locate creature" + ], + "s5": [ + "commune with nature" + ] + }, + "ability": "wis" + } + ], + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "data": { + "overwrite": "Darkvision" + } + }, + { + "type": "entries", + "name": "Hunter's Intuition", + "entries": [ + "When you make a Wisdom ({@skill Perception}) or Wisdom ({@skill Survival}) check, you can roll a {@dice d4} and add the number rolled to the ability check." + ], + "data": { + "overwrite": "Menacing" + } + }, + { + "type": "entries", + "name": "Finder's Magic", + "entries": [ + "You can cast the {@spell hunter's mark} spell with this trait. Starting at 3rd level, you can also cast the {@spell locate object} spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells." + ], + "data": { + "overwrite": "Relentless Endurance" + } + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Goblin." + ], + "data": { + "overwrite": "Languages" + } + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Finding Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell faerie fire}, {@spell longstrider}" + ], + [ + "2nd", + "{@spell locate animals or plants}, {@spell locate object}" + ], + [ + "3rd", + "{@spell clairvoyance}, {@spell speak with plants}" + ], + [ + "4th", + "{@spell divination}, {@spell locate creature}" + ], + [ + "5th", + "{@spell commune with nature}" + ] + ] + } + ], + "data": { + "overwrite": "Savage Attacks" + } + } + ] + }, + { + "name": "Ghostwise", + "source": "SCAG", + "raceName": "Halfling", + "raceSource": "PHB", + "page": 110, + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + { + "name": "Silent Speech", + "entries": [ + "You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lightfoot", + "source": "PHB", + "raceName": "Halfling", + "raceSource": "PHB", + "page": 28, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Halfling|XPHB" + ], + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + { + "name": "Naturally Stealthy", + "entries": [ + "You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lotusden", + "source": "EGW", + "raceName": "Halfling", + "raceSource": "PHB", + "page": 164, + "ability": [ + { + "wis": 1 + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "entangle" + ] + } + }, + "5": { + "daily": { + "1": [ + "spike growth" + ] + } + } + }, + "ability": "wis", + "known": { + "1": [ + "druidcraft#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Child of the Wood", + "entries": [ + "You know the {@spell druidcraft} cantrip. When you reach 3rd level, you can cast the {@spell entangle} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell spike growth} spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Timberwalk", + "entries": [ + "Ability checks made to track you have disadvantage, and you can move across {@quickref difficult terrain||3} made of nonmagical plants and undergrowth without expending extra movement." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mark of Healing", + "source": "ERLW", + "raceName": "Halfling", + "raceSource": "PHB", + "page": 43, + "ability": [ + { + "wis": 1 + } + ], + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice", + "Tool Bonus Dice" + ], + "additionalSpells": [ + { + "innate": { + "1": [ + "cure wounds" + ], + "3": { + "daily": { + "1": [ + "lesser restoration" + ] + } + } + }, + "expanded": { + "s1": [ + "cure wounds", + "healing word" + ], + "s2": [ + "lesser restoration", + "prayer of healing" + ], + "s3": [ + "aura of vitality", + "mass healing word" + ], + "s4": [ + "aura of purity", + "aura of life" + ], + "s5": [ + "greater restoration" + ] + }, + "ability": "wis" + } + ], + "entries": [ + { + "type": "entries", + "name": "Medical Intuition", + "entries": [ + "When you make a Wisdom ({@skill Medicine}) check or an ability check using an {@item herbalism kit|phb}, you can roll a {@dice d4} and add the number rolled to the ability check." + ] + }, + { + "type": "entries", + "name": "Healing Touch", + "entries": [ + "You can cast the {@spell cure wounds} spell with this trait. Starting at 3rd level, you can also cast {@spell lesser restoration} with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Healing Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell cure wounds}, {@spell healing word}" + ], + [ + "2nd", + "{@spell lesser restoration}, {@spell prayer of healing}" + ], + [ + "3rd", + "{@spell aura of vitality}, {@spell mass healing word}" + ], + [ + "4th", + "{@spell aura of purity}, {@spell aura of life}" + ], + [ + "5th", + "{@spell greater restoration}" + ] + ] + } + ] + } + ] + }, + { + "name": "Mark of Hospitality", + "source": "ERLW", + "raceName": "Halfling", + "raceSource": "PHB", + "page": 44, + "ability": [ + { + "cha": 1 + } + ], + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice", + "Tool Bonus Dice" + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "goodberry", + "sleep" + ], + "s2": [ + "aid", + "calm emotions" + ], + "s3": [ + "create food and water", + "leomund's tiny hut" + ], + "s4": [ + "aura of purity", + "mordenkainen's private sanctum" + ], + "s5": [ + "hallow" + ] + }, + "ability": "cha", + "known": { + "1": [ + "prestidigitation#c", + "purify food and drink", + "unseen servant" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Ever Hospitable", + "entries": [ + "When you make a Charisma ({@skill Persuasion}) check or an ability check involving {@item brewer's supplies|PHB} or {@item cook's utensils|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check." + ] + }, + { + "type": "entries", + "name": "Innkeeper's Magic", + "entries": [ + "You know the {@spell prestidigitation} cantrip. You can also cast the {@spell purify food and drink} and {@spell unseen servant} spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Hospitality Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell goodberry}, {@spell sleep}" + ], + [ + "2nd", + "{@spell aid}, {@spell calm emotions}" + ], + [ + "3rd", + "{@spell create food and water}, {@spell Leomund's tiny hut}" + ], + [ + "4th", + "{@spell aura of purity}, {@spell Mordenkainen's private sanctum}" + ], + [ + "5th", + "{@spell hallow}" + ] + ] + } + ] + } + ] + }, + { + "name": "Stout", + "source": "PHB", + "raceName": "Halfling", + "raceSource": "PHB", + "page": 28, + "basicRules": true, + "reprintedAs": [ + "Halfling|XPHB" + ], + "ability": [ + { + "con": 1 + } + ], + "resist": [ + "poison" + ], + "entries": [ + { + "name": "Stout Resilience", + "entries": [ + "You have advantage on saving throws against poison, and you have resistance against poison damage." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "source": "PHB", + "raceName": "Human", + "raceSource": "PHB", + "page": 29, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Human|XPHB" + ], + "ability": [ + { + "str": 1, + "dex": 1, + "con": 1, + "int": 1, + "wis": 1, + "cha": 1 + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Keldon", + "source": "PSD", + "raceName": "Human", + "raceSource": "PHB", + "page": 19, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "skillProficiencies": [ + { + "athletics": true + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Keldons reach adulthood in their late teens and live less than a century." + ], + "data": { + "overwrite": "Age" + } + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Keldons tend toward chaotic alignments, and many walk a fine line between good and evil." + ], + "data": { + "overwrite": "Alignment" + } + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium." + ], + "data": { + "overwrite": "Size" + } + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and {@language Keldon|PSD}." + ], + "type": "entries", + "data": { + "overwrite": "Languages" + } + }, + { + "type": "entries", + "name": "Natural Athlete", + "entries": [ + "You have proficiency in the {@skill Athletics} skill." + ] + }, + { + "type": "entries", + "name": "Keldon Resilience", + "entries": [ + "You have proficiency in Strength saving throws." + ] + }, + { + "type": "entries", + "name": "Icehaven Born", + "entries": [ + "You are naturally adapted to {@hazard Extreme Cold|DMG|cold climates}, as described in chapter 5 of the {@i Dungeon Master's Guide}." + ] + } + ], + "overwrite": { + "languageProficiencies": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mark of Handling", + "source": "ERLW", + "raceName": "Human", + "raceSource": "PHB", + "page": 42, + "ability": [ + { + "wis": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "cha" + ], + "count": 1 + } + } + ], + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice" + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "animal friendship", + "speak with animals" + ], + "s2": [ + "beast sense", + "calm emotions" + ], + "s3": [ + "beacon of hope", + "conjure animals" + ], + "s4": [ + "aura of life", + "dominate beast" + ], + "s5": [ + "awaken" + ] + }, + "ability": "wis", + "known": { + "1": { + "rest": { + "1": [ + "animal friendship", + "speak with animals" + ] + } + } + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Wild Intuition", + "entries": [ + "When you make a Wisdom ({@skill Animal Handling}) or Intelligence ({@skill Nature}) check, you can roll a {@dice d4} and add the number rolled to the ability check." + ] + }, + { + "type": "entries", + "name": "Primal Connection", + "entries": [ + "You can cast the {@spell animal friendship} and {@spell speak with animals} spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "The Bigger They Are", + "entries": [ + "Starting at 3rd level, you can target a beast or monstrosity when you cast {@spell animal friendship} or {@spell speak with animals}, provided the creature's Intelligence score is 3 or lower." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Handling Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell animal friendship}, {@spell speak with animals}" + ], + [ + "2nd", + "{@spell beast sense}, {@spell calm emotions}" + ], + [ + "3rd", + "{@spell beacon of hope}, {@spell conjure animals}" + ], + [ + "4th", + "{@spell aura of life}, {@spell dominate beast}" + ], + [ + "5th", + "{@spell awaken}" + ] + ] + } + ] + } + ] + }, + { + "name": "Mark of Making", + "source": "ERLW", + "raceName": "Human", + "raceSource": "PHB", + "page": 45, + "ability": [ + { + "int": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "wis", + "cha" + ], + "count": 1 + } + } + ], + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice", + "Tool Bonus Dice" + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "identify", + "tenser's floating disk" + ], + "s2": [ + "continual flame", + "magic weapon" + ], + "s3": [ + "conjure barrage", + "elemental weapon" + ], + "s4": [ + "fabricate", + "stone shape" + ], + "s5": [ + "creation" + ] + }, + "ability": "int", + "known": { + "1": [ + "mending#c", + "magic weapon" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Artisan's Intuition", + "entries": [ + "When you make an {@skill Arcana} check or an ability check involving {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, you can roll a {@dice d4} and add the number rolled to the ability check." + ] + }, + { + "type": "entries", + "name": "Maker's Gift", + "entries": [ + "You gain proficiency with one type of artisan's tools of your choice." + ] + }, + { + "type": "entries", + "name": "Spellsmith", + "entries": [ + "You know the {@spell mending} cantrip. You can also cast the {@spell magic weapon} spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require {@status concentration}. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Making Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell identify}, {@spell Tenser's floating disk}" + ], + [ + "2nd", + "{@spell continual flame}, {@spell magic weapon}" + ], + [ + "3rd", + "{@spell conjure barrage}, {@spell elemental weapon}" + ], + [ + "4th", + "{@spell fabricate}, {@spell stone shape}" + ], + [ + "5th", + "{@spell creation}" + ] + ] + } + ] + } + ] + }, + { + "name": "Mark of Passage", + "source": "ERLW", + "raceName": "Human", + "raceSource": "PHB", + "page": 46, + "speed": 35, + "ability": [ + { + "dex": 2, + "choose": { + "from": [ + "str", + "con", + "int", + "wis", + "cha" + ], + "count": 1 + } + } + ], + "traitTags": [ + "Dragonmark" + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "expeditious retreat", + "jump" + ], + "s2": [ + "misty step", + "pass without trace" + ], + "s3": [ + "blink", + "phantom steed" + ], + "s4": [ + "dimension door", + "freedom of movement" + ], + "s5": [ + "teleportation circle" + ] + }, + "ability": "dex", + "known": { + "1": [ + "misty step" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Courier's Speed", + "entries": [ + "Your base walking speed increases to 35 feet." + ] + }, + { + "type": "entries", + "name": "Intuitive Motion", + "entries": [ + "When you make a Dexterity ({@skill Acrobatics}) check or any ability check to operate or maintain a {@filter land vehicle|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}, you can roll a {@dice d4} and add the number rolled to the ability check." + ] + }, + { + "type": "entries", + "name": "Magical Passage", + "entries": [ + "You can cast the {@spell misty step} spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Passage Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell expeditious retreat}, {@spell jump}" + ], + [ + "2nd", + "{@spell misty step}, {@spell pass without trace}" + ], + [ + "3rd", + "{@spell blink}, {@spell phantom steed}" + ], + [ + "4th", + "{@spell dimension door}, {@spell freedom of movement}" + ], + [ + "5th", + "{@spell teleportation circle}" + ] + ] + } + ] + } + ] + }, + { + "name": "Mark of Sentinel", + "source": "ERLW", + "raceName": "Human", + "raceSource": "PHB", + "page": 48, + "ability": [ + { + "con": 2, + "wis": 1 + } + ], + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice" + ], + "additionalSpells": [ + { + "expanded": { + "s1": [ + "compelled duel", + "shield of faith" + ], + "s2": [ + "warding bond", + "zone of truth" + ], + "s3": [ + "counterspell", + "protection from energy" + ], + "s4": [ + "death ward", + "guardian of faith" + ], + "s5": [ + "bigby's hand" + ] + }, + "ability": "wis", + "known": { + "1": [ + "shield" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Sentinel's Intuition", + "entries": [ + "When you make a Wisdom ({@skill Insight}) or Wisdom ({@skill Perception}) check, you can roll a {@dice d4} and add the number rolled to the ability check." + ] + }, + { + "type": "entries", + "name": "Guardian's Shield", + "entries": [ + "You can cast the {@spell shield} spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell." + ] + }, + { + "type": "entries", + "name": "Vigilant Guardian", + "entries": [ + "When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Sentinel Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell compelled duel}, {@spell shield of faith}" + ], + [ + "2nd", + "{@spell warding bond}, {@spell zone of truth}" + ], + [ + "3rd", + "{@spell counterspell}, {@spell protection from energy}" + ], + [ + "4th", + "{@spell death ward}, {@spell guardian of faith}" + ], + [ + "5th", + "{@spell Bigby's hand}" + ] + ] + } + ] + } + ] + }, + { + "name": "Variant", + "source": "PHB", + "raceName": "Human", + "raceSource": "PHB", + "page": 31, + "basicRules": true, + "reprintedAs": [ + "Human|XPHB" + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + } + } + ], + "feats": [ + { + "any": 1 + } + ], + "skillProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + { + "name": "Skills", + "entries": [ + "You gain proficiency in one skill of your choice." + ], + "type": "entries" + }, + { + "name": "Feat", + "entries": [ + "You gain one {@5etools feat|feats.html} of your choice." + ], + "type": "entries" + } + ] + }, + { + "name": "Variant; Mark of Finding", + "source": "ERLW", + "raceName": "Human", + "raceSource": "PHB", + "page": 41, + "ability": [ + { + "con": 1, + "wis": 2 + } + ], + "darkvision": 60, + "traitTags": [ + "Dragonmark", + "Skill Bonus Dice" + ], + "languageProficiencies": [ + { + "common": true, + "goblin": true + } + ], + "additionalSpells": [ + { + "innate": { + "1": [ + "hunter's mark" + ], + "3": { + "daily": { + "1": [ + "locate object" + ] + } + } + }, + "expanded": { + "s1": [ + "faerie fire", + "longstrider" + ], + "s2": [ + "locate animals or plants", + "locate object" + ], + "s3": [ + "clairvoyance", + "speak with plants" + ], + "s4": [ + "divination", + "locate creature" + ], + "s5": [ + "commune with nature" + ] + }, + "ability": "wis" + } + ], + "entries": [ + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Hunter's Intuition", + "entries": [ + "When you make a Wisdom ({@skill Perception}) or Wisdom ({@skill Survival}) check, you can roll a {@dice d4} and add the number rolled to the ability check." + ] + }, + { + "type": "entries", + "name": "Finder's Magic", + "entries": [ + "You can cast the {@spell hunter's mark} spell with this trait. Starting at 3rd level, you can also cast the {@spell locate object} spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Goblin." + ], + "data": { + "overwrite": "Languages" + } + }, + { + "type": "entries", + "name": "Spells of the Mark", + "entries": [ + "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.", + { + "type": "table", + "caption": "Mark of Finding Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell faerie fire}, {@spell longstrider}" + ], + [ + "2nd", + "{@spell locate animals or plants}, {@spell locate object}" + ], + [ + "3rd", + "{@spell clairvoyance}, {@spell speak with plants}" + ], + [ + "4th", + "{@spell divination}, {@spell locate creature}" + ], + [ + "5th", + "{@spell commune with nature}" + ] + ] + } + ] + } + ], + "overwrite": { + "traitTags": true, + "languageProficiencies": true + } + }, + { + "name": "Gavony", + "source": "PSI", + "raceName": "Human (Innistrad)", + "raceSource": "PSI", + "page": 8, + "ability": [ + { + "str": 1, + "dex": 1, + "con": 1, + "int": 1, + "wis": 1, + "cha": 1 + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kessig", + "source": "PSI", + "raceName": "Human (Innistrad)", + "raceSource": "PSI", + "page": 8, + "speed": 40, + "ability": [ + { + "dex": 1, + "wis": 1 + } + ], + "skillProficiencies": [ + { + "survival": true + } + ], + "entries": [ + { + "name": "Forest Folk", + "entries": [ + "You have proficiency in the {@skill Survival} skill." + ], + "type": "entries" + }, + { + "name": "Fleet of Foot", + "entries": [ + "Your base walking speed is 40 feet." + ], + "type": "entries" + }, + { + "name": "Sure-footed", + "entries": [ + "When you use the {@action Dash} action, {@quickref difficult terrain||3} doesn't cost you extra movement on that turn." + ], + "type": "entries" + }, + { + "name": "Spring Attack", + "entries": [ + "When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Nephalia", + "source": "PSI", + "raceName": "Human (Innistrad)", + "raceSource": "PSI", + "page": 8, + "ability": [ + { + "int": 1, + "cha": 1 + } + ], + "traitTags": [ + "Skill Proficiency", + "Tool Proficiency" + ], + "skillToolLanguageProficiencies": [ + { + "choose": [ + { + "from": [ + "anySkill", + "anyTool" + ], + "count": 4 + } + ] + } + ], + "entries": [ + { + "name": "Breadth of Knowledge", + "entries": [ + "You gain proficiency in any combination of four skills or with four {@book tools|phb|5|tools} of your choice." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stensia", + "source": "PSI", + "raceName": "Human (Innistrad)", + "raceSource": "PSI", + "page": 8, + "ability": [ + { + "str": 1, + "con": 1 + } + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "entries": [ + { + "name": "Daunting", + "entries": [ + "You have proficiency in the {@skill Intimidation} skill." + ], + "type": "entries" + }, + { + "name": "Tough", + "entries": [ + "Your hit point maximum increases by 2, and it increases by 2 every time you gain a level." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sable", + "source": "HWCS", + "raceName": "Luma", + "raceSource": "HWCS", + "page": 16, + "ability": [ + { + "con": 1 + } + ], + "resist": [ + "poison" + ], + "entries": [ + { + "name": "Hard to Read", + "type": "entries", + "entries": [ + "Your innate eccentricities make it hard for other folk to figure you out. When someone performs a Wisdom ({@skill Insight}) check against you, they have disadvantage on their roll. Additionally, you gain advantage on Charisma ({@skill Deception}) checks made against creatures that are not lumas." + ] + }, + { + "name": "Resilience", + "type": "entries", + "entries": [ + "You have advantage on saving throws against poison and resistance against poison damage." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sera", + "source": "HWCS", + "raceName": "Luma", + "raceSource": "HWCS", + "page": 16, + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + { + "name": "Center of Attention", + "type": "entries", + "entries": [ + "You have proficiency in the {@skill Performance} skill." + ] + }, + { + "name": "Songbird", + "type": "entries", + "entries": [ + "When you perform, you can demonstrate the innate and mystical power of your Charisma. You may cast the {@spell charm person} spell once per long rest. This spell does not require any somatic components to cast. Charisma is your spellcasting ability for this spell." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ixalan; Blue", + "source": "PSX", + "raceName": "Merfolk", + "raceSource": "PSZ", + "page": 12, + "otherSources": null, + "ability": [ + { + "int": 2 + } + ], + "skillProficiencies": [ + { + "history": true, + "nature": true + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true, + "anyStandard": 1 + } + ], + "additionalSpells": [ + { + "ability": "wis", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Wizard" + } + ] + } + } + } + ], + "entries": [ + { + "name": "Cantrip", + "entries": [ + "You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it." + ], + "type": "entries" + }, + { + "name": "Lore of the Waters", + "entries": [ + "You gain proficiency in the {@skill History} and {@skill Nature} skills." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign), {@language Merfolk|PSX}, and one additional language of your choice." + ], + "type": "entries", + "data": { + "overwrite": "Languages" + } + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ixalan; Green", + "source": "PSX", + "raceName": "Merfolk", + "raceSource": "PSZ", + "page": 12, + "otherSources": null, + "ability": [ + { + "wis": 2 + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true, + "anyStandard": 1 + } + ], + "additionalSpells": [ + { + "ability": "wis", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Druid" + } + ] + } + } + } + ], + "entries": [ + { + "name": "Cantrip", + "entries": [ + "You know one cantrip of your choice from the {@filter druid spell list|spells|class=Druid|level=0}. Wisdom is your spellcasting ability for it." + ], + "type": "entries" + }, + { + "name": "Mask of the Wild", + "entries": [ + "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign), {@language Merfolk|PSX}, and one additional language of your choice." + ], + "type": "entries", + "data": { + "overwrite": "Languages" + } + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zendikar; Cosi Creed", + "source": "PSZ", + "raceName": "Merfolk", + "raceSource": "PSZ", + "page": 13, + "otherSources": null, + "ability": [ + { + "int": 1, + "cha": 2 + } + ], + "skillProficiencies": [ + { + "sleight of hand": true, + "stealth": true + } + ], + "additionalSpells": [ + { + "ability": "cha", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Bard" + } + ] + } + } + } + ], + "entries": [ + { + "name": "Cantrip", + "entries": [ + "You know one cantrip of your choice from the {@filter bard spell list|spells|class=bard|level=0}. Charisma is your spellcasting ability for it." + ], + "type": "entries" + }, + { + "name": "Creed of the Trickster", + "entries": [ + "You have proficiency in the {@skill Sleight of Hand} and {@skill Stealth} skills." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zendikar; Emeria Creed", + "source": "PSZ", + "raceName": "Merfolk", + "raceSource": "PSZ", + "page": 13, + "otherSources": null, + "ability": [ + { + "wis": 2 + } + ], + "skillProficiencies": [ + { + "deception": true, + "persuasion": true + } + ], + "additionalSpells": [ + { + "ability": "wis", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Druid" + } + ] + } + } + } + ], + "entries": [ + { + "name": "Cantrip", + "entries": [ + "You know one cantrip of your choice from the {@filter druid spell list|spells|class=druid|level=0}. Wisdom is your spellcasting ability for it." + ], + "type": "entries" + }, + { + "name": "Wind Creed Manipulation", + "entries": [ + "You have proficiency in the {@skill Deception} and {@skill Persuasion} skills." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zendikar; Ula Creed", + "source": "PSZ", + "raceName": "Merfolk", + "raceSource": "PSZ", + "page": 13, + "otherSources": null, + "ability": [ + { + "int": 2 + } + ], + "skillProficiencies": [ + { + "survival": true + } + ], + "toolProficiencies": [ + { + "navigator's tools": true + } + ], + "additionalSpells": [ + { + "ability": "int", + "known": { + "1": { + "_": [ + { + "choose": "level=0|class=Wizard" + } + ] + } + } + } + ], + "entries": [ + { + "name": "Cantrip", + "entries": [ + "You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it." + ], + "type": "entries" + }, + { + "name": "Water Creed Navigation", + "entries": [ + "You have proficiency with {@item navigator's tools|phb} and in the {@skill Survival} skill." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Maran", + "source": "HWCS", + "raceName": "Raptor", + "raceSource": "HWCS", + "page": 18, + "speed": { + "walk": 25, + "swim": 25 + }, + "ability": [ + { + "int": 1 + } + ], + "traitTags": [ + "Natural Weapon" + ], + "entries": [ + { + "name": "Swimmer", + "type": "entries", + "entries": [ + "You have a swimming speed of 25 feet." + ] + }, + { + "name": "Patient", + "type": "entries", + "entries": [ + "When you react with a readied action, you have advantage on the first attack roll, skill check, or ability check you make as a part of that action." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mistral", + "source": "HWCS", + "raceName": "Raptor", + "raceSource": "HWCS", + "page": 18, + "ability": [ + { + "wis": 1 + } + ], + "traitTags": [ + "Natural Weapon" + ], + "entries": [ + { + "name": "Agile", + "type": "entries", + "entries": [ + "You have proficiency in the {@skill Acrobatics} skill." + ] + }, + { + "name": "Aerial Defense", + "type": "entries", + "entries": [ + "Creatures that attack you while you are falling, gliding, or jumping have disadvantage on their attack roll." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Beasthide", + "source": "ERLW", + "raceName": "Shifter", + "raceSource": "ERLW", + "page": 34, + "ability": [ + { + "con": 2, + "str": 1 + } + ], + "traitTags": [ + "Natural Armor" + ], + "skillProficiencies": [ + { + "athletics": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Natural Athlete", + "entries": [ + "You have proficiency in the {@skill Athletics} skill." + ] + }, + { + "type": "entries", + "name": "Shifting Feature", + "entries": [ + "Whenever you shift, you gain {@dice 1d6} additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Longtooth", + "source": "ERLW", + "raceName": "Shifter", + "raceSource": "ERLW", + "page": 34, + "ability": [ + { + "str": 2, + "dex": 1 + } + ], + "traitTags": [ + "Natural Weapon" + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Fierce", + "entries": [ + "You have proficiency in the {@skill Intimidation} skill." + ] + }, + { + "type": "entries", + "name": "Shifting Feature", + "entries": [ + "While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Swiftstride", + "source": "ERLW", + "raceName": "Shifter", + "raceSource": "ERLW", + "page": 34, + "ability": [ + { + "dex": 2, + "cha": 1 + } + ], + "skillProficiencies": [ + { + "acrobatics": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Graceful", + "entries": [ + "You have proficiency in the {@skill Acrobatics} skill." + ] + }, + { + "type": "entries", + "name": "Shifting Feature", + "entries": [ + "While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wildhunt", + "source": "ERLW", + "raceName": "Shifter", + "raceSource": "ERLW", + "page": 34, + "ability": [ + { + "wis": 2, + "dex": 1 + } + ], + "skillProficiencies": [ + { + "survival": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Natural Tracker", + "entries": [ + "You have proficiency in the {@skill Survival} skill." + ] + }, + { + "type": "entries", + "name": "Shifting Feature", + "entries": [ + "While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're {@condition incapacitated}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stout", + "source": "HWCS", + "raceName": "Strig", + "raceSource": "HWCS", + "page": 20, + "ability": [ + { + "con": 1 + } + ], + "traitTags": [ + "Natural Weapon" + ], + "entries": [ + { + "name": "Imposing", + "type": "entries", + "entries": [ + "You have proficiency in the {@skill Intimidation} skill." + ] + }, + { + "name": "Brawler", + "type": "entries", + "entries": [ + "When you successfully attack a target with your talons, you can choose to grapple that target as a bonus action." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Swift", + "source": "HWCS", + "raceName": "Strig", + "raceSource": "HWCS", + "page": 20, + "speed": 35, + "ability": [ + { + "dex": 1 + } + ], + "traitTags": [ + "Natural Weapon" + ], + "entries": [ + { + "name": "Swift", + "type": "entries", + "entries": [ + "Your base walking speed increases to 35 feet." + ] + }, + { + "name": "Survivor", + "type": "entries", + "entries": [ + "You have proficiency in the {@skill Survival} skill." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "source": "PHB", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 42, + "srd": true, + "reprintedAs": [ + "Tiefling|XPHB" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Asmodeus", + "source": "MTF", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 21, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Baalzebul", + "source": "MTF", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 21, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "ray of sickness#2" + ] + } + }, + "5": { + "daily": { + "1": [ + "crown of madness" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "thaumaturgy#c" + ] + } + } + ], + "entries": [ + { + "name": "Legacy of Maladomini", + "entries": [ + "You know the {@spell thaumaturgy} cantrip. When you reach 3rd level, you can cast the {@spell ray of sickness} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell crown of madness} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries", + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dispater", + "source": "MTF", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 21, + "ability": [ + { + "cha": 2, + "dex": 1 + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "disguise self" + ] + } + }, + "5": { + "daily": { + "1": [ + "detect thoughts" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "thaumaturgy#c" + ] + } + } + ], + "entries": [ + { + "name": "Legacy of Dis", + "entries": [ + "You know the {@spell thaumaturgy} cantrip. When you reach 3rd level, you can cast the {@spell disguise self} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell detect thoughts} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries", + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "overwrite": { + "ability": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fierna", + "source": "MTF", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 21, + "ability": [ + { + "cha": 2, + "wis": 1 + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "charm person#2" + ] + } + }, + "5": { + "daily": { + "1": [ + "suggestion" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "friends#c" + ] + } + } + ], + "entries": [ + { + "name": "Legacy of Phlegethos", + "entries": [ + "You know the {@spell friends} cantrip. When you reach 3rd level, you can cast the {@spell charm person} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell suggestion} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries", + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "overwrite": { + "ability": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Glasya", + "source": "MTF", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 22, + "ability": [ + { + "cha": 2, + "dex": 1 + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "disguise self" + ] + } + }, + "5": { + "daily": { + "1": [ + "invisibility" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "minor illusion#c" + ] + } + } + ], + "entries": [ + { + "name": "Legacy of Malbolge", + "entries": [ + "You know the {@spell minor illusion} cantrip. When you reach 3rd level, you can cast the {@spell disguise self} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell invisibility} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries", + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "overwrite": { + "ability": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Levistus", + "source": "MTF", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 22, + "ability": [ + { + "cha": 2, + "con": 1 + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "armor of agathys#2" + ] + } + }, + "5": { + "daily": { + "1": [ + "darkness" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "ray of frost#c" + ] + } + } + ], + "entries": [ + { + "name": "Legacy of Stygia", + "entries": [ + "You know the {@spell ray of frost} cantrip. When you reach 3rd level, you can cast the {@spell armor of Agathys} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell darkness} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries", + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "overwrite": { + "ability": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mammon", + "source": "MTF", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 22, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "tenser's floating disk" + ] + } + }, + "5": { + "daily": { + "1": [ + "arcane lock" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "mage hand#c" + ] + } + } + ], + "entries": [ + { + "name": "Legacy of Minauros", + "entries": [ + "You know the {@spell mage hand} cantrip. When you reach 3rd level, you can cast the {@spell Tenser's floating disk} spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the {@spell arcane lock} spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries", + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mephistopheles", + "source": "MTF", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 23, + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "burning hands#2" + ] + } + }, + "5": { + "daily": { + "1": [ + "flame blade" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "mage hand#c" + ] + } + } + ], + "entries": [ + { + "name": "Legacy of Cania", + "entries": [ + "You know the {@spell mage hand} cantrip. When you reach 3rd level, you can cast the {@spell burning hands} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell flame blade} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries", + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Variant; Devil's Tongue", + "source": "SCAG", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 118, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "dex", + "cha" + ], + "count": 1, + "amount": 2 + } + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "charm person#2" + ] + } + }, + "5": { + "daily": { + "1": [ + "enthrall" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "vicious mockery#c" + ] + } + } + ], + "entries": [ + { + "name": "Appearance", + "entries": [ + "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Devil's Tongue", + "entries": [ + "You know the {@spell vicious mockery} cantrip. When you reach 3rd level, you can cast the {@spell charm person} spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the {@spell enthrall} spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait." + ], + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "overwrite": { + "ability": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Variant; Hellfire", + "source": "SCAG", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 118, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "dex", + "cha" + ], + "count": 1, + "amount": 2 + } + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "burning hands#2" + ] + } + }, + "5": { + "daily": { + "1": [ + "darkness" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "thaumaturgy#c" + ] + } + } + ], + "entries": [ + { + "name": "Appearance", + "entries": [ + "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Hellfire", + "entries": [ + "You know the {@spell thaumaturgy} cantrip. Once you reach 3rd level, you can cast the {@spell burning hands} spell once per day as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the {@spell darkness} spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells." + ], + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "overwrite": { + "ability": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Variant; Infernal Legacy", + "source": "SCAG", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 118, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "dex", + "cha" + ], + "count": 1, + "amount": 2 + } + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "hellish rebuke" + ] + } + }, + "5": { + "daily": { + "1": [ + "darkness" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "thaumaturgy#c" + ] + } + } + ], + "entries": [ + { + "name": "Appearance", + "entries": [ + "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone." + ], + "type": "entries" + } + ], + "overwrite": { + "ability": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Variant; Winged", + "source": "SCAG", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 118, + "speed": { + "walk": 30, + "fly": 30 + }, + "ability": [ + { + "int": 1, + "choose": { + "from": [ + "dex", + "cha" + ], + "count": 1, + "amount": 2 + } + } + ], + "traitTags": [ + "Uncommon Race" + ], + "additionalSpells": null, + "entries": [ + { + "name": "Appearance", + "entries": [ + "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone." + ], + "type": "entries" + }, + { + "type": "entries", + "name": "Winged", + "entries": [ + "You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor." + ], + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "overwrite": { + "ability": true, + "traitTags": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zariel", + "source": "MTF", + "raceName": "Tiefling", + "raceSource": "PHB", + "page": 23, + "ability": [ + { + "cha": 2, + "str": 1 + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "searing smite#2" + ] + } + }, + "5": { + "daily": { + "1": [ + "branding smite" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "thaumaturgy#c" + ] + } + } + ], + "entries": [ + { + "name": "Legacy of Avernus", + "entries": [ + "You know the {@spell thaumaturgy} cantrip. When you reach 3rd level, you can cast the {@spell searing smite} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell branding smite} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "type": "entries", + "data": { + "overwrite": "Infernal Legacy" + } + } + ], + "overwrite": { + "ability": true + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ixalan", + "source": "PSX", + "raceName": "Vampire", + "raceSource": "PSZ", + "page": 14, + "otherSources": null, + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Vampires don't mature and age in the same way that other races do." + ], + "data": { + "overwrite": "Age" + } + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment." + ], + "data": { + "overwrite": "Alignment" + } + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Vampires are the same size and build as humans. Your size is Medium." + ], + "data": { + "overwrite": "Size" + } + }, + { + "type": "entries", + "name": "Feast of Blood", + "entries": [ + "When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute." + ] + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Vampire|PSX}." + ], + "type": "entries", + "data": { + "overwrite": "Languages" + } + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zendikar", + "source": "PSZ", + "raceName": "Vampire", + "raceSource": "PSZ", + "page": 14, + "otherSources": null, + "ability": [ + { + "int": 1 + } + ], + "entries": [ + { + "name": "Null Transformation", + "entries": [ + "A humanoid killed with your Bloodthirst ability becomes a {@creature Vampire Null|PSZ|null}." + ], + "type": "entries" + } + ], + "hasFluff": true, + "hasFluffImages": true + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/renderdemo.json b/src/ttfrog/five_e_tools/sources/renderdemo.json new file mode 100644 index 0000000..3821e53 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/renderdemo.json @@ -0,0 +1,865 @@ +{ + "data": [ + { + "type": "section", + "name": "Renderer Demo", + "entries": [ + "(This is a section heading. This is mainly used in Adventures, for the header of entire chapters. The root entry does {@b not} need have the 'section' type, 'entries' is generally used instead. The 'section' produces a {@bold level -1} header; the 'basement' level, if you will.)", + { + "type": "quote", + "entries": [ + "Look, don't quote me on this, but" + ], + "by": "Anon", + "from": "Archive of Lost Chats" + }, + "This is a demo of the JSON format, and how it (usually) gets rendered. You can edit this text, and it will reset on refresh.", + "{@b If a JSON property is described as 'optional,' the property may be excluded, unless otherwise noted.}", + "The goal of this system is to emulate the look and feel of the books, while maintaining a convenient and consistent data structure that can be re-used.", + "The general format is to nest multiple levels of 'entries'-typed objects, with other specific types (described in detail below) used as needed.", + "String entries can contain tags, and these work when nested in most other structures. These will eventually all work with the hover-to-view feature. They are case-insensitive, unless otherwise noted. These are:", + { + "type": "list", + "items": [ + "Style tags; {@bold some text to be bolded} (alternative {@b shorthand}), {@italic some text to be italicised} (alternative {@i shorthand}), {@underline some text to be underlined} (alternative {@u shorthand}), {@underlineDouble some text to be underlined} (alternative {@u2 shorthand}), {@strike some text to strike-through}, (alternative {@s shorthand}), , {@strikeDouble some text to strike-through}, (alternative {@s2 shorthand}), {@color color|e40707}/{@color color variable|--rgb-name} tags, {@highlight highlight} tags, {@sup superscript} tags, {@sub subscript} tags, {@kbd keyboard} tags, {@code print("hello world")} tags, misc {@style Style|small-caps;small;capitalize;dnd-font} tags, {@font alternate font|Comic Sans MS} tags", + "Additionally, {@note note tags}, used for adding errata or Twitter \"designer footnotes,\" and {@tip tooltip tags|a note}.", + "Dice roller tags; {@dice 1d2-2+2d3+5} for regular dice rolls ({@dice 1d6;2d6} for multiple options; {@dice 1d6 + #$prompt_number:min=1,title=Enter a Number!,default=123$#} for input prompts), with extended {@dice 1d20+2|display text} and {@dice 1d20+2|display text|rolled by name}, and a special 'hit' version which assumes a d20 is to be rolled {@hit +7} (and rolls advantage on {@kbd SHIFT}+click, disadvantage on {@kbd ALT}+click). There's also {@damage 1d12+3} which will roll critical hits on {@kbd SHIFT}+click and half damage (rounding down) on {@kbd ALT}+click, and {@d20 -4} which will also roll advantage/disadvantage, although @hit tags are preferred where appropriate. Spells can have scaling-dice tags, (damage of 2d6 or 3d6 at level 1, add an extra {@scaledamage 2d6;3d6|2-9|1d6} for each level beyond 2nd; or, roll 2d6 when using 1 psi point, add an {@scaledice 2d6|1,3,5,7,9|1d6|psi|extra amount} for each additional psi point spent), for when a spell effect scales at higher levels. {@ability str 20}, {@savingThrow str 5}, and {@skillCheck animal_handling 5} are used as internal shorthand, but may be useful elsewhere.", + "Auto dice tags; as above, but a result is automatically rolled upon rendering: {@autodice 2d10+2}.", + "Chance tags; similar to dice roller tags, but output success/failure. Similar syntax as dice tags: {@chance 50}; {@chance 50|display text}; {@chance 50|display text|rolled by name}; {@chance 50|display text|rolled by name|on success text}; {@chance 50|display text|rolled by name|on success text|on failure text}.", + "Summon/companion-specific tags: {@hitYourSpellAttack} ({@hitYourSpellAttack with optional display text}), {@dcYourSpellSave} ({@dcYourSpellSave with optional display text}).", + "Recharge tags; output success/failure for ability recharge. {@recharge} in an ability title for '(Recharge 6)', {@recharge 4} for '(Recharge 4\u20136)'.", + "Coinflip tags; {@coinflip} or {@coinflip display text|rolee name|success text|failure text}", + "Skill and sense tags; {@skill Athletics}/{@skill Perception} (case sensitive) and {@sense Truesight}/{@sense darkvision} (case insensitive) which provide tooltips on hover.", + "Footnote tags; allows a footnote to be embedded {@footnote directly in text|This is primarily for homebrew purposes, as the official texts (so far) avoid using footnotes}, with {@footnote optional reference information|This is the footnote. References are free text.|Footnote 1, page 20}.", + "The homebrew tag; can show {@homebrew changes|modifications}, {@homebrew additions} or {@homebrew |removals}.", + "Content tags:", + { + "type": "list", + "items": [ + "Spells: {@spell acid splash} assumes PHB by default, {@spell tiny servant|xge} can have sources added with a pipe, {@spell tiny servant|xge|and optional link text added with another pipe}.", + "Items: {@item alchemy jug} assumes DMG by default, {@item longsword|phb} can have sources added with a pipe, {@item longsword|phb|and optional link text added with another pipe}.", + "Creatures: {@creature goblin} assumes MM by default, {@creature cow|vgm} can have sources added with a pipe, {@creature cow|vgm|and optional link text added with another pipe}.", + "Creature legendary groups: {@legroup unicorn} assumes MM by default, {@legroup balhannoth|MPMM} can have sources added with a pipe, {@legroup balhannoth|MPMM|and optional link text added with another pipe}.", + "Backgrounds: {@background Charlatan} assumes PHB by default, {@background Anthropologist|toa} can have sources added with a pipe, {@background Anthropologist|ToA|and optional link text added with another pipe}.", + "Races: {@race Human} assumes PHB by default, {@race Aarakocra|eepc} can have sources added with a pipe, {@race Aarakocra|eepc|and optional link text added with another pipe}.", + "Invocations and Other Optional Features: {@optfeature Agonizing Blast} assumes PHB by default, {@optfeature Aspect of the Moon|xge} can have sources added with a pipe, {@optfeature Aspect of the Moon|xge|and optional link text added with another pipe}.", + "Classes: {@class fighter} assumes PHB by default, {@class artificer|tce} can have sources added with a pipe, {@class fighter|phb|optional link text added with another pipe}, {@class fighter|phb|subclasses added|Eldritch Knight} with another pipe, {@class fighter|phb|and class feature added|Eldritch Knight|phb|2-0} with another pipe (first number is level index (0-19), second number is feature index (0-n)).", + "Subclasses: {@subclass Berserker|Barbarian}, {@subclass Berserker|Barbarian}, {@subclass Ancestral Guardian|Barbarian||XGE}, {@subclass Artillerist|Artificer|TCE|TCE}. Class and subclass source is assumed to be PHB.", + "Class Features: {@classFeature Rage|Barbarian||1}, {@classFeature Infuse Item|Artificer|TCE|2}, {@classFeature Primal Knowledge|Barbarian||3|TCE}, {@classFeature Rage|Barbarian||1||optional display text}. Class source is assumed to be PHB. Class feature source is assumed to be the same as class source.", + "Subclass Features: {@subclassFeature Path of the Berserker|Barbarian||Berserker||3}, {@subclassFeature Alchemist|Artificer|TCE|Alchemist|TCE|3}, {@subclassFeature Path of the Battlerager|Barbarian||Battlerager|SCAG|3}, {@subclassFeature Blessed Strikes|Cleric||Life||8|TCE}, {@subclassFeature Path of the Berserker|Barbarian||Berserker||3||optional display text}. Class source is assumed to be PHB. Subclass source is assumed to be PHB. Subclass feature source is assumed to be the same as subclass source.", + "Conditions: {@condition stunned} assumes PHB by default, {@condition stunned|PHB} can have sources added with a pipe (not that it's ever useful), {@condition stunned|PHB|and optional link text added with another pipe}.", + "Diseases: {@disease cackle fever} assumes DMG by default, {@disease cackle fever} can have sources added with a pipe, {@disease cackle fever|DMG|and optional link text added with another pipe}.", + "Other Rewards: {@reward Blessing of Health} assumes DMG by default, {@reward Blessing of Health} can have sources added with a pipe, {@reward Blessing of Health|DMG|and optional link text added with another pipe}.", + "Feats: {@feat Alert} assumes PHB by default, {@feat Elven Accuracy|xge} can have sources added with a pipe, {@feat Elven Accuracy|xge|and optional link text added with another pipe}.", + "Psionics: {@psionic Mastery of Force} assumes UATheMysticClass by default, {@psionic Mastery of Force|UATheMysticClass} can have sources added with a pipe, {@psionic Mastery of Force|UATheMysticClass|and optional link text added with another pipe}.", + "Objects: {@object Ballista} assumes DMG by default, {@object Ballista} can have sources added with a pipe, {@object Ballista|DMG|and optional link text added with another pipe}.", + "Boons: {@boon Demonic Boon of Demogorgon} assumes MTF by default, {@boon Demonic Boon of Demogorgon} can have sources added with a pipe, {@boon Demonic Boon of Demogorgon|MTF|and optional link text added with another pipe}.", + "Cults: {@cult Cult of Asmodeus} assumes MTF by default, {@cult Cult of Asmodeus} can have sources added with a pipe, {@cult Cult of Asmodeus|MTF|and optional link text added with another pipe}.", + "Traps: {@trap falling net} assumes DMG by default, {@trap falling portcullis|xge} can have sources added with a pipe, {@trap falling portcullis|xge|and optional link text added with another pipe}.", + "Hazards: {@hazard brown mold} assumes DMG by default, {@hazard russet mold|vgm} can have sources added with a pipe, {@hazard russet mold|vgm|and optional link text added with another pipe}.", + "Deities: {@deity Gond} assumes PHB Forgotten Realms pantheon by default, {@deity Gruumsh|nonhuman} can have pantheons added with a pipe, {@deity Ioun|dawn war|dmg} can have sources added with another pipe, {@deity Ioun|dawn war|dmg|and optional link text added with another pipe}.", + "Variant rules: {@variantrule Diagonals} assumes DMG by default, {@variantrule Multiclassing|phb} can have sources added with a pipe, {@variantrule Multiclassing|phb|and optional link text added with another pipe}.", + "Vehicles: {@vehicle Galley} assumes GoS by default, {@vehicle Galley|GoS} can have sources added with a pipe, {@vehicle Galley|GoS|and optional link text added with another pipe}.", + "Vehicle upgrades: {@vehupgrade Guardian Figurehead} assumes GoS by default, {@vehicle Gilded Death Armor|BGDIA} can have sources added with a pipe, {@vehicle Guardian Figurehead|GoS|and optional link text added with another pipe}.", + "Tables: {@table 25 gp Art Objects} assumes DMG by default, {@table Adventuring Gear|phb} can have sources added with a pipe, {@table Adventuring Gear|phb|and optional link text added with another pipe}.", + "Actions: {@action Attack} assumes PHB by default, {@action Tumble|DMG} can have sources added with a pipe, {@action Tumble|DMG|and optional link text added with another pipe}.", + "Languages: {@language common} assumes PHB by default, {@language Dambrathan|SCAG} can have sources added with a pipe, {@language Dambrathan|SCAG|and optional link text added with another pipe}.", + "Other Character Creation Options: {@charoption Anvilwrought} assumes MOT by default, {@charoption Hollow One|EGW} can have sources added with a pipe, {@charoption Hollow One|EGW|and optional link text added with another pipe}.", + "Recipes: {@recipe Elven Bread} assumes Heroes' Feast by default, {@recipe Barovian Garlic Bread|HFFotM} can have sources added with a pipe, {@recipe Barovian Garlic Bread|HFFotM|and optional link text added with another pipe}.", + "Decks: {@deck Deck of Many Things} assumes DMG by default, {@deck Deck of Many Things|DMG} can have sources added with a pipe, {@deck Deck of Many Things|DMG|and optional link text added with another pipe}.", + "Cards: {@card Vizier|Deck of Many Things} assumes DMG by default, {@card Vizier|Deck of Many Things|DMG} can have sources added with a pipe, {@card Vizier|Deck of Many Things|DMG|and optional link text added with another pipe}." + ] + }, + { + "type": "inset", + "name": "Filter Tag", + "entries": [ + "Another tag that appears occasionally in the data is the @filter tag. This tag can be tricky to use, and generally relies on knowledge of the internals of each page. As such, use with caution, and if you're not sure about something, don't be afraid to drop by our {@link Discord|https://discord.gg/5etools} and ask questions. Note that you can {@kbd CTRL}+click the \"Get link to filters\" (magnet) button on a list page to copy the @filter tag for your current filter selection.", + "The syntax for the @filter tag is as follows:", + "(open curly brace)@filter display text|page_without_file_extension|filter_name_1=filter_1_value_1;filter_1_value_2;...filter_1_value_n|...|filter_name_m=filter_m_value_1;filter_m_value_2;...(close curly brace)", + "The purpose of this tag is to open the given page, pre-filtered with the specified filtering options. There's one major caveat that makes this tricky to use for aspiring JSONtranauts\u2014the filter values use the {@i internal} version, as you'd find in the data. So, for example, ..|school=D|.. would filter spells to Divination school spells, as 'D' is the Divination identifier in the data. Trying to do e.g. ..|school=Divination|.. will not work.", + "The 'filter_name_X' here matches the literal text name of the filter, as displayed in the dropdown.", + "Some examples of the tag in action:", + "{@filter Races that have a bonus to Intelligence|races|Ability Scores (Including Subspecies)=Intelligence +any}", + "{@filter Bard cantrips and first-level spells|spells|level=0;1|class=bard}", + "{@filter Beast with challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|type=beast}", + "{@filter Creatures with a Strength score of 18 or more|bestiary|strength=[18;]}", + "{@filter Divination and Evocation spells|spells|school=D;V}", + "{@filter All uncommon magic items|items|source=|type=|rarity=uncommon|miscellaneous=Magic}", + "{@filter Simple melee weapons|items|source=phb|category=basic|type=simple weapon;melee weapon=sand}", + "Meta-options can be set; inline for individual filters, and using 'fbmt' for filtering meta-options {@filter filter meta example|spells|level=1;2=sor~sand|fbmt=sor|fbmh=source}", + "Search can be set; {@filter view dinosaurs|bestiary|search=dinosaur}", + "An exact starting entity; {@filter filter for beasts and show cat|bestiary|type=beast|hash=cat_mm} where 'hash' is the part after a '#' and before any commas which appears in the URL bar when viewing the entity.", + { + "type": "entries", + "name": "Note", + "entries": [ + "Setting a filter to \"no value\", i.e. ..|school=|.. is equivalent to 'clear the filter,' resetting it to all-white.", + "The pages that support this functionality are those with the 'magnet' button; the link this button exports will give clues as to what one could do with the filter tag." + ] + } + ] + }, + { + "type": "inset", + "name": "Area Tags and IDs", + "entries": [ + "Adventure and book content supports \"area\" tags, which have the form `@area [area name]|[entry id]` or `@area [area name]|[entry id]|[modifiers]` where [modifiers] is a combination of \"x\" for e[x]act text, and \"u\" for [u]ppercase. The \"exact\" modifier removes the leading \"area \" which is prepended to the area name, and the \"uppercase\" modifier causes the prepended text to \"Area \".", + "A variety of entries blocks can have \"id\" fields (and may therefore be linked to with \"area\" tags), notable \"entries\"-type, \"section\"-type, and \"inset\"-type. These IDs are conventionally 3-digit hexadecimal numbers (allowing for a total of 4096 IDs per adventure/book), but any string which is unique within the document will suffice." + ] + }, + { + "type": "inset", + "name": "Book/Reference Tags", + "entries": [ + "The following tags can be used to link specific sections of adventures/books. Note that chapters and headers are indexed from zero.", + { + "type": "list", + "items": [ + "Adventure tags: link to an adventure {@adventure display text|CoS}; a chapter in an adventure {@adventure display text|CoS|2}; a heading in a chapter in an adventure {@adventure display text|CoS|2|Treasure}; or the Nth heading of a given name in a chapter in an adventure {@adventure display text|CoS|2|Treasure|1}", + "Book tags: link to a book {@book display text|PHB}; a chapter in a book {@book display text|PHB|2}; a heading in a chapter in a book {@book display text|PHB|2|Age}; or the Nth heading of a given name in a chapter in a book {@book display text|PHB|2|Age|0} (although this is generally unnecessary as, unlike adventures, books don't repeat their headings very often.", + "Quick Reference tags; {@code <name>|<source>|<chapterIndex>|<headerIndex>|<displayText>}: {@quickref Multiclassing}, {@quickref Multiclassing|PHB}, {@quickref Adventuring Gear|PHB|1}, {@quickref Adventuring Gear|PHB|1|0}, {@quickref Adventuring Gear|PHB|1|0|Display Text}." + ] + } + ] + }, + { + "type": "inset", + "name": "Other Tags", + "entries": [ + "Links:", + { + "type": "list", + "items": [ + "Internal links: {@5etools This Is Your Life|lifegen.html}", + "Internal \"img\" links (i.e., anything in {@link https://github.com/5etools-mirror-3/5etools-img}): {@5etoolsImg Players Handbook Cover|covers/PHB.webp}; {@5etoolsImg Human Paladin sheet|pdf/DoSI/Human-Paladin.pdf}", + "External links: {@link https://discord.gg/5etools} or {@link Discord|https://discord.gg/5etools}" + ] + }, + "Page specific/other tags:", + { + "type": "list", + "items": [ + "Bestiary 'attack' tags: {@atk m}, {@atk r}, {@atk m,r}, {@atk mw}, {@atk rw}, {@atk ms}, {@atk rs}; (homebrew only) {@atk a}, {@atk aw}. Commas separate or'd attack types; the general form is: '@atk <m|r|a>[<w|s>][,<m|r|a>[<w|s>][,...]]'" + ] + }, + "Homebrew loading tags: {@loader Tome of Beasts|creature/Kobold Press; Tome of Beasts.json}. The URL after the pipe is assumed to be from the root of the homebrew repository, unless it starts with a \"...://\" prefix (i.e., any link should work, but there's a shorthand for homebrew repository links).", + "Prerelease loading tags; as above: {@loader UA: When Armies Clash|collection/Unearthed Arcana - When Armies Clash.json|prerelease}." + ] + } + ] + }, + "These tags may be {@b {@i {@spell fireball|phb|nested}}}, although there are often better ways to get the combination of bold and italic that you're probably going to use this for; consider using one of the properly typed objects below (such as level 2 headers).", + { + "type": "entries", + "name": "A Subclass Name, For Example", + "entries": [ + "The above is a 'level 0' header.", + "The 'name' property is optional", + { + "type": "entries", + "name": "A Subclass Feature Name", + "entries": [ + "The above is a 'level 1' header.", + { + "type": "entries", + "name": "A Subclass Feature Inline Header", + "entries": [ + "This bold-italic inline header is a 'level 2' header, please use this as opposed to nesting tags. You can make a chain of empty entry objects with no names to get to this header level, if required.", + "Note that the period in the inline name is added automagically." + ] + } + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "This is an example of a level 2 header with no real parents", + "entries": [ + "This technique can be useful, sometimes." + ] + } + ] + } + ] + }, + { + "type": "inline", + "entries": [ + "Entries can be inlined, useful for e.g. links beyond the tags listed above, ", + { + "type": "link", + "href": { + "type": "internal", + "path": "index.html" + }, + "text": "such as a link to the homepage" + }, + " but you can see why the tags are preferable." + ] + }, + { + "type": "inlineBlock", + "entries": [ + "Similar to the above, but keeps the paragraph/etc tags around the inlined children, ", + { + "type": "link", + "href": { + "type": "internal", + "path": "index.html" + }, + "text": "such as a link to the homepage" + }, + " so can easily be mixed with lines of text." + ] + }, + { + "type": "options", + "entries": [ + { + "type": "entries", + "name": "Option B", + "entries": [ + "Sometimes useful, e.g. for Fighting Styles on a class. (Note that this option is rendered second, when it's listed first in the data.)" + ] + }, + { + "type": "entries", + "name": "Option A", + "entries": [ + "The 'options' type is very similar to a list of entries, but it alphabetically sorts the list of options by name, before displaying them." + ] + } + ] + }, + { + "type": "table", + "caption": "Optional Caption", + "colLabels": [ + "Col 1", + "Column the Second", + "Third Col" + ], + "colStyles": [ + "col-6 text-center", + "col-4-5 text-right", + "col-1-5" + ], + "rows": [ + [ + "This is a table row", + "The number of entries should match the number of columns, naturally*", + "" + ], + [ + "The 'colStyles' list is literally used as CSS classes", + "Column widths can be specified in 12ths, as `col-[1 to 12]` (e.g. col-12 is 100% width, and col-6 is 50% width)", + "**" + ], + [ + { + "type": "list", + "items": [ + "Nested entries (generally) work, too.", + "Although layout may start to deteriorate with more exotic nesting." + ] + }, + "{@spell bless||Spells, on the other hand, make sense.}", + "" + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "Rows may also be defined", + "As objects with additional properties", + "" + ] + } + ], + "footnotes": [ + "* Optional footer entries", + "** As an extension to Bootstrap's 1-to-12 system, 1/10th subdivisions can be used, e.g. col-1-5 for 1.5/12. The total column widths should still sum to exactly 12; enjoy doing the math." + ] + }, + { + "type": "table", + "caption": "Optional Caption", + "colLabelGroups": [ + { + "colLabels": [ + "Single" + ] + }, + { + "colLabels": [ + "Stacked Top", + "Stacked Bottom" + ] + }, + {} + ], + "colStyles": [ + "col-4", + "col-4", + "col-4" + ], + "rows": [ + [ + "This table has multiple header rows stacked one atop the other", + "Lorem ipsum", + "This column has no labels" + ] + ] + }, + "Rollable tables can be made like so (note the 'pad' to format single digit numbers e.g. '01' for tables with >10 rows):", + { + "type": "table", + "caption": "Rollable Table Caption", + "colLabels": [ + "{@dice d6}", + "Item" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1, + "pad": true + } + }, + "First Item" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "Item the Second" + ], + [ + { + "type": "cell", + "roll": { + "min": 3, + "max": 4 + } + }, + "Three of Four Items" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "Item V: The Item Items Back" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "Item for Lucky Winners" + ] + ] + }, + { + "type": "list", + "items": [ + "A basic list of items", + "As usual, nested entries work", + { + "type": "list", + "items": [ + "Such as a nested list" + ] + } + ] + }, + { + "type": "list", + "columns": 3, + "items": [ + "A list of items with wrapping columns", + "Which will wrap", + "Up to a maximum number of times as specified by the 'columns' field", + "And will attempt to balance content between each column" + ] + }, + "There's also:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "A list of items without bullets", + "Used very rarely" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "Hanging List", + "items": [ + "A hanging items list", + "Which has a 'name'/title, and will hang below that title" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "Hanging List", + "items": [ + { + "type": "item", + "name": "An extension of the hanging list", + "entry": "Which has bold inline titles -- note that this only allows {@i one} entry per item (it's 'entry' and not 'entries')" + }, + "Can be mixed with regular strings" + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "A similar story here", + "entry": "The 'item' is an entry as above, but there's no 'name' for the entire list, so this has no left inset. Some long text to show what happens when the lines wrap around, it should continue but be indented after the first line. Some example of this in the source books can be found in Metalic Dragon breath weapons in the Monster Manual." + }, + { + "type": "itemSub", + "name": "A sub-item used in some places", + "entry": "For example, XGE's complex traps" + }, + { + "type": "item", + "name": "Multiple entry version", + "entries": [ + "This was, again, required specifically for XGE's complex traps, which can have multiple lines of text, often long enough to wrap into multiple rows in the same column. For example:", + "Either portal can be neutralized with three successful DC 20 Intelligence ({@skill Arcana}) checks, but the process of analyzing a portal to disrupt it takes time. Faint runes in the ceiling and floor at both ends of the hallway are involved in the functioning of the portals. A creature must first use an action to examine a set of runes, then use a subsequent action to attempt to vandalize the runes. Each successful check reduces the sphere's damage by 11 ({@dice 2d10}), as the disrupted sphere loses speed moving through the failing portal.", + "Alternatively, a set of runes can be disabled with three successful castings of {@spell dispel magic} (DC 19) targeting any of the runes in the set.", + "If the southern portal is destroyed, the sphere slams into the south wall and comes to a halt. It blocks the door to the tomb, but the characters can escape." + ] + } + ] + }, + { + "type": "list", + "style": "list-decimal", + "items": [ + "A decimal-numbered list. Alternatively, 'list-lower-roman' can be used for lowercase Roman numerals.", + "So far only seen in homebrew." + ] + }, + { + "type": "list", + "style": "list-upper-roman", + "start": 5, + "items": [ + "First list item", + "Second list item" + ] + }, + "The 'bonus' type just sticks a + in front of things", + { + "type": "bonus", + "value": 3 + }, + "We don't use that one much. It's useful because it allows us to store the data as a number, and render it with a plus sign as required, but it's mostly just forgotten about.", + "Similar story with 'bonusSpeed' type (these 'bonus' flavors are mainly used in the class tables)", + { + "type": "bonusSpeed", + "value": 100 + }, + "The 'dice' type is rarely used, since the shorthand tag exists, but it looks like this:", + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + }, + { + "number": 2, + "faces": 7, + "modifier": 0 + }, + { + "number": 3, + "faces": 10, + "modifier": 0, + "hideModifier": true + } + ], + "rollable": true + }, + "The 'abilityDc' type is more helpful:", + { + "type": "abilityDc", + "name": "Buggy Code", + "attributes": [ + "wis", + "int" + ] + }, + "As is the 'abilityAttackMod' type:", + { + "type": "abilityAttackMod", + "name": "Killing Things", + "attributes": [ + "str" + ] + }, + "There's also a generic version that allows more text customisation; 'abilityGeneric':", + { + "type": "abilityGeneric", + "name": "Initiative", + "text": "10 - your power level + somebody else's", + "attributes": [ + "dex", + "str" + ] + }, + { + "type": "abilityGeneric", + "text": "leave out the 'name' and 'attributes' properties as required" + }, + "External links using 'link':", + { + "type": "link", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/site/entry.json" + }, + "text": "The full 'entry' schema." + }, + "Internal links are also possible, but generally covered by @tags. Check out the schema linked above for the full usage; it's massive and horrible so I'm not going to go into detail here.", + { + "type": "inset", + "name": "Inset Title (Optional)", + "entries": [ + "This is a text inset/insert/sidebar/etc." + ] + }, + { + "type": "insetReadaloud", + "name": "Same As Above", + "entries": [ + "But a different color." + ] + }, + { + "type": "variant", + "name": "Better Monster", + "entries": [ + "Some variant monster text", + { + "type": "entries", + "name": "Inline Header", + "entries": [ + "Text text text", + { + "type": "variantSub", + "name": "These can have child items", + "entries": [ + "And the header style for them is unique, so this exists to cope with that." + ] + } + ] + } + ] + }, + "Images (similar to the structure of the 'link' type):", + { + "type": "image", + "href": { + "type": "internal", + "path": "blank.webp" + }, + "title": "Optional Title", + "credit": "Optional credit" + }, + { + "type": "entries", + "name": "Data Embeds", + "entries": [ + "Creatures; format based on Bestiary data, with added type (note that a proper Bestiary entry and a link to the entry is the preferred method of adding creatures, this functionality exists primarily for homebrew data):", + { + "type": "statblockInline", + "style": "inset", + "dataType": "monster", + "data": { + "name": "Unicorn", + "size": [ + "L" + ], + "type": "celestial", + "source": "MM", + "alignment": [ + "L", + "G" + ], + "ac": [ + 12 + ], + "hp": { + "average": 67, + "formula": "9d10 + 18" + }, + "speed": { + "walk": 50 + }, + "str": 18, + "dex": 14, + "con": 15, + "int": 11, + "wis": 17, + "cha": 16, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "paralyzed", + "poisoned" + ], + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Celestial", + "Elvish", + "Sylvan", + "telepathy 60 ft." + ], + "cr": "5", + "trait": [ + { + "name": "Charge", + "entries": [ + "If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 ({@dice 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked prone." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The unicorn has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The unicorn's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The unicorn makes two attacks: one with its hooves and one with its horn." + ] + }, + { + "name": "Hooves", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. Hit: 11 ({@damage 2d6 + 4}) bludgeoning damage." + ] + }, + { + "name": "Horn", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. Hit: 8 ({@damage 1d8 + 4}) piercing damage." + ] + }, + { + "name": "Healing Touch (3/Day)", + "entries": [ + "The unicorn touches another creature with its horn. The target magically regains 11 ({@dice 2d8 + 2}) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target." + ] + }, + { + "name": "Teleport (1/Day)", + "entries": [ + "The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away." + ] + } + ], + "legendaryGroup": { + "name": "Unicorn", + "source": "MM" + }, + "legendary": [ + { + "name": "Hooves", + "entries": [ + "The unicorn makes one attack with its hooves." + ] + }, + { + "name": "Shimmering Shield (Costs 2 Actions)", + "entries": [ + "The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn." + ] + }, + { + "name": "Heal Self (Costs 3 Actions)", + "entries": [ + "The unicorn magically regains 11 ({@dice 2d8 + 2}) hit points." + ] + } + ], + "page": 294, + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The unicorn's innate spellcasting ability is Charisma (spell save {@dc 14}). The unicorn can innately cast the following spells, requiring no components:" + ], + "will": [ + "{@spell detect evil and good}", + "{@spell druidcraft}", + "{@spell pass without trace}" + ], + "daily": { + "1e": [ + "{@spell calm emotions}", + "{@spell dispel evil and good}", + "{@spell entangle}" + ] + }, + "ability": "cha" + } + ], + "environment": [ + "forest" + ], + "soundClip": { + "type": "internal", + "path": "bestiary/unicorn.mp3" + }, + "traitTags": [ + "Charge", + "Magic Resistance", + "Magic Weapons" + ], + "actionTags": [ + "Multiattack" + ] + } + }, + "Spells; as above:", + { + "type": "statblockInline", + "collapsed": true, + "dataType": "spell", + "data": { + "name": "Fireball", + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny ball of bat guano and sulfur" + }, + "duration": [ + { + "type": "instant" + } + ], + "source": "PHB", + "entries": [ + "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes {@dice 8d6} fire damage on a failed save, or half as much damage on a successful one.", + "The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledice 8d6|3-9|1d6} for each slot level above 3rd." + ] + } + ], + "page": 241 + } + }, + "Using \"dependencies\" and \"_copy\" to copy an existing piece of content:", + { + "type": "statblockInline", + "dataType": "monster", + "dependencies": [ + "MM" + ], + "data": { + "name": "Ancient Red Dragon (Weakened)", + "source": "MM", + "_copy": { + "name": "Ancient Red Dragon", + "source": "MM" + }, + "str": 3, + "con": 3 + } + } + ] + }, + { + "type": "entries", + "name": "Reference Embeds", + "entries": [ + { + "type": "statblock", + "tag": "creature", + "name": "Goblin", + "style": "inset" + }, + { + "type": "statblock", + "prop": "subclass", + "source": "XPHB", + "name": "Wild Magic", + "displayName": "Wild Magic Sorcerer", + "className": "Sorcerer", + "classSource": "XPHB", + "collapsed": true + } + ] + } + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/senses.json b/src/ttfrog/five_e_tools/sources/senses.json new file mode 100644 index 0000000..a98fe65 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/senses.json @@ -0,0 +1,130 @@ +{ + "sense": [ + { + "name": "Blindsight", + "source": "PHB", + "page": 183, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Blindsight|XPHB" + ], + "entries": [ + "A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense." + ] + }, + { + "name": "Blindsight", + "source": "XPHB", + "page": 361, + "entries": [ + "If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind {@variantrule Cover|XPHB|Total Cover} even if you have the {@condition Blinded|XPHB} condition or are in {@variantrule Darkness|XPHB}. Moreover, in that range, you can see something that has the {@condition Invisible|XPHB} condition." + ] + }, + { + "name": "Darkvision", + "source": "PHB", + "page": 183, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Darkvision|XPHB" + ], + "entries": [ + "Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray." + ] + }, + { + "name": "Darkvision", + "source": "XPHB", + "page": 365, + "entries": [ + "If you have Darkvision, you can see in {@variantrule Dim Light|XPHB} within a specified range as if it were {@variantrule Bright Light|XPHB} and in {@variantrule Darkness|XPHB} within that range as if it were {@variantrule Dim Light|XPHB}. You discern colors in that {@variantrule Darkness|XPHB} only as shades of gray." + ] + }, + { + "name": "Tremorsense", + "source": "MM", + "page": 9, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Tremorsense|XPHB" + ], + "entries": [ + "A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense." + ] + }, + { + "name": "Tremorsense", + "source": "XPHB", + "page": 377, + "entries": [ + "A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.", + "Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight." + ] + }, + { + "name": "Truesight", + "source": "PHB", + "page": 183, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Truesight|XPHB" + ], + "entries": [ + "A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane." + ] + }, + { + "name": "Truesight", + "source": "XPHB", + "page": 377, + "entries": [ + "If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Darkness", + "entries": [ + "You can see in normal and magical {@variantrule Darkness|XPHB}." + ] + }, + { + "type": "item", + "name": "Invisibility", + "entries": [ + "You see creatures and objects that have the {@condition Invisible|XPHB} condition." + ] + }, + { + "type": "item", + "name": "Visual Illusions", + "entries": [ + "Visual illusions appear transparent to you, and you automatically succeed on {@variantrule Saving Throw|XPHB|saving throws} against them." + ] + }, + { + "type": "item", + "name": "Transformations", + "entries": [ + "You discern the true form of any creature or object you see that has been transformed by magic." + ] + }, + { + "type": "item", + "name": "Ethereal Plane", + "entries": [ + "You see into the Ethereal Plane." + ] + } + ] + } + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/skills.json b/src/ttfrog/five_e_tools/sources/skills.json new file mode 100644 index 0000000..fadc3bd --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/skills.json @@ -0,0 +1,427 @@ +{ + "skill": [ + { + "name": "Acrobatics", + "source": "PHB", + "page": 176, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Acrobatics|XPHB" + ], + "ability": "dex", + "entries": [ + "Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips." + ] + }, + { + "name": "Acrobatics", + "source": "XPHB", + "page": 14, + "ability": "dex", + "entries": [ + "Stay on your feet in a tricky situation, or perform an acrobatic stunt." + ] + }, + { + "name": "Animal Handling", + "source": "PHB", + "page": 178, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Animal Handling|XPHB" + ], + "ability": "wis", + "entries": [ + "When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver." + ] + }, + { + "name": "Animal Handling", + "source": "XPHB", + "page": 14, + "ability": "wis", + "entries": [ + "Calm or train an animal, or get an animal to behave in a certain way." + ] + }, + { + "name": "Arcana", + "source": "PHB", + "page": 177, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Arcana|XPHB" + ], + "ability": "int", + "entries": [ + "Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes." + ] + }, + { + "name": "Arcana", + "source": "XPHB", + "page": 14, + "ability": "int", + "entries": [ + "Recall lore about spells, magic items, and the planes of existence." + ] + }, + { + "name": "Athletics", + "source": "PHB", + "page": 175, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Athletics|XPHB" + ], + "ability": "str", + "entries": [ + "Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:", + { + "type": "list", + "items": [ + "You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.", + "You try to jump an unusually long distance or pull off a stunt mid jump.", + "You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming." + ] + } + ] + }, + { + "name": "Athletics", + "source": "XPHB", + "page": 14, + "ability": "str", + "entries": [ + "Jump farther than normal, stay afloat in rough water, or break something." + ] + }, + { + "name": "Deception", + "source": "PHB", + "page": 178, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Deception|XPHB" + ], + "ability": "cha", + "entries": [ + "Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie." + ] + }, + { + "name": "Deception", + "source": "XPHB", + "page": 14, + "ability": "cha", + "entries": [ + "Tell a convincing lie, or wear a disguise convincingly." + ] + }, + { + "name": "History", + "source": "PHB", + "page": 177, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "History|XPHB" + ], + "ability": "int", + "entries": [ + "Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations." + ] + }, + { + "name": "History", + "source": "XPHB", + "page": 14, + "ability": "int", + "entries": [ + "Recall lore about historical events, people, nations, and cultures." + ] + }, + { + "name": "Insight", + "source": "PHB", + "page": 178, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Insight|XPHB" + ], + "ability": "wis", + "entries": [ + "Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms." + ] + }, + { + "name": "Insight", + "source": "XPHB", + "page": 14, + "ability": "wis", + "entries": [ + "Discern a person's mood and intentions." + ] + }, + { + "name": "Intimidation", + "source": "PHB", + "page": 179, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Intimidation|XPHB" + ], + "ability": "cha", + "entries": [ + "When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision." + ] + }, + { + "name": "Intimidation", + "source": "XPHB", + "page": 14, + "ability": "cha", + "entries": [ + "Awe or threaten someone into doing what you want." + ] + }, + { + "name": "Investigation", + "source": "PHB", + "page": 178, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Investigation|XPHB" + ], + "ability": "int", + "entries": [ + "When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check." + ] + }, + { + "name": "Investigation", + "source": "XPHB", + "page": 14, + "ability": "int", + "entries": [ + "Find obscure information in books, or deduce how something works." + ] + }, + { + "name": "Medicine", + "source": "PHB", + "page": 178, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Medicine|XPHB" + ], + "ability": "wis", + "entries": [ + "A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness." + ] + }, + { + "name": "Medicine", + "source": "XPHB", + "page": 14, + "ability": "wis", + "entries": [ + "Diagnose an illness, or determine what killed the recently slain." + ] + }, + { + "name": "Nature", + "source": "PHB", + "page": 178, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Nature|XPHB" + ], + "ability": "int", + "entries": [ + "Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles." + ] + }, + { + "name": "Nature", + "source": "XPHB", + "page": 14, + "ability": "int", + "entries": [ + "Recall lore about terrain, plants, animals, and weather." + ] + }, + { + "name": "Perception", + "source": "PHB", + "page": 178, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Perception|XPHB" + ], + "ability": "wis", + "entries": [ + "Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.", + "For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door." + ] + }, + { + "name": "Perception", + "source": "XPHB", + "page": 14, + "ability": "wis", + "entries": [ + "Using a combination of senses, notice something that's easy to miss." + ] + }, + { + "name": "Performance", + "source": "PHB", + "page": 179, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Performance|XPHB" + ], + "ability": "cha", + "entries": [ + "Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment." + ] + }, + { + "name": "Performance", + "source": "XPHB", + "page": 14, + "ability": "cha", + "entries": [ + "Act, tell a story, perform music, or dance." + ] + }, + { + "name": "Persuasion", + "source": "PHB", + "page": 179, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Persuasion|XPHB" + ], + "ability": "cha", + "entries": [ + "When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk." + ] + }, + { + "name": "Persuasion", + "source": "XPHB", + "page": 14, + "ability": "cha", + "entries": [ + "Honestly and graciously convince someone of something." + ] + }, + { + "name": "Religion", + "source": "PHB", + "page": 178, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Religion|XPHB" + ], + "ability": "int", + "entries": [ + "Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults." + ] + }, + { + "name": "Religion", + "source": "XPHB", + "page": 14, + "ability": "int", + "entries": [ + "Recall lore about gods, religious rituals, and holy symbols." + ] + }, + { + "name": "Sleight of Hand", + "source": "PHB", + "page": 177, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sleight of Hand|XPHB" + ], + "ability": "dex", + "entries": [ + "Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket." + ] + }, + { + "name": "Sleight of Hand", + "source": "XPHB", + "page": 14, + "ability": "dex", + "entries": [ + "Pick a pocket, conceal a handheld object, or perform legerdemain." + ] + }, + { + "name": "Stealth", + "source": "PHB", + "page": 177, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Stealth|XPHB" + ], + "ability": "dex", + "entries": [ + "Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard." + ] + }, + { + "name": "Stealth", + "source": "XPHB", + "page": 14, + "ability": "dex", + "entries": [ + "Escape notice by moving quietly and hiding behind things." + ] + }, + { + "name": "Survival", + "source": "PHB", + "page": 178, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Survival|XPHB" + ], + "ability": "wis", + "entries": [ + "The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards." + ] + }, + { + "name": "Survival", + "source": "XPHB", + "page": 14, + "ability": "wis", + "entries": [ + "Follow tracks, forage, find a trail, or avoid natural hazards." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/index.json b/src/ttfrog/five_e_tools/sources/spells/index.json new file mode 100644 index 0000000..152e4c4 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/index.json @@ -0,0 +1,21 @@ +{ + "AAG": "spells-aag.json", + "AI": "spells-ai.json", + "AitFR-AVT": "spells-aitfr-avt.json", + "BMT": "spells-bmt.json", + "DoDk": "spells-dodk.json", + "EGW": "spells-egw.json", + "FTD": "spells-ftd.json", + "GGR": "spells-ggr.json", + "GHLoE": "spells-ghloe.json", + "HWCS": "spells-hwcs.json", + "IDRotF": "spells-idrotf.json", + "LLK": "spells-llk.json", + "PHB": "spells-phb.json", + "SatO": "spells-sato.json", + "SCC": "spells-scc.json", + "TCE": "spells-tce.json", + "TDCSR": "spells-tdcsr.json", + "XGE": "spells-xge.json", + "XPHB": "spells-xphb.json" +} diff --git a/src/ttfrog/five_e_tools/sources/spells/sources.json b/src/ttfrog/five_e_tools/sources/spells/sources.json new file mode 100644 index 0000000..f42cf95 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/sources.json @@ -0,0 +1,16338 @@ +{ + "AAG": { + "Air Bubble": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Create Spelljamming Helm": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + } + }, + "AI": { + "Distort Value": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Fast Friends": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Gift of Gab": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Incite Greed": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Jim's Glowing Coin": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Jim's Magic Missile": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Motivational Speech": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + } + ] + } + }, + "AitFR-AVT": { + "Linked Glyphs": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + } + }, + "FTD": { + "Ashardalon's Stride": { + "class": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Draconic Transformation": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Fizban's Platinum Shield": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Nathair's Mischief": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Raulothim's Psychic Lance": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Rime's Binding Ice": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Summon Draconic Spirit": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + "IDRotF": { + "Create Magen": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Frost Fingers": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + } + }, + "LLK": { + "Flock of Familiars": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Galder's Speedy Courier": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Galder's Tower": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + } + }, + "PHB": { + "Acid Splash": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Aid": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Alarm": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Alter Self": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Animal Friendship": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Animal Messenger": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Animal Shapes": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Animate Dead": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Animate Objects": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Antilife Shell": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Antimagic Field": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Antipathy/Sympathy": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Arcane Eye": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Arcane Gate": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Arcane Lock": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Armor of Agathys": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "Arms of Hadar": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "Astral Projection": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Monk", + "source": "PHB" + } + ] + }, + "Augury": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Aura of Life": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Aura of Purity": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Aura of Vitality": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Awaken": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Bane": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Banishing Smite": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Banishment": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Barkskin": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Beacon of Hope": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Beast Sense": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Bestow Curse": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Bigby's Hand": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Blade Barrier": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Blade Ward": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Bless": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Blight": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Blinding Smite": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Blindness/Deafness": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Blink": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Blur": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Branding Smite": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Burning Hands": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Call Lightning": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Calm Emotions": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Chain Lightning": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Charm Person": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Chill Touch": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Chromatic Orb": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Circle of Death": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Circle of Power": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Clairvoyance": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Clone": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Cloud of Daggers": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Cloudkill": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Color Spray": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Command": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Commune": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Commune with Nature": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Compelled Duel": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Comprehend Languages": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Compulsion": { + "class": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "Cone of Cold": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Confusion": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Conjure Animals": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Conjure Barrage": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Conjure Celestial": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Conjure Elemental": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Conjure Fey": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "Conjure Minor Elementals": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Conjure Volley": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Conjure Woodland Beings": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Contact Other Plane": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Contagion": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Contingency": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Continual Flame": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Control Water": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Control Weather": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Cordon of Arrows": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Counterspell": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Create Food and Water": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Create or Destroy Water": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Create Undead": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Creation": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Crown of Madness": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Crusader's Mantle": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Cure Wounds": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Dancing Lights": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Darkness": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Darkvision": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Daylight": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "Death Ward": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Delayed Blast Fireball": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Demiplane": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Destructive Wave": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Detect Evil and Good": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Detect Magic": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Detect Poison and Disease": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Detect Thoughts": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Dimension Door": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Disguise Self": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Disintegrate": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Dispel Evil and Good": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Dispel Magic": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Dissonant Whispers": { + "class": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "Divination": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Divine Favor": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Divine Word": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Dominate Beast": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Dominate Monster": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Dominate Person": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Drawmij's Instant Summons": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Dream": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Druidcraft": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Earthquake": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "Eldritch Blast": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "Elemental Weapon": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Enhance Ability": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Enlarge/Reduce": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Ensnaring Strike": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Entangle": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Enthrall": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "Etherealness": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Evard's Black Tentacles": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Expeditious Retreat": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Eyebite": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Fabricate": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Faerie Fire": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "False Life": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Fear": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Feather Fall": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Feeblemind": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Feign Death": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Find Familiar": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Find Steed": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Find the Path": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Find Traps": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Finger of Death": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Fire Bolt": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Fire Shield": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Fire Storm": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "Fireball": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Flame Blade": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Flame Strike": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Flaming Sphere": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Flesh to Stone": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Fly": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Fog Cloud": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Forbiddance": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Forcecage": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Foresight": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Freedom of Movement": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Friends": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Gaseous Form": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Gate": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Geas": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Gentle Repose": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Giant Insect": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Glibness": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "Globe of Invulnerability": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Glyph of Warding": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Goodberry": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Grasping Vine": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Grease": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Greater Invisibility": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Greater Restoration": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Guardian of Faith": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Guards and Wards": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Guidance": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Guiding Bolt": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Gust of Wind": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Hail of Thorns": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Hallow": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Hallucinatory Terrain": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Harm": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Haste": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Heal": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Healing Word": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Heat Metal": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Hellish Rebuke": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "Heroes' Feast": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Heroism": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Hex": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "Hold Monster": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Hold Person": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Holy Aura": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Hunger of Hadar": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "Hunter's Mark": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Hypnotic Pattern": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Ice Storm": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Identify": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Illusory Script": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Imprisonment": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Incendiary Cloud": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Inflict Wounds": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Insect Plague": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "Invisibility": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Jump": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Knock": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Legend Lore": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Leomund's Secret Chest": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Leomund's Tiny Hut": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Lesser Restoration": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Levitate": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Light": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Lightning Arrow": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Lightning Bolt": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Locate Animals or Plants": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Locate Creature": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Locate Object": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Longstrider": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Mage Armor": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Mage Hand": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Magic Circle": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Magic Jar": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Magic Missile": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Magic Mouth": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Magic Weapon": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Major Image": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Mass Cure Wounds": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Mass Heal": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Mass Healing Word": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Mass Suggestion": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Maze": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Meld into Stone": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Melf's Acid Arrow": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Mending": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Message": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Meteor Swarm": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Mind Blank": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Minor Illusion": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Mirage Arcane": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Mirror Image": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Mislead": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Misty Step": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Modify Memory": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Moonbeam": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Mordenkainen's Faithful Hound": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Mordenkainen's Magnificent Mansion": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Mordenkainen's Private Sanctum": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Mordenkainen's Sword": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Move Earth": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Nondetection": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Nystul's Magic Aura": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Otiluke's Freezing Sphere": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Otiluke's Resilient Sphere": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Otto's Irresistible Dance": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Pass without Trace": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Passwall": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Phantasmal Force": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Phantasmal Killer": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Phantom Steed": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Planar Ally": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Planar Binding": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Plane Shift": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Plant Growth": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Poison Spray": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Polymorph": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Power Word Heal": { + "class": [ + { + "name": "Bard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Power Word Kill": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Power Word Stun": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Prayer of Healing": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Prestidigitation": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Prismatic Spray": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Prismatic Wall": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Produce Flame": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Programmed Illusion": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Project Image": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Protection from Energy": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Protection from Evil and Good": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Protection from Poison": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Purify Food and Drink": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Raise Dead": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Rary's Telepathic Bond": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Ray of Enfeeblement": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Ray of Frost": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Ray of Sickness": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Regenerate": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Reincarnate": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Remove Curse": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Resistance": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Resurrection": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Reverse Gravity": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Revivify": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Rope Trick": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Sacred Flame": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Sanctuary": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Scorching Ray": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Scrying": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Searing Smite": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "See Invisibility": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Seeming": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Sending": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Sequester": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Shapechange": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Shatter": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Shield": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Shield of Faith": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Shillelagh": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Shocking Grasp": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Silence": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Silent Image": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Simulacrum": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Sleep": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Sleet Storm": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Slow": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Spare the Dying": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Speak with Animals": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Speak with Dead": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Speak with Plants": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Spider Climb": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Spike Growth": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Spirit Guardians": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Spiritual Weapon": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Staggering Smite": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Stinking Cloud": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Stone Shape": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Stoneskin": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Storm of Vengeance": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Suggestion": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Sunbeam": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Sunburst": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Swift Quiver": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Symbol": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Tasha's Hideous Laughter": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Telekinesis": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Telepathy": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Teleport": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Teleportation Circle": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Tenser's Floating Disk": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Thaumaturgy": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Thorn Whip": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Thunderous Smite": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Thunderwave": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Time Stop": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Tongues": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Transport via Plants": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Tree Stride": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "True Polymorph": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "True Resurrection": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "True Seeing": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "True Strike": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Tsunami": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Unseen Servant": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Vampiric Touch": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Vicious Mockery": { + "class": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "Wall of Fire": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Wall of Force": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Wall of Ice": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Wall of Stone": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Wall of Thorns": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Warding Bond": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Water Breathing": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Water Walk": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Web": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Weird": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "classVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Wind Walk": { + "class": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "Wind Wall": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "Wish": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Witch Bolt": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Word of Recall": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Wrathful Smite": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "Zone of Truth": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + } + }, + "SatO": { + "Gate Seal": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "SatO" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "SatO" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "SatO" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "SatO" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "SatO" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "SatO" + } + ] + }, + "Warp Sense": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "SatO" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "SatO" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "SatO" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "SatO" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "SatO" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "SatO" + } + ] + } + }, + "SCC": { + "Borrowed Knowledge": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Kinetic Jaunt": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Silvery Barbs": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Vortex Warp": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Wither and Bloom": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + } + }, + "TCE": { + "Blade of Disaster": { + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Booming Blade": { + "class": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "SCAG" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Dream of the Blue Veil": { + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Green-Flame Blade": { + "class": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "SCAG" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Intellect Fortress": { + "class": [ + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Lightning Lure": { + "class": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "SCAG" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Mind Sliver": { + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Spirit Shroud": { + "classVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Cleric", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Paladin", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Summon Aberration": { + "classVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Summon Beast": { + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Summon Celestial": { + "classVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Summon Construct": { + "class": [ + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Summon Elemental": { + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Summon Fey": { + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Summon Fiend": { + "classVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Summon Shadowspawn": { + "classVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Summon Undead": { + "classVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + } + ] + }, + "Sword Burst": { + "class": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "SCAG" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "SCAG" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "SCAG" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "SCAG" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Tasha's Caustic Brew": { + "class": [ + { + "name": "Artificer", + "source": "TCE" + } + ], + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Tasha's Mind Whip": { + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + }, + "Tasha's Otherworldly Guise": { + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "TCE" + } + ] + } + }, + "TDCSR": { + "Freedom of the Waves": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + } + ] + }, + "Freedom of the Winds": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + } + }, + "XGE": { + "Abi-Dalzim's Horrid Wilting": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Absorb Elements": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Aganazzar's Scorcher": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Beast Bond": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Bones of the Earth": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Catapult": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Catnap": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Cause Fear": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Ceremony": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Chaos Bolt": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + } + ] + }, + "Charm Monster": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Control Flames": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Control Winds": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Create Bonfire": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Create Homunculus": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Crown of Stars": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Danse Macabre": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Dawn": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Dragon's Breath": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Druid Grove": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Dust Devil": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Earth Tremor": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Earthbind": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Elemental Bane": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Enemies Abound": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Enervation": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Erupting Earth": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Far Step": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Find Greater Steed": { + "class": [ + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Flame Arrows": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Frostbite": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Guardian of Nature": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Gust": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Healing Spirit": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Holy Weapon": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Ice Knife": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Illusory Dragon": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Immolation": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Infernal Calling": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Infestation": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Investiture of Flame": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Investiture of Ice": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Investiture of Stone": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Investiture of Wind": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Invulnerability": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Life Transference": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Maddening Darkness": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Maelstrom": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Magic Stone": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Mass Polymorph": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Maximilian's Earthen Grasp": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Melf's Minute Meteors": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mental Prison": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mighty Fortress": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mind Spike": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Mold Earth": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Negative Energy Flood": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Power Word Pain": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Primal Savagery": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Primordial Ward": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Psychic Scream": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Pyrotechnics": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Scatter": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Shadow Blade": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Shadow of Moil": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Shape Water": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Sickening Radiance": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Skill Empowerment": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Skywrite": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Snare": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Snilloc's Snowball Swarm": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Soul Cage": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Steel Wind Strike": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Storm Sphere": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Summon Greater Demon": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Summon Lesser Demons": { + "class": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Synaptic Static": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Temple of the Gods": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Tenser's Transformation": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Thunder Step": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Thunderclap": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Tidal Wave": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Tiny Servant": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Toll the Dead": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Transmute Rock": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Vitriolic Sphere": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "Wall of Light": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Wall of Sand": { + "class": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Wall of Water": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Warding Wind": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Watery Sphere": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Whirlwind": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Word of Radiance": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "Wrath of Nature": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Zephyr Strike": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + } + }, + "BMT": { + "Antagonize": { + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "BMT" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "BMT" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "BMT" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "BMT" + } + ] + }, + "Spirit of Death": { + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "BMT" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "BMT" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "BMT" + } + ] + }, + "Spray of Cards": { + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "BMT" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "BMT" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "BMT" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "BMT" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "BMT" + } + ] + } + }, + "GHLoE": { + "Arboreal Curse": { + "class": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Druid", + "source": "XPHB", + "definedInSource": "GHLoE" + } + ] + }, + "Consume Mind": { + "class": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Cleric", + "source": "XPHB", + "definedInSource": "GHLoE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "GHLoE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "GHLoE" + } + ] + }, + "Heartseeker": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "GHLoE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "GHLoE" + } + ] + }, + "Hunter Sense": { + "class": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Druid", + "source": "XPHB", + "definedInSource": "GHLoE" + } + ] + }, + "Magic Mirror": { + "class": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "GHLoE" + } + ] + }, + "Suffocate": { + "class": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "GHLoE" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "GHLoE" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "GHLoE" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "GHLoE" + } + ] + }, + "Wrack": { + "class": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "GHLoE" + }, + { + "name": "Cleric", + "source": "XPHB", + "definedInSource": "GHLoE" + } + ] + } + }, + "DoDk": { + "Conjure the Deep Haze": { + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Druid", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Contaminated Power": { + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Contamination Immunity": { + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Druid", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Cleric", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Druid", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Delerium Blast": { + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Delerium Orb": { + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Forced Evolution": { + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Neutralizing Field": { + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Druid", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Cleric", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Druid", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Paladin", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Ranger", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Octarine Spray": { + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Purge Contamination": { + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Druid", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Ranger", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Cleric", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Druid", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Paladin", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Ranger", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Ray of Contamination": { + "classVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Druid", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Ride the Rifts": { + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Sacrament of the Falling Fire": { + "classVariant": [ + { + "name": "Bard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Druid", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Bard", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Cleric", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Druid", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Siphon Contamination": { + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + }, + "Warp Bolt": { + "classVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "DoDk" + }, + { + "name": "Sorcerer", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Warlock", + "source": "XPHB", + "definedInSource": "DoDk" + }, + { + "name": "Wizard", + "source": "XPHB", + "definedInSource": "DoDk" + } + ] + } + }, + "HWCS": { + "Ambush Prey": { + "class": [ + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Elevated Sight": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Feathered Reach": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Globe of Twilight": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Gust Barrier": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Invoke the Amaranthine": { + "class": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Shape Plants": { + "class": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Spiny Shield": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Stellar Bodies": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Veil of Dusk": { + "class": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + } + ] + } + }, + "XPHB": { + "Acid Splash": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Aid": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Alarm": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Alter Self": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Animal Friendship": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Animal Messenger": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Animal Shapes": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Animate Dead": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Animate Objects": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Antilife Shell": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Antimagic Field": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Antipathy/Sympathy": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Arcane Eye": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Arcane Gate": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Arcane Lock": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Arcane Vigor": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Armor of Agathys": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Arms of Hadar": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Astral Projection": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Augury": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Aura of Life": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Aura of Purity": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Aura of Vitality": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Awaken": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Bane": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Banishing Smite": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Banishment": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Barkskin": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Beacon of Hope": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Beast Sense": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Befuddlement": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Bestow Curse": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Bigby's Hand": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Blade Barrier": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Blade Ward": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Bless": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Blight": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Blinding Smite": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Blindness/Deafness": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Blink": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Blur": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Burning Hands": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Call Lightning": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Calm Emotions": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Chain Lightning": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Charm Monster": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Charm Person": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Chill Touch": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Chromatic Orb": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Circle of Death": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Circle of Power": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Clairvoyance": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Clone": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Cloud of Daggers": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Cloudkill": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Color Spray": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Command": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Commune": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Commune with Nature": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Compelled Duel": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Comprehend Languages": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Compulsion": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + } + ] + }, + "Cone of Cold": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Confusion": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Conjure Animals": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Conjure Barrage": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Conjure Celestial": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Conjure Elemental": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Conjure Fey": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Conjure Minor Elementals": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Conjure Volley": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Conjure Woodland Beings": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Contact Other Plane": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Contagion": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Contingency": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Continual Flame": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Control Water": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Control Weather": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Cordon of Arrows": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Counterspell": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Create Food and Water": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Create or Destroy Water": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Create Undead": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Creation": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Crown of Madness": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Crusader's Mantle": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Cure Wounds": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Dancing Lights": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Darkness": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Darkvision": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Daylight": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Death Ward": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Delayed Blast Fireball": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Demiplane": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Destructive Wave": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Detect Evil and Good": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Detect Magic": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Detect Poison and Disease": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Detect Thoughts": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Dimension Door": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Disguise Self": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Disintegrate": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Dispel Evil and Good": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Dispel Magic": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Dissonant Whispers": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + } + ] + }, + "Divination": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Divine Favor": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Divine Smite": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Divine Word": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Dominate Beast": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + } + ] + }, + "Dominate Monster": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Dominate Person": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Dragon's Breath": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Drawmij's Instant Summons": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Dream": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Druidcraft": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Earthquake": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + } + ] + }, + "Eldritch Blast": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Elemental Weapon": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Elementalism": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Enhance Ability": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Enlarge/Reduce": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Ensnaring Strike": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Entangle": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Enthrall": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Etherealness": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Evard's Black Tentacles": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Expeditious Retreat": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Eyebite": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Fabricate": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Faerie Fire": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "False Life": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Fear": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Feather Fall": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Feign Death": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Find Familiar": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Find Steed": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Find the Path": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Find Traps": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Finger of Death": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Fire Bolt": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Fire Shield": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Fire Storm": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + } + ] + }, + "Fireball": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Flame Blade": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + } + ] + }, + "Flame Strike": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Flaming Sphere": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Flesh to Stone": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Fly": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Fog Cloud": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Forbiddance": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Forcecage": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Foresight": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Fount of Moonlight": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Freedom of Movement": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Friends": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Gaseous Form": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Gate": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Geas": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Gentle Repose": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Giant Insect": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Glibness": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Globe of Invulnerability": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Glyph of Warding": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Goodberry": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Grasping Vine": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Grease": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Greater Invisibility": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Greater Restoration": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Guardian of Faith": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Guards and Wards": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Guidance": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Guiding Bolt": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Gust of Wind": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Hail of Thorns": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Hallow": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Hallucinatory Terrain": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Harm": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Haste": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Heal": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Healing Word": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Heat Metal": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Hellish Rebuke": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Heroes' Feast": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Heroism": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Hex": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Hold Monster": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Hold Person": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Holy Aura": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Hunger of Hadar": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Hunter's Mark": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Hypnotic Pattern": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Ice Knife": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Ice Storm": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Identify": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Illusory Script": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Imprisonment": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Incendiary Cloud": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Inflict Wounds": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Insect Plague": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + } + ] + }, + "Invisibility": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Jallarzi's Storm of Radiance": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Jump": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Knock": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Legend Lore": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Leomund's Secret Chest": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Leomund's Tiny Hut": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Lesser Restoration": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Levitate": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Light": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Lightning Arrow": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Lightning Bolt": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Locate Animals or Plants": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Locate Creature": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Locate Object": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Longstrider": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Mage Armor": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mage Hand": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Magic Circle": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Magic Jar": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Magic Missile": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Magic Mouth": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Magic Weapon": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Major Image": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mass Cure Wounds": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Mass Heal": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Mass Healing Word": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Mass Suggestion": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Maze": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Meld into Stone": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Melf's Acid Arrow": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mending": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Message": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Meteor Swarm": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mind Blank": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mind Sliver": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mind Spike": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Minor Illusion": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mirage Arcane": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mirror Image": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mislead": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Misty Step": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Modify Memory": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Moonbeam": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Mordenkainen's Faithful Hound": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Mordenkainen's Magnificent Mansion": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Mordenkainen's Private Sanctum": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Mordenkainen's Sword": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Move Earth": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Nondetection": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Nystul's Magic Aura": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Otiluke's Freezing Sphere": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Otiluke's Resilient Sphere": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Otto's Irresistible Dance": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Pass without Trace": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Passwall": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Phantasmal Force": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Phantasmal Killer": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Phantom Steed": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Planar Ally": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Planar Binding": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Plane Shift": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Plant Growth": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Poison Spray": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Polymorph": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Power Word Fortify": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Power Word Heal": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Power Word Kill": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Power Word Stun": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Prayer of Healing": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Prestidigitation": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Prismatic Spray": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Prismatic Wall": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Produce Flame": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Programmed Illusion": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Project Image": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Protection from Energy": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Protection from Evil and Good": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Protection from Poison": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Purify Food and Drink": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Raise Dead": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Rary's Telepathic Bond": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Ray of Enfeeblement": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Ray of Frost": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Ray of Sickness": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Regenerate": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Reincarnate": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Remove Curse": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Resistance": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Resurrection": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Reverse Gravity": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Revivify": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Rope Trick": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Sacred Flame": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Sanctuary": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Scorching Ray": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Scrying": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Searing Smite": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "See Invisibility": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Seeming": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Sending": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Sequester": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Shapechange": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Shatter": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Shield": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Shield of Faith": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Shillelagh": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Shining Smite": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Shocking Grasp": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Silence": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Silent Image": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Simulacrum": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Sleep": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Sleet Storm": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Slow": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Sorcerous Burst": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + } + ] + }, + "Spare the Dying": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Speak with Animals": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + } + ] + }, + "Speak with Dead": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Speak with Plants": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Spider Climb": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Spike Growth": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Spirit Guardians": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Spiritual Weapon": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Staggering Smite": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Starry Wisp": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Steel Wind Strike": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Stinking Cloud": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Stone Shape": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Stoneskin": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Storm of Vengeance": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Suggestion": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Summon Aberration": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Summon Beast": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Summon Celestial": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Summon Construct": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Summon Dragon": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Summon Elemental": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Summon Fey": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Summon Fiend": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Summon Undead": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Sunbeam": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Sunburst": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Swift Quiver": { + "class": [ + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Symbol": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Synaptic Static": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Tasha's Bubbling Cauldron": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Tasha's Hideous Laughter": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Telekinesis": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Telepathy": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Teleport": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Teleportation Circle": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Tenser's Floating Disk": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Thaumaturgy": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Thorn Whip": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Thunderclap": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Thunderous Smite": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Thunderwave": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Time Stop": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Toll the Dead": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Tongues": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Transport via Plants": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Tree Stride": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "True Polymorph": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "True Resurrection": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "True Seeing": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "True Strike": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Tsunami": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Unseen Servant": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Vampiric Touch": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Vicious Mockery": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + } + ] + }, + "Vitriolic Sphere": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Wall of Fire": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Wall of Force": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Wall of Ice": { + "class": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Wall of Stone": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Wall of Thorns": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Warding Bond": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Water Breathing": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Water Walk": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + }, + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Web": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + }, + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "Weird": { + "class": [ + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Wind Walk": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + } + ] + }, + "Wind Wall": { + "class": [ + { + "name": "Druid", + "source": "XPHB" + }, + { + "name": "Ranger", + "source": "XPHB" + } + ] + }, + "Wish": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Witch Bolt": { + "class": [ + { + "name": "Sorcerer", + "source": "XPHB" + }, + { + "name": "Warlock", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Word of Radiance": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Word of Recall": { + "class": [ + { + "name": "Cleric", + "source": "XPHB" + } + ] + }, + "Wrathful Smite": { + "class": [ + { + "name": "Paladin", + "source": "XPHB" + } + ] + }, + "Yolande's Regal Presence": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "Zone of Truth": { + "class": [ + { + "name": "Bard", + "source": "XPHB" + }, + { + "name": "Cleric", + "source": "XPHB" + }, + { + "name": "Paladin", + "source": "XPHB" + } + ] + } + } +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-aag.json b/src/ttfrog/five_e_tools/sources/spells/spells-aag.json new file mode 100644 index 0000000..d55390e --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-aag.json @@ -0,0 +1,88 @@ +{ + "spell": [ + { + "name": "Air Bubble", + "source": "AAG", + "page": 22, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system)." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd." + ] + } + ], + "miscTags": [ + "SGT" + ], + "hasFluffImages": true + }, + { + "name": "Create Spelljamming Helm", + "source": "AAG", + "page": 22, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a crystal rod worth at least 5,000 gp, which the spell consumes", + "cost": 500000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a {@item spelljamming helm|AAG}." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-ai.json b/src/ttfrog/five_e_tools/sources/spells/spells-ai.json new file mode 100644 index 0000000..ac041d4 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-ai.json @@ -0,0 +1,379 @@ +{ + "spell": [ + { + "name": "Distort Value", + "source": "AI", + "page": 75, + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.", + "You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence ({@skill Investigation}) check against your spell save DC." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st." + ] + } + ] + }, + { + "name": "Fast Friends", + "source": "AI", + "page": 75, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become {@condition charmed} by you for the duration. While the creature is {@condition charmed} in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.", + "You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.", + "When the spell ends, the creature knows it was {@condition charmed} by you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Gift of Gab", + "source": "AI", + "page": 76, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you speak to another creature" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "r": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + { + "type": "quote", + "entries": [ + "When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that." + ], + "by": "Môrgæn" + }, + "Jim Darkmagic is said to have invented this spell, originally calling it {@i I said what?!} Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened\u2014by ensuring that no one knows it happened.", + "When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell." + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Incite Greed", + "source": "AI", + "page": 76, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gem worth at least 50 gp", + "cost": 5000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be {@condition charmed} by you until the spell ends, or until you or your companions do anything harmful to it. While {@condition charmed} in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.", + "At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target." + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Jim's Glowing Coin", + "source": "AI", + "page": 76, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true, + "m": "a coin", + "r": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a {@spell light} spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom ({@skill Perception}) checks and initiative rolls." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Jim's Magic Missile", + "source": "AI", + "page": 76, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "r": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + { + "type": "quote", + "entries": [ + "Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy." + ], + "by": "Jim Darkmagic" + }, + "Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!", + "You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals {@damage 2d4} force damage to its target.", + "If the attack roll scores a critical hit, the target of that missile takes {@damage 5d4} force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Motivational Speech", + "source": "AI", + "page": 77, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + { + "type": "quote", + "entries": [ + "I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?" + ], + "by": "Walnut Dankgrass" + }, + "You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd." + ] + } + ], + "miscTags": [ + "ADV", + "SGT", + "THP" + ], + "areaTags": [ + "MT" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-aitfr-avt.json b/src/ttfrog/five_e_tools/sources/spells/spells-aitfr-avt.json new file mode 100644 index 0000000..e4a9d79 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-aitfr-avt.json @@ -0,0 +1,83 @@ +{ + "spell": [ + { + "name": "Linked Glyphs", + "source": "AitFR-AVT", + "page": 9, + "otherSources": [ + { + "source": "AitFR-FCD", + "page": 11 + } + ], + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "incense and powdered diamond worth at least 300 gp, which the spell consumes", + "cost": 30000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel", + "trigger" + ] + } + ], + "entries": [ + "When you cast this spell, you inscribe a detection glyph that later activates a magical effect at the site of a separate, linked glyph. You inscribe the detection glyph either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the detection glyph is broken, and the spell ends without being triggered.", + "Both glyphs are nearly invisible, and finding either requires a successful Intelligence ({@skill Investigation}) check against your spell save DC.", + "You decide what triggers the detection glyph when you cast this spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.", + "You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.", + "When you inscribe the detection glyph, choose an alarm glyph or spell glyph to link to it.", + { + "type": "entries", + "name": "Alarm Glyph", + "entries": [ + "You create and magically link two glyphs: a detection glyph and an effect glyph. Each of these two glyphs must stay within 100 miles of the other or the spell effect ends. When the detection glyph is triggered, the effect glyph reacts like an alarm spell, creating a mental ping in your mind if you are within 1 mile of the effect glyph. This ping awakens you if you are sleeping." + ] + }, + { + "type": "entries", + "name": "Spell Glyph", + "entries": [ + "You create and magically link two glyphs: a detection glyph and an effect glyph. These two glyphs must be within 100 feet of each other. You can store a prepared spell of 4th level or lower in the effect glyph by casting it as part of creating the glyphs. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the detection glyph is triggered, the spell stored in the effect glyph is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on the effect glyph. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the effect glyph. If the spell requires {@status concentration}, it lasts until the end of its full duration." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher to create a spell glyph, you can store any spell of up to the same level as the slot you use." + ] + } + ], + "conditionInflict": [ + "invisible" + ], + "miscTags": [ + "PRM" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-bmt.json b/src/ttfrog/five_e_tools/sources/spells/spells-bmt.json new file mode 100644 index 0000000..8207036 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-bmt.json @@ -0,0 +1,161 @@ +{ + "spell": [ + { + "name": "Antagonize", + "source": "BMT", + "page": 50, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a playing card depicting a rogue" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes {@damage 4d4} psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d4} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Spirit of Death", + "source": "BMT", + "page": 50, + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gilded playing card worth at least 400 gp and depicting an avatar of death", + "cost": 40000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the {@creature reaper spirit|BMT} stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.", + "The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the {@action Dodge} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Spray of Cards", + "source": "BMT", + "page": 50, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a deck of cards" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 2d10} force damage and has the {@condition blinded} condition until the end of its next turn. On a successful save, a creature takes half as much damage only." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d10} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "force" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "dexterity" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-dodk.json b/src/ttfrog/five_e_tools/sources/spells/spells-dodk.json new file mode 100644 index 0000000..2389610 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-dodk.json @@ -0,0 +1,738 @@ +{ + "spell": [ + { + "name": "Conjure the Deep Haze", + "source": "DoDk", + "page": 226, + "level": 5, + "school": "C", + "subschools": [ + "contaminated" + ], + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a delerium fragment worth 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}.", + "You create a 20-foot-radius sphere of the Deep Haze on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.", + "When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw. On a failed saving throw, it suffers ({@dice 8d6}) necrotic damage and gains one {@adventure level of contamination|DoDk|12}. On a successful save, the creature takes half as much damage and does not gain any {@adventure contamination levels|DoDk|12}. Creatures are affected even if they hold their breath or don't need to breathe." + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBS" + ] + }, + { + "name": "Contaminated Power", + "source": "DoDk", + "page": 226, + "level": 8, + "school": "T", + "subschools": [ + "contaminated" + ], + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a delerium shard worth 500 gp, which the spell consumes", + "cost": 50000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. You draw unrestrained arcane magic from the delerium shard you hold in your hand. Until the spell ends, you gain the following benefits:", + { + "type": "list", + "items": [ + "When you cast a spell that deals acid, fire, cold, lightning, or poison damage, you can change the damage type to force, necrotic, psychic, or radiant damage.", + "Once per turn when you deal damage with a spell, you can deal an extra {@damage 1d12} necrotic damage for each {@adventure contamination level|DoDk|12} you have gained to one target of that spell.", + "When you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to gain one {@adventure level of contamination|DoDk|12}. If you do, one target of the spell has disadvantage on its first saving throw made against that spell." + ] + }, + "This spell can't be dispelled by {@spell dispel magic}." + ], + "damageInflict": [ + "necrotic" + ], + "hasFluff": true + }, + { + "name": "Contamination Immunity", + "source": "DoDk", + "page": 226, + "level": 7, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "An eldritch lily mixed into 250 gp worth of specially-prepared purified fluids, which the spell consumes", + "cost": 25000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "Until the spell ends, one willing creature you touch is immune to necrotic damage and cannot gain {@adventure contamination levels|DoDk|12}. The affected creature may rest normally within the Haze.", + "This spell ends immediately if the creature casts a contaminated spell." + ], + "hasFluff": true + }, + { + "name": "Delerium Blast", + "source": "DoDk", + "page": 227, + "level": 4, + "school": "V", + "subschools": [ + "contaminated" + ], + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a delerium fragment worth 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}.", + "You ignite arcane energies stored inside a delerium fragment held in your hand, and hurl it towards a space you can see within range. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a failed save, a creature takes ({@dice 10d6}) psychic damage and becomes {@condition incapacitated} until the end of their next turn. On a successful save, a target takes half as much damage and suffers none of the spell's other effects." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 2d6} for each slot level above 4th." + ] + } + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Delerium Orb", + "source": "DoDk", + "page": 227, + "level": 1, + "school": "V", + "subschools": [ + "contaminated" + ], + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a delerium fragment worth 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. You draw chaotic magical power from the delerium fragment held in your hand, and blast a creature you can see within range with paradoxical power. Choose one ability score, then choose cold, fire, lightning, necrotic, psychic, or radiant damage. The target must succeed on a saving throw using the chosen ability score; it takes {@damage 6d6} damage of the chosen type on a failed saving throw, or half as much on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 2d6} for each slot level above 1st." + ] + } + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Forced Evolution", + "source": "DoDk", + "page": 227, + "level": 4, + "school": "T", + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "An alchemical cocktail made from rare components and delerium dust worth 250 gold, which the target consumes as part of the spell", + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "By means of this spell, you transform a mutation gained from {@adventure contamination|DoDk|12}. One of the target's existing mutations is removed and is replaced by a different one. This mutation may be chosen by the Game Master or determined randomly (see Appendix C of Dungeons of Drakkenheim)." + ] + }, + { + "name": "Neutralizing Field", + "source": "DoDk", + "page": 228, + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "A delerium crystal or holy relic worth 1,000 gp", + "cost": 100000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You negate contaminated magical energies in a 10-foot radius sphere. Until the spell ends, the sphere moves with you, centred on you. Creatures in the sphere (including you) can't gain {@adventure contamination levels|DoDk|12} and have immunity to necrotic damage. Contaminated spells can't be cast by creatures in the area." + ], + "hasFluff": true + }, + { + "name": "Octarine Spray", + "source": "DoDk", + "page": 228, + "level": 7, + "school": "V", + "subschools": [ + "contaminated" + ], + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a delerium fragment worth 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. Octarine rays of light flash from your hand. Each ray is a different colour and has a different power and purpose, see the table below. Each creature in a 60-foot cone must succeed on a Constitution saving throw. For each target, roll a {@dice d8} to determine which colour ray affects it.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d8", + "Octarine Spray Effect" + ], + "rows": [ + [ + "1", + "The target takes {@damage 20d6} psychic damage on a failed save, or half as much damage on a success." + ], + [ + "2", + "The target takes {@damage 20d6} necrotic damage on a failed save, or half as much damage on a success." + ], + [ + "3", + "The target takes {@damage 20d6} force damage on a failed save, or half as much damage on a success." + ], + [ + "4", + "The target takes {@damage 20d6} radiant damage on a failed save, or half as much damage on a success." + ], + [ + "5", + "The target takes {@damage 20d6} thunder damage on a failed save, or half as much damage on a success." + ], + [ + "6", + "At the start of each of its turns, the affected target uses all its movement to move directly towards the closest creature it can see. Then, the affected target uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the affected target does nothing this turn. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target." + ], + [ + "7", + "At the start of each of its turns, the affected target gains one {@adventure level of contamination|DoDk|12}. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target, but any {@adventure contamination levels|DoDk|12} gained remain." + ], + [ + "8", + "{@b Special.} The target is struck by an additional ray. Roll again twice. There's no limit to how many additional rays can strike a single creature in this manner." + ] + ] + } + ], + "damageInflict": [ + "force", + "necrotic", + "psychic", + "radiant", + "thunder" + ], + "savingThrow": [ + "constitution", + "wisdom" + ], + "miscTags": [ + "RO" + ] + }, + { + "name": "Purge Contamination", + "source": "DoDk", + "page": 228, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "100 gp of alchemical fluids or holy water, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target's body. When you finish casting the spell, all {@adventure contamination levels|DoDk|12} and mutations are removed from the creature. It then gains one level of {@condition exhaustion} for each {@adventure contamination level|DoDk|12} removed with this spell." + ], + "conditionInflict": [ + "exhaustion" + ] + }, + { + "name": "Ray of Contamination", + "source": "DoDk", + "page": 229, + "level": 6, + "school": "N", + "subschools": [ + "contaminated" + ], + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a delerium fragment worth 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. An octarine ray springs from your pointing finger to a creature that you can see within range. The target must succeed on a Constitution saving throw. On a failed save, a creature takes {@damage 16d6} necrotic damage and gains {@dice 1d4} {@adventure levels of contamination|DoDk|12}. On a successful save, a target takes half as much damage and does not gain any {@adventure contamination levels|DoDk|12}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCT", + "SGT" + ] + }, + { + "name": "Ride the Rifts", + "source": "DoDk", + "page": 228, + "level": 3, + "school": "C", + "subschools": [ + "contaminated" + ], + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a delerium fragment worth 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes {@damage 10d6} lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line's area." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 2d6} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Sacrament of the Falling Fire", + "source": "DoDk", + "page": 229, + "level": 9, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a delerium fragment worth 100 gp for each participating creature, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell may only be cast in an area covered by the Deep Haze.", + "You perform a holy ceremony involving up to 12 faithful and willing humanoid creatures that ends when each participating creature drives a delerium shard into their chest. Those creatures become sanctified (see the Followers of the Falling Fire dossier in chapter 3 of Dungeons of Drakkenheim).", + "When you finish casting this spell, a hostile {@creature shadow} appears and attacks each participant, as a manifestation of that character's inner darkness. The GM may determine that a character who carries great anger, fear, or hate in their heart causes a {@creature wraith} to manifest instead." + ] + }, + { + "name": "Siphon Contamination", + "source": "DoDk", + "page": 229, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell", + "cost": 50000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This demanding spell transfers {@adventure contamination|DoDk|12} from one creature to another. When you cast this spell, you must first touch either a willing humanoid creature with one or more {@adventure levels of contamination|DoDk|12}, or a former humanoid creature whose current form is the result of a monstrous transformation. You then touch a different willing humanoid creature.", + "If both creatures touched were willing humanoid creatures, you remove all {@adventure contamination levels|DoDk|12} and mutations from the first creature, then the second creature you touch gains a number of {@adventure contamination levels|DoDk|12} equal to the number of levels removed from the first creature.", + "If the first creature you touch is a former humanoid who suffered a monstrous {@adventure contamination|DoDk|12}, and the second creature is a willing humanoid creature with a character level or challenge rating equal to or higher than the challenge rating of the transformed creature, you restore the fully contaminated creature to its original form, then the humanoid creature immediately undergoes a monstrous transformation as if it had gained six {@adventure contamination levels|DoDk|12}.", + "The second creature touched cannot prevent or negate these {@adventure contamination levels|DoDk|12} or an ensuing transformation in any way, or else the spell fails with no effect." + ], + "hasFluff": true + }, + { + "name": "Warp Bolt", + "source": "DoDk", + "page": 229, + "level": 2, + "school": "V", + "subschools": [ + "contaminated" + ], + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a delerium fragment worth 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. An arcing bolt of octarine lightning strikes a creature within range. If the target has one or more {@adventure contamination levels|DoDk|12}, it is hit automatically. Otherwise, make a ranged spell attack against that creature. On a hit, the target takes {@damage 6d6} necrotic damage and gains one {@adventure level of contamination|DoDk|12}.", + "You can create a new bolt of lightning as your action on any turn until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each spell level above 2nd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "R" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-egw.json b/src/ttfrog/five_e_tools/sources/spells/spells-egw.json new file mode 100644 index 0000000..014c144 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-egw.json @@ -0,0 +1,845 @@ +{ + "spell": [ + { + "name": "Dark Star", + "source": "EGW", + "page": 186, + "level": 8, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a shard of onyx and a drop of the caster's blood, both of which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.", + "For the duration, the spell's area is {@quickref difficult terrain||3}. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are {@condition deafened} while entirely inside it. Casting a spell that includes a verbal component is impossible there.", + "Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes {@damage 8d10} force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust." + ], + "damageInflict": [ + "force" + ], + "conditionInflict": [ + "deafened" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "DFT", + "OBJ" + ], + "areaTags": [ + "S" + ], + "hasFluffImages": true + }, + { + "name": "Fortune's Favor", + "source": "EGW", + "page": 186, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a white pearl worth at least 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional {@dice d20} and choose which of the {@dice d20}s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a {@dice d20} and choose which of the {@dice d20}s to use, the one it rolled or the one the attacker rolled.", + "If the original {@dice d20} roll has advantage or disadvantage, the creature rolls the additional {@dice d20} after advantage or disadvantage has been applied to the original roll." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." + ] + } + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Gift of Alacrity", + "source": "EGW", + "page": 186, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch a willing creature. For the duration, the target can add {@dice 1d8} to its initiative rolls." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Gravity Fissure", + "source": "EGW", + "page": 187, + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true, + "m": "a fistful of iron filings" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking {@damage 8d8} force damage on a failed save, or half as much damage on a successful one.", + "Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take {@damage 8d8} force damage and be pulled toward the line until the creature is in its area." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@scaledamage 8d8|6-9|1d8} for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Gravity Sinkhole", + "source": "EGW", + "page": 187, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a black marble" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes {@damage 5d10} force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 5d10|4-9|1d10} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Immovable Object", + "source": "EGW", + "page": 187, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "gold dust worth at least 25 gp, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.", + "If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled." + ] + } + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "OBJ", + "PRM" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Magnify Gravity", + "source": "EGW", + "page": 188, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.", + "Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d8|1-9|1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBJ", + "SGT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Pulse Wave", + "source": "EGW", + "page": 188, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes {@damage 6d6} force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.", + "In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 6d6|3-9|1d6} and the distance pulled or pushed increases by 5 feet for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "FMV", + "OBJ" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Ravenous Void", + "source": "EGW", + "page": 188, + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 1000 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small, nine-pointed star made of iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are {@quickref difficult terrain||3}, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.", + "When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.", + "A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes {@damage 5d10} force damage and is {@condition restrained} until it is no longer in the sphere. If the sphere is in the air, the {@condition restrained} creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this {@condition restrained} condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying." + ], + "damageInflict": [ + "force" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "OBJ", + "SGT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Reality Break", + "source": "EGW", + "page": 189, + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a crystal prism" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a {@dice d10} at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.", + "At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.", + { + "type": "table", + "caption": "Reality Break Effects", + "colLabels": [ + "d10", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1-2", + "{@b Vision of the Far Realm.} The target takes {@damage 6d12} psychic damage, and it is {@condition stunned} until the end of the turn." + ], + [ + "3-5", + "{@b Rending Rift.} The target must make a Dexterity saving throw, taking {@damage 8d12} force damage on a failed save, or half as much damage on a successful one." + ], + [ + "6-8", + "{@b Wormhole.} The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes {@damage 10d12} force damage and is knocked {@condition prone}." + ], + [ + "9-10", + "{@b Chill of the Dark Void.} The target takes {@damage 10d12} cold damage, and it is {@condition blinded} until the end of the turn." + ] + ] + } + ], + "damageInflict": [ + "psychic", + "force", + "cold" + ], + "conditionInflict": [ + "stunned", + "prone", + "blinded" + ], + "savingThrow": [ + "wisdom", + "dexterity" + ], + "miscTags": [ + "RO", + "SGT" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Sapping Sting", + "source": "EGW", + "page": 189, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take {@damage 1d4} necrotic damage and fall {@condition prone}.", + "This spell's damage increases by {@damage 1d4} when you reach 5th level ({@damage 2d4}), 11th level ({@damage 3d4}), and 17th level ({@damage 4d4})." + ], + "scalingLevelDice": { + "label": "necrotic damage", + "scaling": { + "1": "1d4", + "5": "2d4", + "11": "3d4", + "17": "4d4" + } + }, + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Temporal Shunt", + "source": "EGW", + "page": 189, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "taken when a creature you can see makes an attack roll or starts to cast a spell" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Tether Essence", + "source": "EGW", + "page": 189, + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a spool of platinum cord worth at least 250 gp, which the spell consumes", + "cost": 25000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both." + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Time Ravage", + "source": "EGW", + "page": 189, + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes", + "cost": 500000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking {@damage 10d12} necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the {@spell wish} spell or the {@spell greater restoration} cast with a 9th-level spell slot can end these effects and restore the target to its previous age." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Wristpocket", + "source": "EGW", + "page": 190, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.", + "Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet." + ], + "areaTags": [ + "ST" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-ftd.json b/src/ttfrog/five_e_tools/sources/spells/spells-ftd.json new file mode 100644 index 0000000..7b60cc9 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-ftd.json @@ -0,0 +1,449 @@ +{ + "spell": [ + { + "name": "Ashardalon's Stride", + "source": "FTD", + "page": 19, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.", + "When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes {@damage 1d6} fire damage from your trail of heat. A creature or object can take this damage only once during a turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional {@scaledamage 1d6|3-9|1d6} fire damage for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "fire" + ], + "miscTags": [ + "OBJ" + ], + "hasFluffImages": true + }, + { + "name": "Draconic Transformation", + "source": "FTD", + "page": 19, + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a statuette of a dragon, worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Blindsight", + "entries": [ + "You have {@sense blindsight} with a range of 30 feet. Within that range, you can effectively see anything that isn't behind {@quickref Cover||3||total cover}, even if you're {@condition blinded} or in darkness. Moreover, you can see an {@condition invisible} creature, unless the creature successfully hides from you." + ] + }, + { + "type": "item", + "name": "Breath Weapon", + "entries": [ + "When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking {@damage 6d8} force damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "item", + "name": "Wings", + "entries": [ + "Incorporeal wings sprout from your back, giving you a flying speed of 60 feet." + ] + } + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Fizban's Platinum Shield", + "source": "FTD", + "page": 20, + "level": 6, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a platinum-plated dragon scale, worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Cover", + "entries": [ + "The creature has {@quickref Cover||3||half cover}." + ] + }, + { + "type": "item", + "name": "Damage Resistance", + "entries": [ + "The creature has resistance to acid, cold, fire, lightning, and poison damage." + ] + }, + { + "type": "item", + "name": "Evasion", + "entries": [ + "If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + } + ] + }, + "As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field." + ], + "miscTags": [ + "UBA" + ] + }, + { + "name": "Nathair's Mischief", + "source": "FTD", + "page": 20, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true, + "m": "a piece of crust from an apple pie" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.", + { + "type": "table", + "caption": "Mischievous Surge", + "colLabels": [ + "d4", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become {@condition charmed} by you until the start of your next turn." + ], + [ + "2", + "Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be {@condition blinded} until the start of your next turn as the flowers spray water in their faces." + ], + [ + "3", + "Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is {@condition incapacitated} and uses all its movement to move in a random direction." + ], + [ + "4", + "Drops of molasses hover in the cube, making it {@quickref difficult terrain||3} until the start of your next turn." + ] + ] + } + ], + "savingThrow": [ + "dexterity", + "wisdom" + ], + "miscTags": [ + "RO", + "SGT" + ] + }, + { + "name": "Raulothim's Psychic Lance", + "source": "FTD", + "page": 21, + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.", + "The target must make an Intelligence saving throw. On a failed save, the target takes {@damage 7d6} psychic damage and is {@condition incapacitated} until the start of your next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 7d6|4-9|1d6} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Rime's Binding Ice", + "source": "FTD", + "page": 21, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "a vial of meltwater" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes {@damage 3d8} cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by {@scaledamage 3d8|2-9|1d8} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "N" + ], + "hasFluffImages": true + }, + { + "name": "Summon Draconic Spirit", + "source": "FTD", + "page": 21, + "reprintedAs": [ + "Summon Dragon|XPHB" + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an object with the image of a dragon engraved on it, worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a {@creature draconic spirit|FTD}. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT", + "SMN" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-ggr.json b/src/ttfrog/five_e_tools/sources/spells/spells-ggr.json new file mode 100644 index 0000000..40badd7 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-ggr.json @@ -0,0 +1,41 @@ +{ + "spell": [ + { + "name": "Encode Thoughts", + "source": "GGR", + "page": 47, + "level": 0, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.", + "If you cast this spell while {@status concentration||concentrating} on a spell or an ability that allows you to read or manipulate the thoughts of others (such as {@spell detect thoughts} or {@spell modify memory}), you can transform the thoughts or memories you read, rather than your own, into a thought strand.", + "Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting {@spell detect thoughts} on the strand has the same effect.)" + ], + "hasFluffImages": true + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-ghloe.json b/src/ttfrog/five_e_tools/sources/spells/spells-ghloe.json new file mode 100644 index 0000000..b6b6776 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-ghloe.json @@ -0,0 +1,300 @@ +{ + "spell": [ + { + "name": "Arboreal Curse", + "source": "GHLoE", + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a cup of sap" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to turn one creature that you can see within range into wood. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is {@condition restrained} as its flesh begins to harden into bark. On a successful save, the creature isn't affected.", + "A creature {@condition restrained} by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the {@condition petrified} condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.", + "If the transformed creature is burned, chopped down, or otherwise destroyed while {@condition petrified}, the creature is slain.", + "A creature remains transformed unless the effect is reversed within one year with {@spell greater restoration}, {@spell wish}, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form." + ], + "conditionInflict": [ + "petrified", + "restrained" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "PRM", + "SGT" + ] + }, + { + "name": "Consume Mind", + "source": "GHLoE", + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a 1-ounce fresh or magically preserved portion of another creature's brain" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You consume the brain of another creature's corpse, gaining its memories and knowledge. The corpse must have a brain and can't be undead. The spell fails if the corpse has been dead (and not preserved) for more than three days.", + "Until the spell ends, you can attempt to recall any important fact known to the creature\u2014family history, recent events, building layouts, passwords, details of the creature's death, and similar information. To recall a piece of information, you must make an ability check using your spellcasting modifier. The DC is equal to the corpse's Intelligence score.", + "Once the caster rolls to determine whether they recall a fact, they cannot attempt to recall it again." + ] + }, + { + "name": "Heartseeker", + "source": "GHLoE", + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a ruby worth at least 100 gp", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "As part of casting this spell you must expend six hit dice or the spell automatically fails. When you do, blood flows from your body then crystallizes into a barbed arrow, which launches at a creature of your choice within range. Make a ranged spell attack against the chosen creature. On a hit, roll the hit dice expended to cast this spell, and the creature takes piercing damage equal to the result.", + "Once lodged in the creature, the bloody arrow begins to burrow toward its heart, rendering it vulnerable to further attacks. At the start of the creature's next turn, it must make a Constitution saving throw. On a failure, attacks against the creature score critical hits on a 19 or 20 on the attack roll.", + "At the start of each of the creature's turns after that, it must repeat the Constitution saving throw or the critical hit range on attacks against the creature increases by 1 again. If the creature succeeds on three of these saving throws (these successes do not need to be consecutive) this spell ends. The increased critical hit range ends when the spell does." + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Hunter Sense", + "source": "GHLoE", + "level": 0, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch one willing creature. While this spell is active, the target's senses are heightened. If the target rolls a 9 or below on the die when making a Wisdom ({@skill Perception}) check, they instead act as if they rolled a 10." + ] + }, + { + "name": "Magic Mirror", + "source": "GHLoE", + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you are targeted by a spell" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a polished silver marble" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A momentary bubble of iridescent energy shimmers in the air between you and the caster of the triggering spell. The spell is redirected to a creature of your choice that you can see within 60 feet. If the spell is 5th level or lower, you are no longer a target of the spell and the chosen creature is instead. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, you are no longer a target of the spell and the chosen creature is instead. On a failed check, you remain the target of the triggering spell." + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Suffocate", + "source": "GHLoE", + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a leather glove" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a pair of grasping hands made from {@condition invisible} forces. Make a spell attack against one creature that you can see within range. On a hit, the creature is {@condition restrained} as the hands crush their throat or bodily equivalent.", + "If the creature requires air to breathe, it begins to suffocate. A suffocating creature can survive for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round). At the start of its next turn after those rounds are over, it becomes {@condition unconscious}, and it can't regain hit points until it can breathe again.", + "A conscious creature {@condition restrained} by the hands can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the spell ends on the target." + ], + "conditionInflict": [ + "invisible", + "restrained", + "unconscious" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Wrack", + "source": "GHLoE", + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a frayed piece of cord" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be afflicted with excruciating muscle spasms for the duration. A creature affected in this way has its speed halved and rolls attacks with disadvantage. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target." + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-hwcs.json b/src/ttfrog/five_e_tools/sources/spells/spells-hwcs.json new file mode 100644 index 0000000..cabd699 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-hwcs.json @@ -0,0 +1,503 @@ +{ + "spell": [ + { + "name": "Ambush Prey", + "source": "HWCS", + "page": 49, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": { + "text": "a broken twig" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You channel primal predatory energies to perfectly conceal your presence in order to surprise your target. You become {@condition invisible} for the spell's duration, granting advantage on all Dexterity ({@skill Stealth}) checks to remain hidden. The invisibility will last for the duration of the spell, however, moving 5 feet or more from your position when you cast the spell will end the effect.", + "As long as you remain invisible, the first attack you make against any target who is unaware of your presence deals an additional {@damage 1d6} points of damage. This attack ends the spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot above 2nd level, the damage of your first attack increases by {@scaledamage 1d6|2-9|1d6} for every slot level above 2nd." + ] + } + ], + "conditionInflict": [ + "invisible" + ], + "hasFluffImages": true + }, + { + "name": "Elevated Sight", + "source": "HWCS", + "page": 49, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You cast your eyes skyward, granting you sight from a higher vantage point. You project your vision to see through an invisible sensor which appears in a spot up to 120 feet above you. You can see through the sensor as if you were flying, granting a full 360 degree view from its location.", + "The sensor moves with you, retaining its height in relation to you. You can use a bonus action to adjust the sensor's height, but only to a maximum of 120 feet above you.", + "While looking through this sensor you are {@condition blinded|PHB|blind}, though you can switch between seeing through the sensor or through your own eyes at any time during your turn." + ], + "conditionInflict": [ + "blinded" + ], + "miscTags": [ + "SGT", + "UBA" + ], + "hasFluffImages": true + }, + { + "name": "Feathered Reach", + "source": "HWCS", + "page": 50, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": { + "text": "a small feather" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You transform your arms into powerful wings, and your fingers into long, graceful feathers. The effects of this spell last 1 minute, at which point the feathers gradually fall out, causing you to float gently to the ground as your arms return to their original form. This spell confers a number of benefits upon the caster:", + { + "type": "list", + "items": [ + "As a bonus action, you can fly up to double your movement speed. You must land once you finish your movement, although you do not take fall damage while this spell is active, as your feathered arms bear you gently to the ground.", + "You can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can do this once during your turn and may use it in conjunction with a regular jump.", + "When falling, you can use your reaction to stiffen your arms, and glide on the wind. You may fly up to your movement speed, in any direction, choosing where you land.", + "You gain advantage on all {@skill Athletics} checks used to make a long or high jump. You do not need to move 10 feet before you jump to gain distance, and you triple the distance you would jump normally." + ] + }, + "In order to benefit from this spell your hands must be free of shields and heavy weapons, and you cannot be encumbered." + ], + "miscTags": [ + "ADV", + "UBA" + ], + "hasFluffImages": true + }, + { + "name": "Globe of Twilight", + "source": "HWCS", + "page": 50, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a dab of pitch and a bag of glittering sand" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You shroud the area surrounding you in a sphere of night sky, dotted with miniature stars. The twilight conceals your allies, but clearly illuminates your enemies.", + "The area affected by this spell is lightly obscured by magical shadow, within which small constellations softly twinkle. Aside from these stars, only light produced by a spell of 3rd level or higher can properly illuminate any area inside the sphere. Nonmagical light does not function inside the sphere, and all other forms of magical radiance can only produce dim light in a 5-foot space.", + "When you cast this spell you may designate any number of creatures you can see to be concealed by the supernatural shadows while in the sphere. A concealed creature has advantage on Dexterity ({@skill Stealth}) checks when inside the sphere and may attempt to hide at any time. Because the area of the spell is lightly obscured, creatures within the spell's area have disadvantage on Wisdom ({@skill Perception}) checks made to see those outside of it.", + "All other creatures in the area are dazzled by the light of the miniature stars, causing them to have disadvantage on all perception checks inside the sphere. When such a creature enters the spell's area for the first time, or starts its turn there, it must make a Wisdom saving throw or be {@condition blinded} until the end of its turn." + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "ADV", + "SGT" + ], + "areaTags": [ + "S" + ], + "hasFluffImages": true + }, + { + "name": "Gust Barrier", + "source": "HWCS", + "page": 50, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You spread your arms wide, allowing yourself to become enveloped by the air around you. Until the end of your next turn, any ranged attack against you is made with disadvantage.", + "Melee attackers who successfully hit you must make a Constitution saving throw against your spell save DC. On a failure, the attacker is flung away from you up to 10 feet and is knocked {@condition prone}." + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "constitution" + ], + "hasFluffImages": true + }, + { + "name": "Invoke the Amaranthine", + "source": "HWCS", + "page": 51, + "level": 3, + "school": "D", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a holy symbol of the Amaranthine" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You call upon the power of an Amaranthine to grant yourself insight into the Great Rhythm that moves all things. When you cast this spell, roll two {@dice d20}s, and record what you rolled. For each die, choose either attack roll, skill check, or saving throw. You can choose each option multiple times. For the next 24 hours, you may substitute any roll of an ally or enemy you can see within 60 feet with one of the recorded numbers that matches the type of roll you wish to replace (attack roll, skill check, or saving throw). The target still adds any relevant modifiers to this number, but otherwise treat the substituted number as the number they rolled.", + "To do this, you must spend a reaction to present your holy symbol and invoke the name of the Amaranthine whose energies you called upon. You can do this anytime after the skill check, saving throw or attack has been rolled, but before the outcome of the event has been determined. The spell ends after 24 hours have passed, or when both dice have been expended." + ], + "miscTags": [ + "SGT" + ], + "hasFluffImages": true + }, + { + "name": "Shape Plants", + "source": "HWCS", + "page": 51, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You call upon gentle natural magics to alter the growth of plants. Any plant life you can see within range that fits within a 5-foot cube can take on whatever shape you desire. Additionally, if the plant is a bramble or capable of growing thorns, you may turn the affected area into difficult terrain, causing {@damage 2d4} points of piercing damage for every 5 feet moved through the area you shaped. You may also increase or decrease the number of flowers, vines, leaves, thorns, branches, or fruits produced by any plant you shape.", + "After one hour, the magic of your spell fades, and the plant resumes its normal shape. If you can use speak with plants (or a similar ability) to communicate with the plant, you may persuade it to retain its new form. Different plants have different feelings and attitudes, and if the form is too different from its natural shape it is likely to decline. If the plant accepts, at the GM's discretion, it will retain the form you have sculpted it into, in which case the effect becomes permanent." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot above 4th level, the size of the cube of plant life you can affect with the spell increases by an additional 5 feet for every slot level above 4th." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "miscTags": [ + "PRM", + "SGT" + ], + "areaTags": [ + "C" + ], + "hasFluffImages": true + }, + { + "name": "Spiny Shield", + "source": "HWCS", + "page": 51, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a small quill" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "An ethereal barrier of spikes, made of magical force, interposes itself between you and an attacker. Until your next turn, when you are hit by a melee attack, the barrier reduces the damage you are dealt by {@dice 2d4}, and deals the same amount of piercing damage to the attacker. The shield is ineffective against ranged attackers, but still provides a +2 bonus to AC (treat as {@quickref Cover||3||half cover}) against them for the duration." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot above 1st level, increase the spell's effect by an additional {@scaledice 2d4|1-9|1d4} for every slot level above 1st." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "miscTags": [ + "MAC" + ], + "hasFluffImages": true + }, + { + "name": "Stellar Bodies", + "source": "HWCS", + "page": 52, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "special" + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You create two small stars that orbit you. They twinkle pleasantly, shedding dim light in a 10-foot radius centered on you. The stars protect you. If a creature within 5 feet of you hits you with a melee attack they must make a Wisdom saving throw or take {@damage 1d8} points of radiant damage for each star orbiting you.", + "Once per round, on your turn, you may use your action to cause a star to streak towards an enemy, expending it as it explodes in a blinding flash. Make a ranged spell attack against an enemy within 120 feet, dealing {@damage 4d8} points of radiant damage on a hit. The target must then make a Constitution saving throw or be {@condition blinded} until the start of your next turn.", + "The spell ends when either its duration expires, you fall {@condition unconscious}, or you have expended all of your stars." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot above 4th level, you may create one additional star for every two slot levels above 4th. For each additional star orbiting you, the radius of dim light centered on you increases by 5 feet." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "constitution", + "wisdom" + ], + "hasFluffImages": true + }, + { + "name": "Veil of Dusk", + "source": "HWCS", + "page": 52, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pinch of soot" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You incant towards a creature, cloaking them in a shadowy veil of darkness and silence. The target gains a +1 bonus to their armor class and makes {@skill Stealth} checks with advantage for the duration of the spell." + ], + "hasFluffImages": true + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-idrotf.json b/src/ttfrog/five_e_tools/sources/spells/spells-idrotf.json new file mode 100644 index 0000000..51802f9 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-idrotf.json @@ -0,0 +1,96 @@ +{ + "spell": [ + { + "name": "Create Magen", + "source": "IDRotF", + "page": 318, + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed", + "cost": 50000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a {@filter magen|bestiary|search=magen|source=IDRotF} clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See {@adventure appendix C|IDRotF|21} for different kinds of magen and their statistics.", + "When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a {@spell wish} spell can undo this reduction to your hit point maximum.", + "Any magen you create with this spell obeys your commands without question." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Frost Fingers", + "source": "IDRotF", + "page": 318, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking {@damage 2d8} cold damage on a failed save, or half as much damage on a successful one.", + "The cold freezes nonmagical liquids in the area that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "N" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-llk.json b/src/ttfrog/five_e_tools/sources/spells/spells-llk.json new file mode 100644 index 0000000..8bb43fa --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-llk.json @@ -0,0 +1,174 @@ +{ + "spell": [ + { + "name": "Flock of Familiars", + "source": "LLK", + "page": 57, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You temporarily summon three familiars\u2014spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the {@spell find familiar} spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the {@spell find familiar} spell or similar means, then one fewer familiars are conjured by this spell.", + "Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.", + "When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd." + ] + } + ], + "miscTags": [ + "SMN" + ] + }, + { + "name": "Galder's Speedy Courier", + "source": "LLK", + "page": 57, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "25 gold pieces, or mineral goods of equivalent value, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.", + "As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.", + "The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you." + ] + } + ], + "miscTags": [ + "SMN" + ] + }, + { + "name": "Galder's Tower", + "source": "LLK", + "page": 57, + "level": 3, + "school": "C", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a fragment of stone, wood, or other building material" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:", + { + "type": "list", + "items": [ + "A bedroom with a bed, chairs, chest, and magical fireplace", + "A study with desks, books, bookshelves, parchments, ink, and ink pens", + "A dining space with a table, chairs, magical fireplace, containers, and cooking utensils", + "A lounge with couches, armchairs, side tables and footstools", + "A washroom with toilets, washtubs, a magical brazier, and sauna benches", + "An observatory with a telescope and maps of the night sky", + "An unfurnished, empty room" + ] + }, + "The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.", + "You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd." + ] + } + ], + "miscTags": [ + "OBJ", + "PIR", + "PRM" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-phb.json b/src/ttfrog/five_e_tools/sources/spells/spells-phb.json new file mode 100644 index 0000000..ade01a2 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-phb.json @@ -0,0 +1,21102 @@ +{ + "spell": [ + { + "name": "Acid Splash", + "source": "PHB", + "page": 211, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Acid Splash|XPHB" + ], + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take {@damage 1d6} acid damage.", + "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6})." + ], + "scalingLevelDice": { + "label": "acid damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "acid" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Aid", + "source": "PHB", + "page": 211, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 50 + } + ], + "reprintedAs": [ + "Aid|XPHB" + ], + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny strip of white cloth" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd." + ] + } + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Alarm", + "source": "PHB", + "page": 211, + "srd": true, + "reprintedAs": [ + "Alarm|XPHB" + ], + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny bell and a piece of fine silver wire" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.", + "A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.", + "An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet." + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Alter Self", + "source": "PHB", + "page": 211, + "srd": true, + "reprintedAs": [ + "Alter Self|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.", + { + "type": "entries", + "name": "Aquatic Adaptation", + "entries": [ + "You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Change Appearance", + "entries": [ + "You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again." + ] + }, + { + "type": "entries", + "name": "Natural Weapons", + "entries": [ + "You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal {@damage 1d6} bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "piercing", + "slashing" + ] + }, + { + "name": "Animal Friendship", + "source": "PHB", + "page": 212, + "srd": true, + "reprintedAs": [ + "Animal Friendship|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a morsel of food" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be {@condition charmed} by you for the spell's duration. If you or one of your companions harms the target, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "beast" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Animal Messenger", + "source": "PHB", + "page": 212, + "srd": true, + "reprintedAs": [ + "Animal Messenger|XPHB" + ], + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a morsel of food" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.", + "When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd." + ] + } + ], + "affectsCreatureType": [ + "beast" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Animal Shapes", + "source": "PHB", + "page": 212, + "srd": true, + "reprintedAs": [ + "Animal Shapes|XPHB" + ], + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + }, + "concentration": true + } + ], + "entries": [ + "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a {@filter Large or smaller beast with a challenge rating of 4 or lower|bestiary|challenge rating=[&0;&4]|type=beast|size=f;d;t;s;m;l|miscellaneous=!swarm}. On subsequent turns, you can use your action to transform affected creatures into new forms.", + "The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked {@condition unconscious}. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.", + "The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment." + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Animate Dead", + "source": "PHB", + "page": 212, + "srd": true, + "reprintedAs": [ + "Animate Dead|XPHB" + ], + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of blood, a piece of flesh, and a pinch of bone dust" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a {@creature skeleton} if you chose bones or a {@creature zombie} if you chose a corpse (the DM has the creature's game statistics).", + "On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", + "The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones." + ] + } + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "PRM", + "SMN", + "UBA" + ] + }, + { + "name": "Animate Objects", + "source": "PHB", + "page": 213, + "srd": true, + "reprintedAs": [ + "Animate Objects|XPHB" + ], + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.", + "As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", + { + "type": "table", + "caption": "Animated Object Statistics", + "colLabels": [ + "Size", + "HP", + "AC", + "Attack", + "Str", + "Dex" + ], + "colStyles": [ + "col-2", + "col-1 text-center", + "col-1 text-center", + "col-6", + "col-1 text-center", + "col-1 text-center" + ], + "rows": [ + [ + "{@creature animated object (tiny)|phb|Tiny}", + "20", + "18", + "{@hit +8} to hit, {@damage 1d4 + 4} damage", + "{@dice 1d20 - 3|4}", + "{@dice 1d20 + 4|18}" + ], + [ + "{@creature animated object (small)|phb|Small}", + "25", + "16", + "{@hit +6} to hit, {@damage 1d8 + 2} damage", + "{@dice 1d20 - 2|6}", + "{@dice 1d20 + 2|14}" + ], + [ + "{@creature animated object (medium)|phb|Medium}", + "40", + "13", + "{@hit +5} to hit, {@damage 2d6 + 1} damage", + "{@dice 1d20|10}", + "{@dice 1d20 + 1|12}" + ], + [ + "{@creature animated object (large)|phb|Large}", + "50", + "10", + "{@hit +6} to hit, {@damage 2d10 + 2} damage", + "{@dice 1d20 + 2|14}", + "{@dice 1d20|10}" + ], + [ + "{@creature animated object (huge)|phb|Huge}", + "80", + "10", + "{@hit +8} to hit, {@damage 2d12 + 4} damage", + "{@dice 1d20 + 4|18}", + "{@dice 1d20 - 3|6}" + ] + ] + }, + "An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.", + "If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "piercing", + "slashing" + ], + "miscTags": [ + "OBJ", + "SMN", + "UBA" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Antilife Shell", + "source": "PHB", + "page": 213, + "srd": true, + "reprintedAs": [ + "Antilife Shell|XPHB" + ], + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.", + "The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.", + "If you move so that an affected creature is forced to pass through the barrier, the spell ends." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Antimagic Field", + "source": "PHB", + "page": 213, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Antimagic Field|XPHB" + ], + "level": 8, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of powdered iron or iron filings" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.", + "Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.", + { + "type": "entries", + "name": "Targeted Effects", + "entries": [ + "Spells and other magical effects, such as {@spell magic missile} and {@spell charm person}, that target a creature or an object in the sphere have no effect on that target." + ] + }, + { + "type": "entries", + "name": "Areas of Magic", + "entries": [ + "The area of another spell or magical effect, such as {@spell fireball}, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough." + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it." + ] + }, + { + "type": "entries", + "name": "Magic Items", + "entries": [ + "The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.", + "A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits." + ] + }, + { + "type": "entries", + "name": "Magical Travel", + "entries": [ + "Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere." + ] + }, + { + "type": "entries", + "name": "Creatures and Objects", + "entries": [ + "A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere." + ] + }, + { + "type": "entries", + "name": "Dispel Magic", + "entries": [ + "Spells and magical effects such as {@spell dispel magic} have no effect on the sphere. Likewise, the spheres created by different {@spell antimagic field} spells don't nullify each other." + ] + } + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Antipathy/Sympathy", + "source": "PHB", + "page": 214, + "srd": true, + "reprintedAs": [ + "Antipathy/Sympathy|XPHB" + ], + "level": 8, + "school": "E", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "entries": [ + "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.", + { + "type": "entries", + "name": "Antipathy", + "entries": [ + "The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become {@condition frightened}. The creature remains {@condition frightened} while it can see the target or is within 60 feet of it. While {@condition frightened} by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer {@condition frightened}, but the creature becomes {@condition frightened} again if it regains sight of the target or moves within 60 feet of it." + ] + }, + { + "type": "entries", + "name": "Sympathy", + "entries": [ + "The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.", + "If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below." + ] + }, + { + "type": "entries", + "name": "Ending the Effect", + "entries": [ + "If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists." + ] + }, + "A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again." + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Arcane Eye", + "source": "PHB", + "page": 214, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Arcane Eye|XPHB" + ], + "level": 4, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of bat fur" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create an invisible, magical eye within range that hovers in the air for the duration.", + "You mentally receive visual information from the eye, which has normal vision and {@sense darkvision} out to 30 feet. The eye can look in every direction.", + "As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter." + ] + }, + { + "name": "Arcane Gate", + "source": "PHB", + "page": 214, + "reprintedAs": [ + "Arcane Gate|XPHB" + ], + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.", + "The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.", + "Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction." + ], + "miscTags": [ + "OBJ", + "SGT", + "TP", + "UBA" + ] + }, + { + "name": "Arcane Lock", + "source": "PHB", + "page": 215, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Arcane Lock|XPHB" + ], + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "gold dust worth at least 25 gp, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting {@spell knock} on the object suppresses {@spell arcane lock} for 10 minutes.", + "While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Armor of Agathys", + "source": "PHB", + "page": 215, + "reprintedAs": [ + "Armor of Agathys|XPHB" + ], + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a cup of water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "cold" + ], + "miscTags": [ + "THP" + ] + }, + { + "name": "Arms of Hadar", + "source": "PHB", + "page": 215, + "reprintedAs": [ + "Arms of Hadar|XPHB" + ], + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes {@damage 2d6} necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d6|1-9|1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Astral Projection", + "source": "PHB", + "page": 215, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Astral Projection|XPHB" + ], + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes", + "cost": 110000, + "consume": true + } + }, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is {@condition unconscious} and in a state of suspended animation, it doesn't need food or air and doesn't age.", + "Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.", + "Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.", + "The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.", + "The spell might also end early for you or one of your companions. A successful {@spell dispel magic} spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.", + "If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points." + ], + "conditionInflict": [ + "unconscious" + ], + "miscTags": [ + "PRM", + "PS" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Augury", + "source": "PHB", + "page": 215, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 50 + } + ], + "reprintedAs": [ + "Augury|XPHB" + ], + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "specially marked sticks, bones, or similar tokens worth at least 25 gp", + "cost": 2500 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:", + { + "type": "list", + "items": [ + "Weal, for good results", + "Woe, for bad results", + "Weal and woe, for both good and bad results", + "Nothing, for results that aren't especially good or bad" + ] + }, + "The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.", + "If you cast the spell two or more times before completing your next long rest, there is a cumulative {@chance 25|||Random reading!|Regular reading} chance for each casting after the first that you get a random reading. The DM makes this roll in secret." + ] + }, + { + "name": "Aura of Life", + "source": "PHB", + "page": 216, + "reprintedAs": [ + "Aura of Life|XPHB" + ], + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points." + ], + "damageResist": [ + "necrotic" + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Aura of Purity", + "source": "PHB", + "page": 216, + "reprintedAs": [ + "Aura of Purity|XPHB" + ], + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, and {@condition stunned}." + ], + "damageResist": [ + "poison" + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Aura of Vitality", + "source": "PHB", + "page": 216, + "reprintedAs": [ + "Aura of Vitality|XPHB" + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain {@dice 2d6} hit points." + ], + "miscTags": [ + "HL", + "UBA" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Awaken", + "source": "PHB", + "page": 216, + "srd": true, + "reprintedAs": [ + "Awaken|XPHB" + ], + "level": 5, + "school": "T", + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an agate worth at least 1,000 gp, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the {@creature awakened shrub} or the {@creature awakened tree}.", + "The awakened beast or plant is {@condition charmed} by you for 30 days or until you or your companions do anything harmful to it. When the {@condition charmed} condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was {@condition charmed}." + ], + "conditionInflict": [ + "charmed" + ], + "affectsCreatureType": [ + "beast", + "plant" + ], + "miscTags": [ + "PRM" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Bane", + "source": "PHB", + "page": 216, + "srd": true, + "reprintedAs": [ + "Bane|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of blood" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a {@dice d4} and subtract the number rolled from the attack roll or saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Banishing Smite", + "source": "PHB", + "page": 216, + "reprintedAs": [ + "Banishing Smite|XPHB" + ], + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra {@damage 5d10} force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is {@condition incapacitated}. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied." + ], + "damageInflict": [ + "force" + ], + "conditionInflict": [ + "incapacitated" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Banishment", + "source": "PHB", + "page": 217, + "srd": true, + "reprintedAs": [ + "Banishment|XPHB" + ], + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "an item distasteful to the target" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.", + "If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is {@condition incapacitated}. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", + "If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th." + ] + } + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Barkskin", + "source": "PHB", + "page": 217, + "srd": true, + "reprintedAs": [ + "Barkskin|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of oak bark" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing." + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Beacon of Hope", + "source": "PHB", + "page": 217, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 50 + } + ], + "reprintedAs": [ + "Beacon of Hope|XPHB" + ], + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing." + ], + "miscTags": [ + "ADV", + "HL" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Beast Sense", + "source": "PHB", + "page": 217, + "reprintedAs": [ + "Beast Sense|XPHB" + ], + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are {@condition blinded} and {@condition deafened} to your own surroundings." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Bestow Curse", + "source": "PHB", + "page": 218, + "srd": true, + "reprintedAs": [ + "Bestow Curse|XPHB" + ], + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:", + { + "type": "list", + "items": [ + "Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.", + "While cursed, the target has disadvantage on attack rolls against you.", + "While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.", + "While the target is cursed, your attacks and spells deal an extra {@damage 1d8} necrotic damage to the target." + ] + }, + "A {@spell remove curse} spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 4th level or higher, the duration is {@status concentration}, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require {@status concentration}." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "PRM" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Bigby's Hand", + "source": "PHB", + "page": 218, + "srd": "Arcane Hand", + "reprintedAs": [ + "Bigby's Hand|XPHB" + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "an eggshell and a snakeskin glove" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.", + "The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 ({@d20 8}) and a Dexterity of 10 ({@d20 0}). The hand doesn't fill its space.", + "When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.", + { + "type": "entries", + "name": "Clenched Fist", + "entries": [ + "The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes {@damage 4d8} force damage." + ] + }, + { + "type": "entries", + "name": "Forceful Hand", + "entries": [ + "The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength ({@skill Athletics}) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it." + ] + }, + { + "type": "entries", + "name": "Grasping Hand", + "entries": [ + "The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to {@damage 2d6} + your spellcasting ability modifier." + ] + }, + { + "type": "entries", + "name": "Interposing Hand", + "entries": [ + "The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with {@quickref Cover||3||half cover} against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is {@quickref difficult terrain||3} for the target." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by {@scaledamage 4d8|5-9|2d8} and the damage from the grasping hand increases by {@scaledamage 2d6|5-9|2d6} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "force" + ], + "spellAttack": [ + "M" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "DFT", + "FMV", + "OBJ", + "SGT", + "UBA" + ] + }, + { + "name": "Blade Barrier", + "source": "PHB", + "page": 218, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Blade Barrier|XPHB" + ], + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides {@quickref Cover||3||three-quarters cover} to creatures behind it, and its space is {@quickref difficult terrain||3}.", + "When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes {@damage 6d10} slashing damage. On a successful save, the creature takes half as much damage." + ], + "damageInflict": [ + "slashing" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Blade Ward", + "source": "PHB", + "page": 218, + "reprintedAs": [ + "Blade Ward|XPHB" + ], + "level": 0, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks." + ], + "damageResist": [ + "bludgeoning", + "piercing", + "slashing" + ] + }, + { + "name": "Bless", + "source": "PHB", + "page": 219, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 50 + } + ], + "reprintedAs": [ + "Bless|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a sprinkling of holy water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a {@dice d4} and add the number rolled to the attack roll or saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st." + ] + } + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Blight", + "source": "PHB", + "page": 219, + "srd": true, + "reprintedAs": [ + "Blight|XPHB" + ], + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes {@damage 8d8} necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.", + "If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.", + "If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 8d8|4-9|1d8} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Blinding Smite", + "source": "PHB", + "page": 219, + "reprintedAs": [ + "Blinding Smite|XPHB" + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra {@damage 3d8} radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be {@condition blinded} until the spell ends.", + "A creature {@condition blinded} by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer {@condition blinded}." + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Blindness/Deafness", + "source": "PHB", + "page": 219, + "srd": true, + "reprintedAs": [ + "Blindness/Deafness|XPHB" + ], + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either {@condition blinded} or {@condition deafened} (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." + ] + } + ], + "conditionInflict": [ + "blinded", + "deafened" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Blink", + "source": "PHB", + "page": 219, + "srd": true, + "reprintedAs": [ + "Blink|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Roll a {@dice d20} at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.", + "While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so." + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Blur", + "source": "PHB", + "page": 219, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 50 + } + ], + "reprintedAs": [ + "Blur|XPHB" + ], + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with {@sense truesight}." + ] + }, + { + "name": "Branding Smite", + "source": "PHB", + "page": 219, + "srd": true, + "reprintedAs": [ + "Shining Smite|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra {@damage 2d6} radiant damage to the target, which becomes visible if it's {@condition invisible}, and the target sheds dim light in a 5-foot radius and can't become {@condition invisible} until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by {@scaledamage 2d6|2-9|1d6} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD", + "LGT" + ] + }, + { + "name": "Burning Hands", + "source": "PHB", + "page": 220, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 51 + } + ], + "reprintedAs": [ + "Burning Hands|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes {@damage 3d6} fire damage on a failed save, or half as much damage on a successful one.", + "The fire ignites any flammable objects in the area that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 3d6|1-9|1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "N" + ], + "hasFluffImages": true + }, + { + "name": "Call Lightning", + "source": "PHB", + "page": 220, + "srd": true, + "reprintedAs": [ + "Call Lightning|XPHB" + ], + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).", + "When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes {@damage 3d10} lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.", + "If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by {@dice 1d10}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th or higher level, the damage increases by {@scaledamage 3d10|3-9|1d10} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "S", + "Y" + ] + }, + { + "name": "Calm Emotions", + "source": "PHB", + "page": 221, + "srd": true, + "reprintedAs": [ + "Calm Emotions|XPHB" + ], + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.", + "You can suppress any effect causing a target to be {@condition charmed} or {@condition frightened}. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.", + "Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise." + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "humanoid" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Chain Lightning", + "source": "PHB", + "page": 221, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Chain Lightning|XPHB" + ], + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.", + "A target must make a Dexterity saving throw. The target takes {@damage 10d8} lightning damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ", + "SCT", + "SGT" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Charm Person", + "source": "PHB", + "page": 221, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 51 + } + ], + "reprintedAs": [ + "Charm Person|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. The {@condition charmed} creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was {@condition charmed} by you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Chill Touch", + "source": "PHB", + "page": 221, + "srd": true, + "reprintedAs": [ + "Chill Touch|XPHB" + ], + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes {@damage 1d8} necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.", + "If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.", + "This spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8})." + ], + "scalingLevelDice": { + "label": "necrotic damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Chromatic Orb", + "source": "PHB", + "page": 221, + "reprintedAs": [ + "Chromatic Orb|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 50 gp", + "cost": 5000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes {@damage 3d8} damage of the type you chose." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 3d8|1-9|1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "poison", + "thunder" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Circle of Death", + "source": "PHB", + "page": 221, + "srd": true, + "reprintedAs": [ + "Circle of Death|XPHB" + ], + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "the powder of a crushed black pearl worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes {@damage 8d6} necrotic damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@scaledamage 8d6|6-9|2d6} for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Circle of Power", + "source": "PHB", + "page": 221, + "reprintedAs": [ + "Circle of Power|XPHB" + ], + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw." + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Clairvoyance", + "source": "PHB", + "page": 222, + "srd": true, + "reprintedAs": [ + "Clairvoyance|XPHB" + ], + "level": 3, + "school": "D", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.", + "When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.", + "A creature that can see the sensor (such as a creature benefiting from {@spell see invisibility} or {@sense truesight}) sees a luminous, intangible orb about the size of your fist." + ] + }, + { + "name": "Clone", + "source": "PHB", + "page": 222, + "srd": true, + "reprintedAs": [ + "Clone|XPHB" + ], + "level": 8, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.", + "At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere." + ], + "miscTags": [ + "PRM" + ] + }, + { + "name": "Cloud of Daggers", + "source": "PHB", + "page": 222, + "reprintedAs": [ + "Cloud of Daggers|XPHB" + ], + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a sliver of glass" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes {@damage 4d4} slashing damage when it enters the spell's area for the first time on a turn or starts its turn there." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 4d4|2-9|2d4} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "slashing" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Cloudkill", + "source": "PHB", + "page": 222, + "srd": true, + "reprintedAs": [ + "Cloudkill|XPHB" + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is {@quickref Vision and Light|PHB|2||heavily obscured}.", + "When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes {@damage 5d8} poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.", + "The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 5d8|5-9|1d8} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "poison" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBS" + ], + "areaTags": [ + "S" + ], + "hasFluffImages": true + }, + { + "name": "Color Spray", + "source": "PHB", + "page": 222, + "srd": true, + "reprintedAs": [ + "Color Spray|XPHB" + ], + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of powder or sand that is colored red, yellow, and blue" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "A dazzling array of flashing, colored light springs from your hand. Roll {@dice 6d10}; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring {@condition unconscious} creatures and creatures that can't see).", + "Starting with the creature that has the lowest current hit points, each creature affected by this spell is {@condition blinded} until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, roll an additional {@scaledice 6d10|1-9|2d10} for each slot level above 1st." + ] + } + ], + "conditionInflict": [ + "blinded" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Command", + "source": "PHB", + "page": 223, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 51 + } + ], + "reprintedAs": [ + "Command|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.", + "Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.", + { + "type": "entries", + "name": "Approach", + "entries": [ + "The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you." + ] + }, + { + "type": "entries", + "name": "Drop", + "entries": [ + "The target drops whatever it is holding and then ends its turn." + ] + }, + { + "type": "entries", + "name": "Flee", + "entries": [ + "The target spends its turn moving away from you by the fastest available means." + ] + }, + { + "type": "entries", + "name": "Grovel", + "entries": [ + "The target falls {@condition prone} and then ends its turn." + ] + }, + { + "type": "entries", + "name": "Halt", + "entries": [ + "The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Commune", + "source": "PHB", + "page": 223, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Commune|XPHB" + ], + "level": 5, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "incense and a vial of holy or unholy water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.", + "Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.", + "If you cast the spell two or more times before finishing your next long rest, there is a cumulative {@chance 25|||No answer!|Answer} chance for each casting after the first that you get no answer. The DM makes this roll in secret." + ] + }, + { + "name": "Commune with Nature", + "source": "PHB", + "page": 224, + "srd": true, + "reprintedAs": [ + "Commune with Nature|XPHB" + ], + "level": 5, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.", + "You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:", + { + "type": "list", + "items": [ + "terrain and bodies of water", + "prevalent plants, minerals, animals, or peoples", + "powerful celestials, fey, fiends, elementals, or undead", + "influence from other planes of existence", + "buildings" + ] + }, + "For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns." + ] + }, + { + "name": "Compelled Duel", + "source": "PHB", + "page": 224, + "reprintedAs": [ + "Compelled Duel|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.", + "The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Comprehend Languages", + "source": "PHB", + "page": 224, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 52 + } + ], + "reprintedAs": [ + "Comprehend Languages|XPHB" + ], + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of soot and salt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.", + "This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language." + ] + }, + { + "name": "Compulsion", + "source": "PHB", + "page": 224, + "srd": true, + "reprintedAs": [ + "Compulsion|XPHB" + ], + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be {@condition charmed}. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.", + "A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT", + "UBA" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Cone of Cold", + "source": "PHB", + "page": 224, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Cone of Cold|XPHB" + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small crystal or glass cone" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes {@damage 8d8} cold damage on a failed save, or half as much damage on a successful one.", + "A creature killed by this spell becomes a frozen statue until it thaws." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 8d8|5-9|1d8} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Confusion", + "source": "PHB", + "page": 224, + "srd": true, + "reprintedAs": [ + "Confusion|XPHB" + ], + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "three nut shells" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.", + "An affected target can't take reactions and must roll a {@dice d10} at the start of each of its turns to determine its behavior for that turn.", + { + "type": "table", + "caption": "Confusion Behavior", + "colLabels": [ + "{@dice d10}", + "Behavior" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "The creature uses all its movement to move in a random direction. To determine the direction, roll a {@dice d8} and assign a direction to each die face. The creature doesn't take an action this turn." + ], + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 6 + } + }, + "The creature doesn't move or take actions this turn." + ], + [ + { + "type": "cell", + "roll": { + "min": 7, + "max": 8 + } + }, + "The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn." + ], + [ + { + "type": "cell", + "roll": { + "min": 9, + "max": 10 + } + }, + "The creature can act and move normally." + ] + ] + }, + "At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "RO" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Conjure Animals", + "source": "PHB", + "page": 225, + "srd": true, + "reprintedAs": [ + "Conjure Animals|XPHB" + ], + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:", + { + "type": "list", + "items": [ + "One {@filter beast of challenge rating 2 or lower|bestiary|challenge rating=[&0;&2]|type=beast|miscellaneous=!swarm}", + "Two {@filter beasts of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}", + "Four {@filter beasts of challenge rating 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=beast|miscellaneous=!swarm}", + "Eight {@filter beasts of challenge rating 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=beast|miscellaneous=!swarm}" + ] + }, + "Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.", + "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.", + "The DM has the creatures' statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Conjure Barrage", + "source": "PHB", + "page": 225, + "reprintedAs": [ + "Conjure Barrage|XPHB" + ], + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "one piece of ammunition or a thrown weapon" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes {@damage 3d8} damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component." + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Conjure Celestial", + "source": "PHB", + "page": 225, + "srd": true, + "reprintedAs": [ + "Conjure Celestial|XPHB" + ], + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You summon a {@filter celestial of challenge rating 4 or lower|bestiary|challenge rating=[&0;&4]|type=celestial|miscellaneous=!swarm}, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.", + "The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.", + "The DM has {@creature couatl||the celestial}'s statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 9th-level spell slot, you summon a {@filter celestial of challenge rating 5 or lower|bestiary|challenge rating=[&0;&5]|type=celestial|miscellaneous=!swarm}." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Conjure Elemental", + "source": "PHB", + "page": 225, + "srd": true, + "reprintedAs": [ + "Conjure Elemental|XPHB" + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An {@filter elemental of challenge rating 5 or lower|bestiary|challenge rating=[&0;&5]|type=elemental|miscellaneous=!swarm} appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a {@creature fire elemental} emerges from a bonfire, and an {@creature earth elemental} rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.", + "The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.", + "If your {@status concentration} is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.", + "The DM has the elemental's statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th." + ] + } + ], + "miscTags": [ + "SMN" + ] + }, + { + "name": "Conjure Fey", + "source": "PHB", + "page": 226, + "srd": true, + "reprintedAs": [ + "Conjure Fey|XPHB" + ], + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You summon a {@filter fey creature of challenge rating 6 or lower|bestiary|challenge rating=[&0;&6]|type=fey|miscellaneous=!swarm}, or a fey spirit that takes the form of a {@filter beast of challenge rating 6 or lower|bestiary|challenge rating=[&0;&6]|type=beast|miscellaneous=!swarm}. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.", + "The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.", + "If your {@status concentration} is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.", + "The DM has the fey creature's statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Conjure Minor Elementals", + "source": "PHB", + "page": 226, + "srd": true, + "reprintedAs": [ + "Conjure Minor Elementals|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:", + { + "type": "list", + "items": [ + "One {@filter elemental of challenge rating 2 or lower|bestiary|challenge rating=[&0;&2]|type=elemental|miscellaneous=!swarm}", + "Two {@filter elementals of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|type=elemental|miscellaneous=!swarm}", + "Four {@filter elementals of challenge rating 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=elemental|miscellaneous=!swarm}", + "Eight {@filter elementals of challenge rating 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=elemental|miscellaneous=!swarm}." + ] + }, + "An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.", + "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.", + "The DM has the creatures' statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Conjure Volley", + "source": "PHB", + "page": 226, + "reprintedAs": [ + "Conjure Volley|XPHB" + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "one piece of ammunition or one thrown weapon" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes {@damage 8d8} damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon." + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Conjure Woodland Beings", + "source": "PHB", + "page": 226, + "srd": true, + "reprintedAs": [ + "Conjure Woodland Beings|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "one holly berry per creature summoned" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:", + { + "type": "list", + "items": [ + "One {@filter fey creature of challenge rating 2 or lower|bestiary|challenge rating=[&0;&2]|type=fey|miscellaneous=!swarm}", + "Two {@filter fey creatures of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|type=fey|miscellaneous=!swarm}", + "Four {@filter fey creatures of challenge rating 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=fey|miscellaneous=!swarm}", + "Eight {@filter fey creatures of challenge rating 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=fey|miscellaneous=!swarm}" + ] + }, + "A summoned creature disappears when it drops to 0 hit points or when the spell ends.", + "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.", + "The DM has the creatures' statistics." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Contact Other Plane", + "source": "PHB", + "page": 226, + "srd": true, + "reprintedAs": [ + "Contact Other Plane|XPHB" + ], + "level": 5, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take {@damage 6d6} psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A {@spell greater restoration} spell cast on you ends this effect.", + "On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ] + }, + { + "name": "Contagion", + "source": "PHB", + "page": 227, + "srd": true, + "reprintedAs": [ + "Contagion|XPHB" + ], + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 7 + } + } + ], + "entries": [ + "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is {@condition poisoned}.", + "At the end of each of the {@condition poisoned} target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer {@condition poisoned}, and the spell ends. If the target fails three of these saves, the target is no longer {@condition poisoned}, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.", + "Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.", + { + "type": "entries", + "name": "Blinding Sickness", + "entries": [ + "Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is {@condition blinded}." + ] + }, + { + "type": "entries", + "name": "Filth Fever", + "entries": [ + "A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength." + ] + }, + { + "type": "entries", + "name": "Flesh Rot", + "entries": [ + "The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage." + ] + }, + { + "type": "entries", + "name": "Mindfire", + "entries": [ + "The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the {@spell confusion} spell during combat." + ] + }, + { + "type": "entries", + "name": "Seizure", + "entries": [ + "The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity." + ] + }, + { + "type": "entries", + "name": "Slimy Doom", + "entries": [ + "The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is {@condition stunned} until the end of its next turn." + ] + } + ], + "conditionInflict": [ + "blinded", + "stunned", + "poisoned" + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Contingency", + "source": "PHB", + "page": 227, + "srd": true, + "reprintedAs": [ + "Contingency|XPHB" + ], + "level": 6, + "school": "V", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp", + "cost": 150000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "entries": [ + "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with {@spell water breathing} might stipulate that {@spell water breathing} comes into effect when you are engulfed in water or a similar liquid.", + "The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.", + "The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person." + ] + }, + { + "name": "Continual Flame", + "source": "PHB", + "page": 227, + "srd": true, + "reprintedAs": [ + "Continual Flame|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "ruby dust worth 50 gp, which the spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched." + ], + "miscTags": [ + "LGT", + "OBJ" + ] + }, + { + "name": "Control Water", + "source": "PHB", + "page": 227, + "srd": true, + "reprintedAs": [ + "Control Water|XPHB" + ], + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of water and a pinch of dust" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.", + { + "type": "entries", + "name": "Flood", + "entries": [ + "You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.", + "If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a {@chance 25|||Capsizes!|No effect} chance of capsizing.", + "The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts." + ] + }, + { + "type": "entries", + "name": "Part Water", + "entries": [ + "You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored." + ] + }, + { + "type": "entries", + "name": "Redirect Flow", + "entries": [ + "You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect." + ] + }, + { + "type": "entries", + "name": "Whirlpool", + "entries": [ + "This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength ({@skill Athletics}) check against your spell save DC.", + "When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes {@damage 2d8} bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength ({@skill Athletics}) check to do so.", + "The first time each turn that an object enters the vortex, the object takes {@damage 2d8} bludgeoning damage; this damage occurs each round it remains in the vortex." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "FMV", + "OBJ" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Control Weather", + "source": "PHB", + "page": 228, + "srd": true, + "reprintedAs": [ + "Control Weather|XPHB" + ], + "level": 8, + "school": "T", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "miles", + "amount": 5 + } + }, + "components": { + "v": true, + "s": true, + "m": "burning incense and bits of earth and wood mixed in water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + }, + "concentration": true + } + ], + "entries": [ + "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.", + "When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes {@dice 1d4 × 10} minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.", + "When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.", + { + "type": "table", + "caption": "Precipitation", + "colLabels": [ + "Stage", + "Condition" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Clear" + ], + [ + "2", + "Light clouds" + ], + [ + "3", + "Overcast or ground fog" + ], + [ + "4", + "Rain, hail, or snow" + ], + [ + "5", + "Torrential rain, driving hail, or blizzard" + ] + ] + }, + { + "type": "table", + "caption": "Temperature", + "colLabels": [ + "Stage", + "Condition" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Unbearable heat" + ], + [ + "2", + "Hot" + ], + [ + "3", + "Warm" + ], + [ + "4", + "Cool" + ], + [ + "5", + "Cold" + ], + [ + "6", + "Arctic cold" + ] + ] + }, + { + "type": "table", + "caption": "Wind", + "colLabels": [ + "Stage", + "Condition" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Calm" + ], + [ + "2", + "Moderate wind" + ], + [ + "3", + "Strong wind" + ], + [ + "4", + "Gale" + ], + [ + "5", + "Storm" + ] + ] + } + ] + }, + { + "name": "Cordon of Arrows", + "source": "PHB", + "page": 228, + "reprintedAs": [ + "Cordon of Arrows|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "s": true, + "m": "four or more arrows or bolts" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You plant four pieces of nonmagical ammunition\u2014{@item arrow|phb|arrows} or {@item crossbow bolt|phb|crossbow bolts}\u2014in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take {@damage 1d6} piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.", + "When you cast this spell, you can designate any creatures you choose, and the spell ignores them." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Counterspell", + "source": "PHB", + "page": 228, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Counterspell|XPHB" + ], + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you see a creature within 60 feet of you casting a spell" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used." + ] + } + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Create Food and Water", + "source": "PHB", + "page": 229, + "srd": true, + "reprintedAs": [ + "Create Food and Water|XPHB" + ], + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad." + ] + }, + { + "name": "Create or Destroy Water", + "source": "PHB", + "page": 229, + "srd": true, + "reprintedAs": [ + "Create or Destroy Water|XPHB" + ], + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of water if creating water or a few grains of sand if destroying it" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You either create or destroy water.", + { + "type": "entries", + "name": "Create Water", + "entries": [ + "You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area." + ] + }, + { + "type": "entries", + "name": "Destroy Water", + "entries": [ + "You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st." + ] + } + ], + "miscTags": [ + "PRM" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Create Undead", + "source": "PHB", + "page": 229, + "srd": true, + "reprintedAs": [ + "Create Undead|XPHB" + ], + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse", + "cost": 15000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a {@creature ghoul} under your control. (The DM has game statistics for these creatures.)", + "As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", + "The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four {@creature ghoul||ghouls}. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five {@creature ghoul||ghouls} or two {@creature ghast||ghasts} or {@creature wight||wights}. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six {@creature ghoul||ghouls}, three {@creature ghast||ghasts} or {@creature wight||wights}, or two {@creature mummy||mummies}." + ] + } + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "PRM", + "SMN", + "UBA" + ] + }, + { + "name": "Creation", + "source": "PHB", + "page": 229, + "srd": true, + "reprintedAs": [ + "Creation|XPHB" + ], + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny piece of matter of the same type of the item you plan to create" + }, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.", + "The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.", + { + "type": "table", + "caption": "Creation", + "colLabels": [ + "Material", + "Duration" + ], + "colStyles": [ + "col-8", + "col-4" + ], + "rows": [ + [ + "Vegetable matter", + "1 day" + ], + [ + "Stone or crystal", + "12 hours" + ], + [ + "Precious metals", + "1 hour" + ], + [ + "Gems", + "10 minutes" + ], + [ + "Adamantine or mithral", + "1 minute" + ] + ] + }, + "Using any material created by this spell as another spell's material component causes that spell to fail." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th." + ] + } + ] + }, + { + "name": "Crown of Madness", + "source": "PHB", + "page": 229, + "reprintedAs": [ + "Crown of Madness|XPHB" + ], + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become {@condition charmed} by you for the duration. While the target is {@condition charmed} in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.", + "The {@condition charmed} target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.", + "On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends." + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Crusader's Mantle", + "source": "PHB", + "page": 230, + "reprintedAs": [ + "Crusader's Mantle|XPHB" + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra {@damage 1d4} radiant damage when it hits with a weapon attack." + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Cure Wounds", + "source": "PHB", + "page": 230, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 52 + } + ], + "reprintedAs": [ + "Cure Wounds|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A creature you touch regains a number of hit points equal to {@dice 1d8} + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by {@scaledice 1d8|1-9|1d8} for each slot level above 1st." + ] + } + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dancing Lights", + "source": "PHB", + "page": 230, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 52 + } + ], + "reprintedAs": [ + "Dancing Lights|XPHB" + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of phosphorus or wychwood, or a glowworm" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.", + "As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range." + ], + "miscTags": [ + "LGT", + "UBA" + ] + }, + { + "name": "Darkness", + "source": "PHB", + "page": 230, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 52 + } + ], + "reprintedAs": [ + "Darkness|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "bat fur and a drop of pitch or piece of coal" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it.", + "If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.", + "If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled." + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Darkvision", + "source": "PHB", + "page": 230, + "srd": true, + "reprintedAs": [ + "Darkvision|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "either a pinch of dried carrot or an agate" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has {@sense darkvision} out to a range of 60 feet." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Daylight", + "source": "PHB", + "page": 230, + "srd": true, + "reprintedAs": [ + "Daylight|XPHB" + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.", + "If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.", + "If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled." + ], + "miscTags": [ + "LGT", + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Death Ward", + "source": "PHB", + "page": 230, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Death Ward|XPHB" + ], + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch a creature and grant it a measure of protection from death.", + "The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.", + "If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Delayed Blast Fireball", + "source": "PHB", + "page": 230, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Delayed Blast Fireball|XPHB" + ], + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny ball of bat guano and sulfur" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your {@status concentration} is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.", + "The spell's base damage is {@damage 12d6}. If at the end of your turn the bead has not yet detonated, the damage increases by {@dice 1d6}.", + "If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.", + "The fire damages objects in the area and ignites flammable objects that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the base damage increases by {@scaledamage 12d6|7-9|1d6} for each slot level above 7th." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Demiplane", + "source": "PHB", + "page": 231, + "srd": true, + "reprintedAs": [ + "Demiplane|XPHB" + ], + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.", + "Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead." + ], + "miscTags": [ + "OBJ", + "PRM", + "SGT" + ] + }, + { + "name": "Destructive Wave", + "source": "PHB", + "page": 231, + "reprintedAs": [ + "Destructive Wave|XPHB" + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take {@damage 5d6} thunder damage, as well as {@damage 5d6} radiant or necrotic damage (your choice), and be knocked {@condition prone}. A creature that succeeds on its saving throw takes half as much damage and isn't knocked {@condition prone}." + ], + "damageInflict": [ + "necrotic", + "radiant", + "thunder" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "MT", + "S" + ] + }, + { + "name": "Detect Evil and Good", + "source": "PHB", + "page": 231, + "srd": true, + "reprintedAs": [ + "Detect Evil and Good|XPHB" + ], + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.", + "The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." + ], + "affectsCreatureType": [ + "aberration", + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ] + }, + { + "name": "Detect Magic", + "source": "PHB", + "page": 231, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 52 + } + ], + "reprintedAs": [ + "Detect Magic|XPHB" + ], + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its {@book school of magic|PHB|10|The Schools of Magic}, if any.", + "The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." + ] + }, + { + "name": "Detect Poison and Disease", + "source": "PHB", + "page": 231, + "srd": true, + "reprintedAs": [ + "Detect Poison and Disease|XPHB" + ], + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a yew leaf" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.", + "The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." + ] + }, + { + "name": "Detect Thoughts", + "source": "PHB", + "page": 231, + "srd": true, + "reprintedAs": [ + "Detect Thoughts|XPHB" + ], + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a copper piece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.", + "You initially learn the surface thoughts of the creature\u2014what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.", + "Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.", + "You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.", + "Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range." + ], + "savingThrow": [ + "wisdom" + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Dimension Door", + "source": "PHB", + "page": 233, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dimension Door|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"", + "You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.", + "If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take {@damage 4d6} force damage, and the spell fails to teleport you." + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "TP" + ], + "hasFluffImages": true + }, + { + "name": "Disguise Self", + "source": "PHB", + "page": 233, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Disguise Self|XPHB" + ], + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.", + "The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.", + "To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence ({@skill Investigation}) check against your spell save DC." + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Disintegrate", + "source": "PHB", + "page": 233, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Disintegrate|XPHB" + ], + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a lodestone and a pinch of dust" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by {@spell wall of force}.", + "A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes {@damage 10d6 + 40} force damage. The target is disintegrated if this damage leaves it with 0 hit points.", + "A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a {@spell true resurrection} or a {@spell wish} spell.", + "This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@scaledamage 10d6 + 40|6-9|3d6} for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dispel Evil and Good", + "source": "PHB", + "page": 233, + "srd": true, + "reprintedAs": [ + "Dispel Evil and Good|XPHB" + ], + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "holy water or powdered silver and iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.", + "You can end the spell early by using either of the following special functions.", + { + "type": "entries", + "name": "Break Enchantment", + "entries": [ + "As your action, you touch a creature you can reach that is {@condition charmed}, {@condition frightened}, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer {@condition charmed}, {@condition frightened}, or possessed by such creatures." + ] + }, + { + "type": "entries", + "name": "Dismissal", + "entries": [ + "As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild." + ] + } + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dispel Magic", + "source": "PHB", + "page": 234, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 53 + } + ], + "reprintedAs": [ + "Dispel Magic|XPHB" + ], + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used." + ] + } + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dissonant Whispers", + "source": "PHB", + "page": 234, + "reprintedAs": [ + "Dissonant Whispers|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes {@damage 3d6} psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A {@condition deafened} creature automatically succeeds on the save." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 3d6|1-9|1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Divination", + "source": "PHB", + "page": 234, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Divination|XPHB" + ], + "level": 4, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.", + "The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.", + "If you cast the spell two or more times before finishing your next long rest, there is a cumulative {@chance 25|||Random reading!|Regular reading} chance for each casting after the first that you get a random reading. The DM makes this roll in secret." + ] + }, + { + "name": "Divine Favor", + "source": "PHB", + "page": 234, + "srd": true, + "reprintedAs": [ + "Divine Favor|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra {@damage 1d4} radiant damage on a hit." + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Divine Word", + "source": "PHB", + "page": 234, + "srd": true, + "reprintedAs": [ + "Divine Word|XPHB" + ], + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:", + { + "type": "list", + "items": [ + "50 hit points or fewer: {@condition deafened} for 1 minute", + "40 hit points or fewer: {@condition deafened} and {@condition blinded} for 10 minutes", + "30 hit points or fewer: {@condition blinded}, {@condition deafened}, and {@condition stunned} for 1 hour", + "20 hit points or fewer: killed instantly" + ] + }, + "Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a {@spell wish} spell." + ], + "conditionInflict": [ + "blinded", + "deafened", + "stunned" + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Dominate Beast", + "source": "PHB", + "page": 234, + "srd": true, + "reprintedAs": [ + "Dominate Beast|XPHB" + ], + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be {@condition charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.", + "While the beast is {@condition charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.", + "You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.", + "Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a 5th-level spell slot, the duration is {@status concentration}, up to 10 minutes. When you use a 6th-level spell slot, the duration is {@status concentration}, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is {@status concentration}, up to 8 hours." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "beast" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dominate Monster", + "source": "PHB", + "page": 235, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dominate Monster|XPHB" + ], + "level": 8, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be {@condition charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.", + "While the creature is {@condition charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.", + "You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.", + "Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a 9th-level spell slot, the duration is {@status concentration}, up to 8 hours." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dominate Person", + "source": "PHB", + "page": 235, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dominate Person|XPHB" + ], + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be {@condition charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.", + "While the target is {@condition charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.", + "You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.", + "Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 6th-level spell slot, the duration is {@status concentration}, up to 10 minutes. When you use a 7th-level spell slot, the duration is {@status concentration}, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is {@status concentration}, up to 8 hours." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Drawmij's Instant Summons", + "source": "PHB", + "page": 235, + "srd": "Instant Summons", + "reprintedAs": [ + "Drawmij's Instant Summons|XPHB" + ], + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a sapphire worth 1,000 gp", + "cost": 100000 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.", + "At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.", + "If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.", + "{@spell Dispel magic} or a similar effect successfully applied to the sapphire ends this spell's effect." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Dream", + "source": "PHB", + "page": 236, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Dream|XPHB" + ], + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "special" + }, + "components": { + "v": true, + "s": true, + "m": "a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.", + "If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.", + "You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes {@damage 3d6} psychic damage.", + "If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Druidcraft", + "source": "PHB", + "page": 236, + "srd": true, + "reprintedAs": [ + "Druidcraft|XPHB" + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Whispering to the spirits of nature, you create one of the following effects within range:", + { + "type": "list", + "items": [ + "You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.", + "You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.", + "You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.", + "You instantly light or snuff out a candle, a torch, or a small campfire." + ] + } + ] + }, + { + "name": "Earthquake", + "source": "PHB", + "page": 236, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Earthquake|XPHB" + ], + "level": 8, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dirt, a piece of rock, and a lump of clay" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.", + "The ground in the area becomes {@quickref difficult terrain||3}. Each creature on the ground that is {@status concentration||concentrating} must make a Constitution saving throw. On a failed save, the creature's {@status concentration} is broken.", + "When you cast this spell and at the end of each turn you spend {@status concentration||concentrating} on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked {@condition prone}.", + "This spell can have additional effects depending on the terrain in the area, as determined by the DM.", + { + "type": "entries", + "name": "Fissures", + "entries": [ + "Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of {@dice 1d6} such fissures open in locations chosen by the DM. Each is {@dice 1d10 × 10} feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.", + "A fissure that opens beneath a structure causes it to automatically collapse (see below)." + ] + }, + { + "type": "entries", + "name": "Structures", + "entries": [ + "The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes {@damage 5d6} bludgeoning damage, is knocked {@condition prone}, and is buried in the rubble, requiring a DC 20 Strength ({@skill Athletics}) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall {@condition prone} or become buried." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "constitution", + "dexterity" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "DFT", + "SGT" + ], + "areaTags": [ + "R" + ] + }, + { + "name": "Eldritch Blast", + "source": "PHB", + "page": 237, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Eldritch Blast|XPHB" + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} force damage.", + "The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam." + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Elemental Weapon", + "source": "PHB", + "page": 237, + "reprintedAs": [ + "Elemental Weapon|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra {@damage 1d4} damage of the chosen type when it hits." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to {@scaledamage 1d4|3-9|2d4}. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to {@scaledamage 1d4|3-9|3d4}." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Enhance Ability", + "source": "PHB", + "page": 237, + "srd": true, + "reprintedAs": [ + "Enhance Ability|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "fur or a feather from a beast" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.", + { + "type": "entries", + "name": "Bear's Endurance", + "entries": [ + "The target has advantage on Constitution checks. It also gains {@dice 2d6} temporary hit points, which are lost when the spell ends." + ] + }, + { + "type": "entries", + "name": "Bull's Strength", + "entries": [ + "The target has advantage on Strength checks, and his or her carrying capacity doubles." + ] + }, + { + "type": "entries", + "name": "Cat's Grace", + "entries": [ + "The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't {@condition incapacitated}." + ] + }, + { + "type": "entries", + "name": "Eagle's Splendor", + "entries": [ + "The target has advantage on Charisma checks." + ] + }, + { + "type": "entries", + "name": "Fox's Cunning", + "entries": [ + "The target has advantage on Intelligence checks." + ] + }, + { + "type": "entries", + "name": "Owl's Wisdom", + "entries": [ + "The target has advantage on Wisdom checks." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." + ] + } + ], + "miscTags": [ + "ADV", + "SCT", + "THP" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Enlarge/Reduce", + "source": "PHB", + "page": 237, + "srd": true, + "reprintedAs": [ + "Enlarge/Reduce|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of powdered iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.", + "If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.", + { + "name": "Enlarge", + "type": "entries", + "entries": [ + "The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category\u2014from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal {@damage 1d4} extra damage." + ] + }, + { + "name": "Reduce", + "type": "entries", + "entries": [ + "The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category\u2014from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal {@damage 1d4} less damage (this can't reduce the damage below 1)." + ] + } + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "ADV", + "OBJ", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Ensnaring Strike", + "source": "PHB", + "page": 237, + "reprintedAs": [ + "Ensnaring Strike|XPHB" + ], + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be {@condition restrained} by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.", + "While {@condition restrained} by this spell, the target takes {@damage 1d6} piercing damage at the start of each of its turns. A creature {@condition restrained} by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 1d6|1-9|1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength" + ] + }, + { + "name": "Entangle", + "source": "PHB", + "page": 238, + "srd": true, + "reprintedAs": [ + "Entangle|XPHB" + ], + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into {@quickref difficult terrain||3}.", + "A creature in the area when you cast the spell must succeed on a Strength saving throw or be {@condition restrained} by the entangling plants until the spell ends. A creature {@condition restrained} by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.", + "When the spell ends, the conjured plants wilt away." + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength" + ], + "areaTags": [ + "Q" + ] + }, + { + "name": "Enthrall", + "source": "PHB", + "page": 238, + "srd": true, + "reprintedAs": [ + "Enthrall|XPHB" + ], + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be {@condition charmed} succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom ({@skill Perception}) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are {@condition incapacitated} or can no longer speak." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Etherealness", + "source": "PHB", + "page": 238, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Etherealness|XPHB" + ], + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8, + "upTo": true + } + } + ], + "entries": [ + "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.", + "While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.", + "You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.", + "When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.", + "This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell." + ] + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "PS", + "SCT" + ] + }, + { + "name": "Evard's Black Tentacles", + "source": "PHB", + "page": 238, + "srd": "Black Tentacles", + "reprintedAs": [ + "Evard's Black Tentacles|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of tentacle from a giant octopus or a giant squid" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into {@quickref difficult terrain||3}.", + "When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take {@damage 3d6} bludgeoning damage and be {@condition restrained} by the tentacles until the spell ends. A creature that starts its turn in the area and is already {@condition restrained} by the tentacles takes {@damage 3d6} bludgeoning damage.", + "A creature {@condition restrained} by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "dexterity" + ], + "abilityCheck": [ + "strength", + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "Q" + ] + }, + { + "name": "Expeditious Retreat", + "source": "PHB", + "page": 238, + "srd": true, + "reprintedAs": [ + "Expeditious Retreat|XPHB" + ], + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the {@action Dash} action." + ], + "miscTags": [ + "UBA" + ] + }, + { + "name": "Eyebite", + "source": "PHB", + "page": 238, + "srd": true, + "reprintedAs": [ + "Eyebite|XPHB" + ], + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.", + { + "type": "entries", + "name": "Asleep", + "entries": [ + "The target falls {@condition unconscious}. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake." + ] + }, + { + "type": "entries", + "name": "Panicked", + "entries": [ + "The target is {@condition frightened} of you. On each of its turns, the {@condition frightened} creature must take the {@action Dash} action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends." + ] + }, + { + "type": "entries", + "name": "Sickened", + "entries": [ + "The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends." + ] + } + ], + "conditionInflict": [ + "frightened", + "unconscious" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fabricate", + "source": "PHB", + "page": 239, + "srd": true, + "reprintedAs": [ + "Fabricate|XPHB" + ], + "level": 4, + "school": "T", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.", + "Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.", + "Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects." + ], + "miscTags": [ + "OBJ", + "PRM", + "SGT" + ] + }, + { + "name": "Faerie Fire", + "source": "PHB", + "page": 239, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Faerie Fire|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.", + "Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being {@condition invisible}." + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "ADV", + "LGT" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "False Life", + "source": "PHB", + "page": 239, + "srd": true, + "reprintedAs": [ + "False Life|XPHB" + ], + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a small amount of alcohol or distilled spirits" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "Bolstering yourself with a necromantic facsimile of life, you gain {@dice 1d4 + 4} temporary hit points for the duration." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st." + ] + } + ], + "miscTags": [ + "THP" + ] + }, + { + "name": "Fear", + "source": "PHB", + "page": 239, + "srd": true, + "reprintedAs": [ + "Fear|XPHB" + ], + "level": 3, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a white feather or the heart of a hen" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become {@condition frightened} for the duration.", + "While {@condition frightened} by this spell, a creature must take the {@action Dash} action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature." + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Feather Fall", + "source": "PHB", + "page": 239, + "srd": true, + "otherSources": [ + { + "source": "RMR", + "page": 53 + } + ], + "reprintedAs": [ + "Feather Fall|XPHB" + ], + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you or a creature within 60 feet of you falls" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "a small feather or a piece of down" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature." + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Feeblemind", + "source": "PHB", + "page": 239, + "srd": true, + "reprintedAs": [ + "Befuddlement|XPHB" + ], + "level": 8, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of clay, crystal, glass, or mineral spheres" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes {@damage 4d6} psychic damage and must make an Intelligence saving throw.", + "On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.", + "At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.", + "The spell can also be ended by {@spell greater restoration}, {@spell heal}, or {@spell wish}." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Feign Death", + "source": "PHB", + "page": 240, + "reprintedAs": [ + "Feign Death|XPHB" + ], + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of graveyard dirt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.", + "For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is {@condition blinded} and {@condition incapacitated}, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or {@condition poisoned} when you cast the spell, or becomes diseased or {@condition poisoned} while under the spell's effect, the disease and poison have no effect until the spell ends." + ], + "damageResist": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "radiant", + "slashing", + "thunder" + ], + "conditionInflict": [ + "blinded", + "incapacitated" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Find Familiar", + "source": "PHB", + "page": 240, + "srd": true, + "reprintedAs": [ + "Find Familiar|XPHB" + ], + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You gain the service of a familiar, a spirit that takes an animal form you choose: {@creature bat}, {@creature cat}, {@creature crab}, {@creature frog} (toad), {@creature hawk}, {@creature lizard}, {@creature octopus}, {@creature owl}, {@creature poisonous snake}, fish ({@creature quipper}), {@creature rat}, {@creature raven}, {@creature sea horse}, {@creature spider}, or {@creature weasel}. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.", + "{@note Additional {@filter animal form choices|bestiary|Miscellaneous=Familiar} may be available at the DM's discretion.}", + "Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.", + "When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.", + "While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are {@condition deafened||deaf} and {@condition blinded||blind} with regard to your own senses.", + "You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.", + "Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll." + ], + "miscTags": [ + "PRM", + "SMN" + ] + }, + { + "name": "Find Steed", + "source": "PHB", + "page": 240, + "srd": true, + "reprintedAs": [ + "Find Steed|XPHB" + ], + "level": 2, + "school": "C", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a {@creature warhorse}, a {@creature pony}, a {@creature camel}, an {@creature elk}, or a {@creature mastiff}. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.", + "Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.", + "When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.", + "While your steed is within 1 mile of you, you can communicate with each other telepathically.", + "You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear." + ], + "miscTags": [ + "PRM", + "SMN" + ] + }, + { + "name": "Find the Path", + "source": "PHB", + "page": 240, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Find the Path|XPHB" + ], + "level": 6, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a set of divinatory tools\u2014such as bones, ivory sticks, cards, teeth, or carved runes\u2014worth 100 gp and an object from the location you wish to find", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails.", + "For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination." + ] + }, + { + "name": "Find Traps", + "source": "PHB", + "page": 241, + "srd": true, + "reprintedAs": [ + "Find Traps|XPHB" + ], + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the {@spell alarm} spell, a {@spell glyph of warding}, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.", + "This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense." + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Finger of Death", + "source": "PHB", + "page": 241, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Finger of Death|XPHB" + ], + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes {@damage 7d8 + 30} necrotic damage on a failed save, or half as much damage on a successful one.", + "A humanoid killed by this spell rises at the start of your next turn as a {@creature zombie} that is permanently under your command, following your verbal orders to the best of its ability." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "PRM", + "SGT", + "SMN" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fire Bolt", + "source": "PHB", + "page": 242, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Fire Bolt|XPHB" + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.", + "This spell's damage increases by {@dice 1d10} when you reach 5th level ({@damage 2d10}), 11th level ({@damage 3d10}), and 17th level ({@damage 4d10})." + ], + "scalingLevelDice": { + "label": "fire damage", + "scaling": { + "1": "1d10", + "5": "2d10", + "11": "3d10", + "17": "4d10" + } + }, + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "OBJ", + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fire Shield", + "source": "PHB", + "page": 242, + "srd": true, + "reprintedAs": [ + "Fire Shield|XPHB" + ], + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of phosphorus or a firefly" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.", + "The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.", + "In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes {@damage 2d8} fire damage from a warm shield, or {@damage 2d8} cold damage from a cold shield." + ], + "damageResist": [ + "cold", + "fire" + ], + "damageInflict": [ + "cold", + "fire" + ], + "miscTags": [ + "LGT" + ] + }, + { + "name": "Fire Storm", + "source": "PHB", + "page": 242, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Fire Storm|XPHB" + ], + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes {@damage 7d10} fire damage on a failed save, or half as much damage on a successful one.", + "The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell." + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Fireball", + "source": "PHB", + "page": 241, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 53 + } + ], + "reprintedAs": [ + "Fireball|XPHB" + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny ball of bat guano and sulfur" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes {@damage 8d6} fire damage on a failed save, or half as much damage on a successful one.", + "The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 8d6|3-9|1d6} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ], + "hasFluffImages": true + }, + { + "name": "Flame Blade", + "source": "PHB", + "page": 242, + "srd": true, + "reprintedAs": [ + "Flame Blade|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "leaf of sumac" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.", + "You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes {@damage 3d6} fire damage.", + "The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 3d6|2,4,6,8|1d6} for every two slot levels above 2nd." + ] + } + ], + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "LGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Flame Strike", + "source": "PHB", + "page": 242, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Flame Strike|XPHB" + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "pinch of sulfur" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes {@damage 4d6} fire damage and {@damage 4d6} radiant damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by {@scaledamage 4d6|5-9|1d6} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "fire", + "radiant" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Flaming Sphere", + "source": "PHB", + "page": 242, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 53 + } + ], + "reprintedAs": [ + "Flaming Sphere|XPHB" + ], + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of tallow, a pinch of brimstone, and a dusting of powdered iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one.", + "As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.", + "When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 2d6|2-9|1d6} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "LGT", + "OBJ", + "UBA" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Flesh to Stone", + "source": "PHB", + "page": 243, + "srd": true, + "reprintedAs": [ + "Flesh to Stone|XPHB" + ], + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of lime, water, and earth" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is {@condition restrained} as its flesh begins to harden. On a successful save, the creature isn't affected.", + "A creature {@condition restrained} by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the {@condition petrified} condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.", + "If the creature is physically broken while {@condition petrified}, it suffers from similar deformities if it reverts to its original state.", + "If you maintain your {@status concentration} on this spell for the entire possible duration, the creature is turned to stone until the effect is removed." + ], + "conditionInflict": [ + "petrified", + "restrained" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "PRM", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fly", + "source": "PHB", + "page": 243, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 54 + } + ], + "reprintedAs": [ + "Fly|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a wing feather from any bird" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd." + ] + } + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fog Cloud", + "source": "PHB", + "page": 243, + "srd": true, + "reprintedAs": [ + "Fog Cloud|XPHB" + ], + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st." + ] + } + ], + "miscTags": [ + "OBS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Forbiddance", + "source": "PHB", + "page": 243, + "srd": true, + "reprintedAs": [ + "Forbiddance|XPHB" + ], + "level": 6, + "school": "A", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp", + "cost": 100000, + "consume": "optional" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the {@spell gate} spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the {@spell plane shift} spell.", + "In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes {@damage 5d10} radiant or necrotic damage (your choice when you cast this spell).", + "When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.", + "The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting." + ], + "damageInflict": [ + "necrotic", + "radiant" + ], + "affectsCreatureType": [ + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ], + "miscTags": [ + "PIR", + "PRM" + ] + }, + { + "name": "Forcecage", + "source": "PHB", + "page": 243, + "srd": true, + "reprintedAs": [ + "Forcecage|XPHB" + ], + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "ruby dust worth 1,500 gp", + "cost": 150000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.", + "A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.", + "A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.", + "When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.", + "A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.", + "This spell can't be dispelled by {@spell dispel magic}." + ], + "savingThrow": [ + "charisma" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Foresight", + "source": "PHB", + "page": 244, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Foresight|XPHB" + ], + "level": 9, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a hummingbird feather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be {@status surprised} and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.", + "This spell immediately ends if you cast it again before its duration ends." + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Freedom of Movement", + "source": "PHB", + "page": 244, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Freedom of Movement|XPHB" + ], + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a leather strap, bound around the arm or a similar appendage" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a willing creature. For the duration, the target's movement is unaffected by {@quickref difficult terrain||3}, and spells and other magical effects can neither reduce the target's speed nor cause the target to be {@condition paralyzed} or {@condition restrained}.", + "The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it {@condition grappled}. Finally, being underwater imposes no penalties on the target's movement or attacks." + ], + "conditionImmune": [ + "paralyzed", + "restrained" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Friends", + "source": "PHB", + "page": 244, + "reprintedAs": [ + "Friends|XPHB" + ], + "level": 0, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "a small amount of makeup applied to the face as this spell is cast" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it." + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Gaseous Form", + "source": "PHB", + "page": 244, + "srd": true, + "reprintedAs": [ + "Gaseous Form|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of gauze and a wisp of smoke" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.", + "While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when {@condition stunned} or otherwise {@condition incapacitated}.", + "While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells." + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Gate", + "source": "PHB", + "page": 244, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Gate|XPHB" + ], + "level": 9, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 5,000 gp", + "cost": 500000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.", + "The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.", + "Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.", + "When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you." + ], + "miscTags": [ + "PS", + "SGT", + "TP" + ] + }, + { + "name": "Geas", + "source": "PHB", + "page": 244, + "srd": true, + "reprintedAs": [ + "Geas|XPHB" + ], + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 30 + } + } + ], + "entries": [ + "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become {@condition charmed} by you for the duration. While the creature is {@condition charmed} by you, it takes {@damage 5d10} psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.", + "You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.", + "You can end the spell early by using an action to dismiss it. A {@spell remove curse}, {@spell greater restoration}, or {@spell wish} spell also ends it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "PRM", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Gentle Repose", + "source": "PHB", + "page": 245, + "srd": true, + "reprintedAs": [ + "Gentle Repose|XPHB" + ], + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.", + "The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as {@spell raise dead}." + ] + }, + { + "name": "Giant Insect", + "source": "PHB", + "page": 245, + "srd": true, + "reprintedAs": [ + "Giant Insect|XPHB" + ], + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a {@creature giant centipede}, a spider becomes a {@creature giant spider}, a wasp becomes a {@creature giant wasp}, and a scorpion becomes a {@creature giant scorpion}.", + "Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.", + "A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.", + "The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a {@creature giant wasp}." + ], + "miscTags": [ + "SMN" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Glibness", + "source": "PHB", + "page": 245, + "srd": true, + "reprintedAs": [ + "Glibness|XPHB" + ], + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful." + ] + }, + { + "name": "Globe of Invulnerability", + "source": "PHB", + "page": 245, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Globe of Invulnerability|XPHB" + ], + "level": 6, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a glass or crystal bead that shatters when the spell ends", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.", + "Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th." + ] + } + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Glyph of Warding", + "source": "PHB", + "page": 245, + "srd": true, + "reprintedAs": [ + "Glyph of Warding|XPHB" + ], + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "incense and powdered diamond worth at least 200 gp, which the spell consumes", + "cost": 20000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel", + "trigger" + ] + } + ], + "entries": [ + "When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.", + "The glyph is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your spell save DC to be found.", + "You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.", + "You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.", + "When you inscribe the glyph, choose explosive runes or a spell glyph.", + { + "type": "entries", + "name": "Explosive Runes", + "entries": [ + "When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes {@damage 5d8} acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Spell Glyph", + "entries": [ + "You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires {@status concentration}, it lasts until the end of its full duration." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by {@scaledamage 5d8|3-9|1d8} for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "savingThrow": [ + "dexterity" + ], + "abilityCheck": [ + "intelligence" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Goodberry", + "source": "PHB", + "page": 246, + "srd": true, + "reprintedAs": [ + "Goodberry|XPHB" + ], + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a sprig of mistletoe" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.", + "The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell." + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Grasping Vine", + "source": "PHB", + "page": 246, + "reprintedAs": [ + "Grasping Vine|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.", + "Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns." + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "FMV", + "SGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Grease", + "source": "PHB", + "page": 246, + "srd": true, + "reprintedAs": [ + "Grease|XPHB" + ], + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of pork rind or butter" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into {@quickref difficult terrain||3} for the duration.", + "When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall {@condition prone}. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall {@condition prone}." + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "Q" + ] + }, + { + "name": "Greater Invisibility", + "source": "PHB", + "page": 246, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Greater Invisibility|XPHB" + ], + "level": 4, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You or a creature you touch becomes {@condition invisible} until the spell ends. Anything the target is wearing or carrying is {@condition invisible} as long as it is on the target's person." + ], + "conditionInflict": [ + "invisible" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Greater Restoration", + "source": "PHB", + "page": 246, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Greater Restoration|XPHB" + ], + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "diamond dust worth at least 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's {@condition exhaustion} level by one, or end one of the following effects on the target:", + { + "type": "list", + "items": [ + "One effect that {@condition charmed} or {@condition petrified} the target", + "One curse, including the target's attunement to a cursed magic item", + "Any reduction to one of the target's ability scores", + "One effect reducing the target's hit point maximum" + ] + } + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Guardian of Faith", + "source": "PHB", + "page": 246, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Guardian of Faith|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.", + "Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage." + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "hasFluffImages": true + }, + { + "name": "Guards and Wards", + "source": "PHB", + "page": 248, + "srd": true, + "reprintedAs": [ + "Guards and Wards|XPHB" + ], + "level": 6, + "school": "A", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp", + "cost": 1000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.", + "When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.", + "Guards and wards creates the following effects within the warded area.", + { + "type": "entries", + "name": "Corridors", + "entries": [ + "Fog fills all the warded corridors, making them {@quickref Vision and Light|PHB|2||heavily obscured}. In addition, at each intersection or branching passage offering a choice of direction, there is a {@chance 50|||Disoriented!|No effect} chance that a creature other than you will believe it is going in the opposite direction from the one it chooses." + ] + }, + { + "type": "entries", + "name": "Doors", + "entries": [ + "All doors in the warded area are magically locked, as if sealed by an {@spell arcane lock} spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the {@spell minor illusion} spell) to make them appear as plain sections of wall." + ] + }, + { + "type": "entries", + "name": "Stairs", + "entries": [ + "Webs fill all stairs in the warded area from top to bottom, as the {@spell web} spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts." + ] + }, + { + "type": "entries", + "name": "Other Spell Effect", + "entries": [ + "You can place your choice of one of the following magical effects within the warded area of the stronghold.", + { + "type": "list", + "items": [ + "Place {@spell dancing lights} in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.", + "Place {@spell magic mouth} in two locations.", + "Place {@spell stinking cloud} in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.", + "Place a constant {@spell gust of wind} in one corridor or room.", + "Place a {@spell suggestion} in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally." + ] + } + ] + }, + "The whole warded area radiates magic. A {@spell dispel magic} cast on a specific effect, if successful, removes only that effect.", + "You can create a permanently guarded and warded structure by casting this spell there every day for one year." + ], + "miscTags": [ + "OBS", + "PIR", + "PRM" + ], + "areaTags": [ + "Q" + ] + }, + { + "name": "Guidance", + "source": "PHB", + "page": 248, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 54 + } + ], + "reprintedAs": [ + "Guidance|XPHB" + ], + "level": 0, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch one willing creature. Once before the spell ends, the target can roll a {@dice d4} and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Guiding Bolt", + "source": "PHB", + "page": 248, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 54 + } + ], + "reprintedAs": [ + "Guiding Bolt|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 4d6} radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 4d6|1-9|1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Gust of Wind", + "source": "PHB", + "page": 248, + "srd": true, + "reprintedAs": [ + "Gust of Wind|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a legume seed" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.", + "Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.", + "The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a {@chance 50|||Extinguished!|No effect} chance to extinguish them.", + "As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you." + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "UBA" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Hail of Thorns", + "source": "PHB", + "page": 249, + "reprintedAs": [ + "Hail of Thorns|XPHB" + ], + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes {@damage 1d10} piercing damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 1d10|1-6|1d10} for each slot level above 1st (to a maximum of {@damage 6d10})." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Hallow", + "source": "PHB", + "page": 249, + "srd": true, + "reprintedAs": [ + "Hallow|XPHB" + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 24, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "herbs, oils, and incense worth at least 1,000 gp, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.", + "First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature {@condition charmed}, {@condition frightened}, or possessed by such a creature is no longer {@condition charmed}, {@condition frightened}, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.", + "Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.", + { + "type": "entries", + "name": "Courage", + "entries": [ + "Affected creatures can't be {@condition frightened} while in the area." + ] + }, + { + "type": "entries", + "name": "Darkness", + "entries": [ + "Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area." + ] + }, + { + "type": "entries", + "name": "Daylight", + "entries": [ + "Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light." + ] + }, + { + "type": "entries", + "name": "Energy Protection", + "entries": [ + "Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing." + ] + }, + { + "type": "entries", + "name": "Energy Vulnerability", + "entries": [ + "Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing." + ] + }, + { + "type": "entries", + "name": "Everlasting Rest", + "entries": [ + "Dead bodies interred in the area can't be turned into undead." + ] + }, + { + "type": "entries", + "name": "Extradimensional Interference", + "entries": [ + "Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means." + ] + }, + { + "type": "entries", + "name": "Fear", + "entries": [ + "Affected creatures are {@condition frightened} while in the area." + ] + }, + { + "type": "entries", + "name": "Silence", + "entries": [ + "No sound can emanate from within the area, and no sound can reach into it." + ] + }, + { + "type": "entries", + "name": "Tongues", + "entries": [ + "Affected creatures can communicate with any other creature in the area, even if they don't share a common language." + ] + } + ], + "damageResist": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "poison", + "psychic", + "radiant", + "thunder" + ], + "damageVulnerable": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "poison", + "psychic", + "radiant", + "thunder" + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "LGT" + ] + }, + { + "name": "Hallucinatory Terrain", + "source": "PHB", + "page": 249, + "srd": true, + "reprintedAs": [ + "Hallucinatory Terrain|XPHB" + ], + "level": 4, + "school": "I", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a stone, a twig, and a bit of green plant" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.", + "The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence ({@skill Investigation}) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain." + ], + "abilityCheck": [ + "intelligence" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Harm", + "source": "PHB", + "page": 249, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Harm|XPHB" + ], + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes {@damage 14d6} necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Haste", + "source": "PHB", + "page": 250, + "srd": true, + "reprintedAs": [ + "Haste|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a shaving of licorice root" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the {@action Attack} (one weapon attack only), {@action Dash}, {@action Disengage}, {@action Hide}, or {@action Use an Object} action.", + "When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it." + ], + "miscTags": [ + "ADV", + "MAC", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Heal", + "source": "PHB", + "page": 250, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Heal|XPHB" + ], + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends {@condition blinded||blindness}, {@condition deafened||deafness}, and any diseases affecting the target. This spell has no effect on constructs or undead." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th." + ] + } + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Healing Word", + "source": "PHB", + "page": 250, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 54 + } + ], + "reprintedAs": [ + "Healing Word|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A creature of your choice that you can see within range regains hit points equal to {@dice 1d4} + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by {@scaledice 1d4|1-9|1d4} for each slot level above 1st." + ] + } + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Heat Metal", + "source": "PHB", + "page": 250, + "srd": true, + "reprintedAs": [ + "Heat Metal|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of iron and a flame" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes {@damage 2d8} fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.", + "If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 2d8|2-9|1d8} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBJ", + "SGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Hellish Rebuke", + "source": "PHB", + "page": 250, + "srd": true, + "reprintedAs": [ + "Hellish Rebuke|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take in response to being damaged by a creature within 60 feet of you that you can see" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes {@damage 2d10} fire damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d10|1-9|1d10} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Heroes' Feast", + "source": "PHB", + "page": 250, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Heroes' Feast|XPHB" + ], + "level": 6, + "school": "C", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.", + "A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being {@condition frightened}, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by {@dice 2d10}, and it gains the same number of hit points. These benefits last for 24 hours." + ], + "damageImmune": [ + "poison" + ], + "conditionImmune": [ + "frightened" + ], + "miscTags": [ + "ADV", + "HL" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Heroism", + "source": "PHB", + "page": 250, + "srd": true, + "reprintedAs": [ + "Heroism|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being {@condition frightened} and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st." + ] + } + ], + "conditionImmune": [ + "frightened" + ], + "miscTags": [ + "SCT", + "THP" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Hex", + "source": "PHB", + "page": 251, + "reprintedAs": [ + "Hex|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "the petrified eye of a newt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra {@damage 1d6} necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.", + "If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.", + "A {@spell remove curse} cast on the target ends this spell early." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your {@status concentration} on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your {@status concentration} on the spell for up to 24 hours." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "SGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Hold Monster", + "source": "PHB", + "page": 251, + "srd": true, + "reprintedAs": [ + "Hold Monster|XPHB" + ], + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small, straight piece of iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be {@condition paralyzed} for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Hold Person", + "source": "PHB", + "page": 251, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 54 + } + ], + "reprintedAs": [ + "Hold Person|XPHB" + ], + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small, straight piece of iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be {@condition paralyzed} for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them." + ] + } + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Holy Aura", + "source": "PHB", + "page": 251, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Holy Aura|XPHB" + ], + "level": 8, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text", + "cost": 100000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be {@condition blinded} until the spell ends." + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "ADV", + "LGT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Hunger of Hadar", + "source": "PHB", + "page": 251, + "reprintedAs": [ + "Hunger of Hadar|XPHB" + ], + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pickled octopus tentacle" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are {@condition blinded}.", + "The void creates a warp in the fabric of space, and the area is {@quickref difficult terrain||3}. Any creature that starts its turn in the area takes {@damage 2d6} cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take {@damage 2d6} acid damage as milky, otherworldly tentacles rub against it." + ], + "damageInflict": [ + "acid", + "cold" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Hunter's Mark", + "source": "PHB", + "page": 251, + "srd": true, + "reprintedAs": [ + "Hunter's Mark|XPHB" + ], + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra {@damage 1d6} damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom ({@skill Perception}) or Wisdom ({@skill Survival}) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your {@status concentration} on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your {@status concentration} on the spell for up to 24 hours." + ] + } + ], + "miscTags": [ + "AAD", + "ADV", + "SGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Hypnotic Pattern", + "source": "PHB", + "page": 252, + "srd": true, + "reprintedAs": [ + "Hypnotic Pattern|XPHB" + ], + "level": 3, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "s": true, + "m": "a glowing stick of incense or a crystal vial filled with phosphorescent material" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} for the duration. While {@condition charmed} by this spell, the creature is {@condition incapacitated} and has a speed of 0.", + "The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor." + ], + "conditionInflict": [ + "charmed", + "incapacitated" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Ice Storm", + "source": "PHB", + "page": 252, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Ice Storm|XPHB" + ], + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dust and a few drops of water" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes {@damage 2d8} bludgeoning damage and {@damage 4d6} cold damage on a failed save, or half as much damage on a successful one.", + "Hailstones turn the storm's area of effect into {@quickref difficult terrain||3} until the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by {@scaledamage 2d8|4-9|1d8} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "cold" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Identify", + "source": "PHB", + "page": 252, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 54 + } + ], + "reprintedAs": [ + "Identify|XPHB" + ], + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pearl worth at least 100 gp and an owl feather", + "cost": 10000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.", + "If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it." + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Illusory Script", + "source": "PHB", + "page": 252, + "srd": true, + "reprintedAs": [ + "Illusory Script|XPHB" + ], + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true, + "m": { + "text": "a lead-based ink worth at least 10 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.", + "To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.", + "Should the spell be dispelled, the original script and the illusion both disappear.", + "A creature with {@sense truesight} can read the hidden message." + ] + }, + { + "name": "Imprisonment", + "source": "PHB", + "page": 252, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Imprisonment|XPHB" + ], + "level": 9, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target", + "cost": 50000 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.", + "When you cast the spell, you choose one of the following forms of imprisonment.", + { + "type": "entries", + "name": "Burial", + "entries": [ + "The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it." + ] + }, + "The special component for this version of the spell is a small mithral orb.", + { + "type": "entries", + "name": "Chaining", + "entries": [ + "Heavy chains, firmly rooted in the ground, hold the target in place. The target is {@condition restrained} until the spell ends, and it can't move or be moved by any means until then." + ] + }, + "The special component for this version of the spell is a fine chain of precious metal.", + { + "type": "entries", + "name": "Hedged Prison", + "entries": [ + "The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice." + ] + }, + "The special component for this version of the spell is a miniature representation of the prison made from jade.", + { + "type": "entries", + "name": "Minimus Containment", + "entries": [ + "The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect." + ] + }, + "The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.", + { + "type": "entries", + "name": "Slumber", + "entries": [ + "The target falls asleep and can't be awoken." + ] + }, + "The special component for this version of the spell consists of rare soporific herbs.", + { + "type": "entries", + "name": "Ending the Spell", + "entries": [ + "During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points." + ] + }, + "A {@spell dispel magic} spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.", + "You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding." + ], + "conditionInflict": [ + "restrained", + "unconscious" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Incendiary Cloud", + "source": "PHB", + "page": 253, + "srd": true, + "reprintedAs": [ + "Incendiary Cloud|XPHB" + ], + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is {@quickref Vision and Light|PHB|2||heavily obscured}. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", + "When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes {@damage 10d8} fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.", + "The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns." + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Inflict Wounds", + "source": "PHB", + "page": 253, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 55 + } + ], + "reprintedAs": [ + "Inflict Wounds|XPHB" + ], + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Make a melee spell attack against a creature you can reach. On a hit, the target takes {@damage 3d10} necrotic damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 3d10|1-9|1d10} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "M" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Insect Plague", + "source": "PHB", + "page": 254, + "srd": true, + "reprintedAs": [ + "Insect Plague|XPHB" + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a few grains of sugar, some kernels of grain, and a smear of fat" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is {@quickref Vision and Light|PHB|2||lightly obscured}. The sphere's area is {@quickref difficult terrain||3}.", + "When the area appears, each creature in it must make a Constitution saving throw. A creature takes {@damage 4d10} piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 4d10|5-9|1d10} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "DFT", + "OBS" + ], + "areaTags": [ + "S" + ], + "hasFluffImages": true + }, + { + "name": "Invisibility", + "source": "PHB", + "page": 254, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 55 + } + ], + "reprintedAs": [ + "Invisibility|XPHB" + ], + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "an eyelash encased in gum arabic" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A creature you touch becomes {@condition invisible} until the spell ends. Anything the target is wearing or carrying is {@condition invisible} as long as it is on the target's person. The spell ends for a target that attacks or casts a spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." + ] + } + ], + "conditionInflict": [ + "invisible" + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Jump", + "source": "PHB", + "page": 254, + "srd": true, + "reprintedAs": [ + "Jump|XPHB" + ], + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a grasshopper's hind leg" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You touch a creature. The creature's {@book jump distance|phb|8|Jumping} is tripled until the spell ends." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Knock", + "source": "PHB", + "page": 254, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Knock|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose an object that you can see within range. The object can be a door, a box, a {@item chest|phb}, a set of {@item manacles|phb}, a padlock, or another object that contains a mundane or magical means that prevents access.", + "A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.", + "If you choose a target that is held shut with {@spell arcane lock}, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.", + "When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object." + ], + "miscTags": [ + "OBJ", + "SGT" + ] + }, + { + "name": "Legend Lore", + "source": "PHB", + "page": 254, + "srd": true, + "reprintedAs": [ + "Legend Lore|XPHB" + ], + "level": 5, + "school": "D", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each", + "cost": 25000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.", + "The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"" + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Leomund's Secret Chest", + "source": "PHB", + "page": 254, + "srd": "Secret Chest", + "reprintedAs": [ + "Leomund's Secret Chest|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp", + "cost": 500000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).", + "While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.", + "After 60 days, there is a cumulative {@chance 5|||Effect ends!|Effect continues} chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost." + ], + "miscTags": [ + "OBJ", + "PRM" + ] + }, + { + "name": "Leomund's Tiny Hut", + "source": "PHB", + "page": 255, + "srd": "Tiny Hut", + "reprintedAs": [ + "Leomund's Tiny Hut|XPHB" + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "hemisphere", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small crystal bead" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.", + "Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.", + "Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside." + ], + "areaTags": [ + "H" + ] + }, + { + "name": "Lesser Restoration", + "source": "PHB", + "page": 255, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 55 + } + ], + "reprintedAs": [ + "Lesser Restoration|XPHB" + ], + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a creature and can end either one disease or one condition afflicting it. The condition can be {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned}." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Levitate", + "source": "PHB", + "page": 255, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Levitate|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.", + "The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.", + "When the spell ends, the target floats gently to the ground if it is still aloft." + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBJ", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Light", + "source": "PHB", + "page": 255, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 55 + } + ], + "reprintedAs": [ + "Light|XPHB" + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "m": "a firefly or phosphorescent moss" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.", + "If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell." + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "LGT", + "OBJ" + ] + }, + { + "name": "Lightning Arrow", + "source": "PHB", + "page": 255, + "reprintedAs": [ + "Lightning Arrow|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes {@damage 4d8} lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.", + "Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes {@damage 2d8} lightning damage on a failed save, or half as much damage on a successful one.", + "The piece of ammunition or weapon then returns to its normal form." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by {@scaledamage 4d8;2d8|3-9|1d8} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Lightning Bolt", + "source": "PHB", + "page": 255, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 56 + } + ], + "reprintedAs": [ + "Lightning Bolt|XPHB" + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur and a rod of amber, crystal, or glass" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 8d6} lightning damage on a failed save, or half as much damage on a successful one.", + "The lightning ignites flammable objects in the area that aren't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 8d6|3-9|1d6} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Locate Animals or Plants", + "source": "PHB", + "page": 256, + "srd": true, + "reprintedAs": [ + "Locate Animals or Plants|XPHB" + ], + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur from a bloodhound" + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present." + ], + "affectsCreatureType": [ + "beast", + "plant" + ] + }, + { + "name": "Locate Creature", + "source": "PHB", + "page": 256, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Locate Creature|XPHB" + ], + "level": 4, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur from a bloodhound" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.", + "The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a {@creature unicorn}), so long as you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as being under the effects of a {@spell polymorph} spell, this spell doesn't locate the creature.", + "This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature." + ] + }, + { + "name": "Locate Object", + "source": "PHB", + "page": 256, + "srd": true, + "reprintedAs": [ + "Locate Object|XPHB" + ], + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a forked twig" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.", + "The spell can locate a specific object known to you, as long as you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.", + "This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Longstrider", + "source": "PHB", + "page": 256, + "srd": true, + "reprintedAs": [ + "Longstrider|XPHB" + ], + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dirt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a creature. The target's speed increases by 10 feet until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st." + ] + } + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mage Armor", + "source": "PHB", + "page": 256, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 56 + } + ], + "reprintedAs": [ + "Mage Armor|XPHB" + ], + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of cured leather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action." + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mage Hand", + "source": "PHB", + "page": 256, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 56 + } + ], + "reprintedAs": [ + "Mage Hand|XPHB" + ], + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.", + "You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.", + "The hand can't attack, activate magic items, or carry more than 10 pounds." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Magic Circle", + "source": "PHB", + "page": 256, + "srd": true, + "reprintedAs": [ + "Magic Circle|XPHB" + ], + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "holy water or powdered silver and iron worth at least 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.", + "Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:", + { + "type": "list", + "items": [ + "The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.", + "The creature has disadvantage on attack rolls against targets within the cylinder.", + "Targets within the cylinder can't be {@condition charmed}, {@condition frightened}, or possessed by the creature." + ] + }, + "When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Magic Jar", + "source": "PHB", + "page": 257, + "srd": true, + "reprintedAs": [ + "Magic Jar|XPHB" + ], + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid's body.", + "You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a {@spell protection from evil and good} or {@spell magic circle} spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.", + "Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.", + "Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.", + "While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.", + "If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.", + "When the spell ends, the container is destroyed." + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Magic Missile", + "source": "PHB", + "page": 257, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 57 + } + ], + "reprintedAs": [ + "Magic Missile|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals {@damage 1d4 + 1} force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT", + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Magic Mouth", + "source": "PHB", + "page": 257, + "srd": true, + "reprintedAs": [ + "Magic Mouth|XPHB" + ], + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.", + "When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.", + "The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it." + ], + "miscTags": [ + "OBJ", + "SGT" + ] + }, + { + "name": "Magic Weapon", + "source": "PHB", + "page": 257, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Magic Weapon|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3." + ] + } + ] + }, + { + "name": "Major Image", + "source": "PHB", + "page": 258, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Major Image|XPHB" + ], + "level": 3, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a {@creature troglodyte||troglodyte's} stench).", + "As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.", + "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your {@status concentration}." + ] + } + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "PRM", + "SGT" + ] + }, + { + "name": "Mass Cure Wounds", + "source": "PHB", + "page": 258, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Mass Cure Wounds|XPHB" + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to {@dice 3d8} + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the healing increases by {@scaledice 3d8|5-9|1d8} for each slot level above 5th." + ] + } + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "MT", + "S" + ] + }, + { + "name": "Mass Heal", + "source": "PHB", + "page": 258, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Mass Heal|XPHB" + ], + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them {@condition blinded} or {@condition deafened}. This spell has no effect on undead or constructs." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Mass Healing Word", + "source": "PHB", + "page": 258, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 57 + } + ], + "reprintedAs": [ + "Mass Healing Word|XPHB" + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to {@dice 1d4} + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the healing increases by {@scaledice 1d4|3-9|1d4} for each slot level above 3rd." + ] + } + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Mass Suggestion", + "source": "PHB", + "page": 258, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Mass Suggestion|XPHB" + ], + "level": 6, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "a snake's tongue and either a bit of honeycomb or a drop of sweet oil" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be {@condition charmed} are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.", + "Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.", + "You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.", + "If you or any of your companions damage a creature affected by this spell, the spell ends for that creature." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Maze", + "source": "PHB", + "page": 258, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Maze|XPHB" + ], + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.", + "The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a {@creature minotaur} or {@creature goristro} demon automatically succeeds).", + "When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space." + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Meld into Stone", + "source": "PHB", + "page": 259, + "srd": true, + "reprintedAs": [ + "Meld into Stone|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.", + "While merged with the stone, you can't see what occurs outside it, and any Wisdom ({@skill Perception}) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.", + "Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals {@damage 6d6} bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall {@condition prone} in an unoccupied space closest to where you first entered." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Melf's Acid Arrow", + "source": "PHB", + "page": 259, + "srd": "Acid Arrow", + "reprintedAs": [ + "Melf's Acid Arrow|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "powdered rhubarb leaf and an adder's stomach" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes {@damage 4d4} acid damage immediately and {@damage 2d4} acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by {@scaledamage 4d4;2d4|2-9|1d4} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "acid" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mending", + "source": "PHB", + "page": 259, + "srd": true, + "reprintedAs": [ + "Mending|XPHB" + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "two lodestones" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.", + "This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Message", + "source": "PHB", + "page": 259, + "srd": true, + "reprintedAs": [ + "Message|XPHB" + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a short piece of copper wire" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.", + "You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Meteor Swarm", + "source": "PHB", + "page": 259, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Meteor Swarm|XPHB" + ], + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes {@damage 20d6} fire damage and {@damage 20d6} bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.", + "The spell damages objects in the area and ignites flammable objects that aren't being worn or carried." + ], + "damageInflict": [ + "bludgeoning", + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ", + "SGT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Mind Blank", + "source": "PHB", + "page": 259, + "srd": true, + "reprintedAs": [ + "Mind Blank|XPHB" + ], + "level": 8, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the {@condition charmed} condition. The spell even foils {@spell wish} spells and spells or effects of similar power used to affect the target's mind or to gain information about the target." + ], + "damageImmune": [ + "psychic" + ], + "conditionImmune": [ + "charmed" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Minor Illusion", + "source": "PHB", + "page": 260, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Minor Illusion|XPHB" + ], + "level": 0, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.", + "If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.", + "If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.", + "If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature." + ], + "abilityCheck": [ + "intelligence" + ] + }, + { + "name": "Mirage Arcane", + "source": "PHB", + "page": 260, + "srd": true, + "reprintedAs": [ + "Mirage Arcane|XPHB" + ], + "level": 7, + "school": "I", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "entries": [ + "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.", + "Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.", + "The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into {@quickref difficult terrain||3} (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.", + "Creatures with {@sense truesight} can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion." + ] + }, + { + "name": "Mirror Image", + "source": "PHB", + "page": 260, + "srd": true, + "reprintedAs": [ + "Mirror Image|XPHB" + ], + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.", + "Each time a creature targets you with an attack during the spell's duration, roll a {@dice d20} to determine whether the attack instead targets one of your duplicates.", + "If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.", + "A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.", + "A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with {@sense truesight}." + ] + }, + { + "name": "Mislead", + "source": "PHB", + "page": 260, + "srd": true, + "reprintedAs": [ + "Mislead|XPHB" + ], + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You become {@condition invisible} at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.", + "You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.", + "You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are {@condition blinded} and {@condition deafened} in regard to your own surroundings." + ], + "conditionInflict": [ + "blinded", + "deafened", + "invisible" + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Misty Step", + "source": "PHB", + "page": 260, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 57 + } + ], + "reprintedAs": [ + "Misty Step|XPHB" + ], + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see." + ], + "miscTags": [ + "SGT", + "TP" + ] + }, + { + "name": "Modify Memory", + "source": "PHB", + "page": 261, + "srd": true, + "reprintedAs": [ + "Modify Memory|XPHB" + ], + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes {@condition charmed} by you for the duration. The {@condition charmed} target is {@condition incapacitated} and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.", + "While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.", + "You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.", + "A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.", + "A {@spell remove curse} or {@spell greater restoration} spell cast on the target restores the creature's true memory." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level)." + ] + } + ], + "conditionInflict": [ + "charmed", + "incapacitated" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "PRM", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Moonbeam", + "source": "PHB", + "page": 261, + "srd": true, + "reprintedAs": [ + "Moonbeam|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "several seeds of any moonseed plant and a piece of opalescent feldspar" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.", + "When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes {@damage 2d10} radiant damage on a failed save, or half as much damage on a successful one.", + "A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.", + "On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 2d10|2-9|1d10} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "LGT" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Mordenkainen's Faithful Hound", + "source": "PHB", + "page": 261, + "srd": "Faithful Hound", + "reprintedAs": [ + "Mordenkainen's Faithful Hound|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny silver whistle, a piece of bone, and a thread" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.", + "The hound is {@condition invisible} to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees {@condition invisible} creatures and can see into the Ethereal Plane. It ignores illusions.", + "At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals {@damage 4d8} piercing damage." + ], + "damageInflict": [ + "piercing" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Mordenkainen's Magnificent Mansion", + "source": "PHB", + "page": 261, + "srd": "Magnificent Mansion", + "reprintedAs": [ + "Mordenkainen's Magnificent Mansion|XPHB" + ], + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp", + "cost": 1500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.", + "Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.", + "You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Mordenkainen's Private Sanctum", + "source": "PHB", + "page": 262, + "srd": "Private Sanctum", + "reprintedAs": [ + "Mordenkainen's Private Sanctum|XPHB" + ], + "level": 4, + "school": "A", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.", + "When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:", + { + "type": "list", + "items": [ + "Sound can't pass through the barrier at the edge of the warded area.", + "The barrier of the warded area appears dark and foggy, preventing vision (including {@sense darkvision}) through it.", + "Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.", + "Creatures in the area can't be targeted by divination spells.", + "Nothing can teleport into or out of the warded area.", + "Planar travel is blocked within the warded area." + ] + }, + "Casting this spell on the same spot every day for a year makes this effect permanent." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level." + ] + } + ], + "miscTags": [ + "PIR", + "PRM" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Mordenkainen's Sword", + "source": "PHB", + "page": 262, + "srd": "Arcane Sword", + "basicRules": true, + "reprintedAs": [ + "Mordenkainen's Sword|XPHB" + ], + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp", + "cost": 25000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a sword-shaped plane of force that hovers within range. It lasts for the duration.", + "When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes {@damage 3d10} force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one." + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SGT", + "UBA" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Move Earth", + "source": "PHB", + "page": 263, + "srd": true, + "reprintedAs": [ + "Move Earth|XPHB" + ], + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "an iron blade and a small bag containing a mixture of soils\u2014clay, loam, and sand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 2 + }, + "concentration": true + } + ], + "entries": [ + "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area'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. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.", + "At the end of every 10 minutes you spend {@status concentration||concentrating} on the spell, you can choose a new area of terrain to affect.", + "Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.", + "This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.", + "Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it." + ], + "areaTags": [ + "Q" + ] + }, + { + "name": "Nondetection", + "source": "PHB", + "page": 263, + "srd": true, + "reprintedAs": [ + "Nondetection|XPHB" + ], + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors." + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Nystul's Magic Aura", + "source": "PHB", + "page": 263, + "srd": "Arcanist's Magic Aura", + "reprintedAs": [ + "Nystul's Magic Aura|XPHB" + ], + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a small square of silk" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.", + "When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.", + { + "type": "entries", + "name": "False Aura", + "entries": [ + "You change the way the target appears to spells and magical effects, such as {@spell detect magic}, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item." + ] + }, + { + "type": "entries", + "name": "Mask", + "entries": [ + "You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's {@classFeature Divine Sense|Paladin|PHB|1} or the trigger of a {@spell symbol} spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment." + ] + } + ], + "miscTags": [ + "OBJ", + "PIR", + "PRM" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Otiluke's Freezing Sphere", + "source": "PHB", + "page": 263, + "srd": "Freezing Sphere", + "reprintedAs": [ + "Otiluke's Freezing Sphere|XPHB" + ], + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small crystal sphere" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes {@damage 10d6} cold damage. On a successful save, it takes half as much damage.", + "If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.", + "You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@scaledamage 10d6|6-9|1d6} for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "abilityCheck": [ + "strength" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Otiluke's Resilient Sphere", + "source": "PHB", + "page": 264, + "srd": "Resilient Sphere", + "reprintedAs": [ + "Otiluke's Resilient Sphere|XPHB" + ], + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.", + "Nothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.", + "The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.", + "A {@spell disintegrate} spell targeting the globe destroys it without harming anything inside it." + ], + "damageImmune": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Otto's Irresistible Dance", + "source": "PHB", + "page": 264, + "srd": "Irresistible Dance", + "basicRules": true, + "reprintedAs": [ + "Otto's Irresistible Dance|XPHB" + ], + "level": 6, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be {@condition charmed} are immune to this spell.", + "A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Pass without Trace", + "source": "PHB", + "page": 264, + "srd": true, + "reprintedAs": [ + "Pass without Trace|XPHB" + ], + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "ashes from a burned leaf of mistletoe and a sprig of spruce" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity ({@skill Stealth}) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage." + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Passwall", + "source": "PHB", + "page": 264, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Passwall|XPHB" + ], + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of sesame seeds" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.", + "When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell." + ], + "miscTags": [ + "OBJ", + "SGT" + ] + }, + { + "name": "Phantasmal Force", + "source": "PHB", + "page": 264, + "reprintedAs": [ + "Phantasmal Force|XPHB" + ], + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.", + "The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.", + "The target can use its action to examine the phantasm with an Intelligence ({@skill Investigation}) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.", + "While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall\u2014it was pushed, it slipped, or a strong wind might have knocked it off.", + "An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal {@damage 1d6} psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "abilityCheck": [ + "intelligence" + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Phantasmal Killer", + "source": "PHB", + "page": 265, + "srd": true, + "reprintedAs": [ + "Phantasmal Killer|XPHB" + ], + "level": 4, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes {@condition frightened} for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take {@damage 4d10} psychic damage. On a successful save, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 4d10|4-9|1d10} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Phantom Steed", + "source": "PHB", + "page": 265, + "srd": true, + "reprintedAs": [ + "Phantom Steed|XPHB" + ], + "level": 3, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.", + "For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a {@creature riding horse}, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage." + ], + "miscTags": [ + "SMN" + ] + }, + { + "name": "Planar Ally", + "source": "PHB", + "page": 265, + "srd": true, + "reprintedAs": [ + "Planar Ally|XPHB" + ], + "level": 6, + "school": "C", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a {@filter celestial|bestiary|type=celestial|miscellaneous=!swarm}, an {@filter elemental|bestiary|type=elemental|miscellaneous=!swarm}, or a {@filter fiend|bestiary|type=fiend|miscellaneous=!swarm} loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).", + "When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.", + "Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.", + "As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.", + "After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.", + "A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded." + ], + "miscTags": [ + "SMN" + ] + }, + { + "name": "Planar Binding", + "source": "PHB", + "page": 265, + "srd": true, + "reprintedAs": [ + "Planar Binding|XPHB" + ], + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a jewel worth at least 1,000 gp, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "With this spell, you attempt to bind a {@filter celestial|bestiary|type=celestial|miscellaneous=!swarm}, an {@filter elemental|bestiary|type=elemental|miscellaneous=!swarm}, a {@filter fey|bestiary|type=fey|miscellaneous=!swarm}, or a {@filter fiend|bestiary|type=fiend|miscellaneous=!swarm} to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted {@spell magic circle} in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.", + "A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "celestial", + "elemental", + "fey", + "fiend" + ], + "miscTags": [ + "SMN" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Plane Shift", + "source": "PHB", + "page": 266, + "srd": true, + "reprintedAs": [ + "Plane Shift|XPHB" + ], + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence", + "cost": 25000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.", + "Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.", + "You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence." + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "PS", + "TP" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Plant Growth", + "source": "PHB", + "page": 266, + "srd": true, + "reprintedAs": [ + "Plant Growth|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + }, + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.", + "If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.", + "You can exclude one or more areas of any size within the spell's area from being affected.", + "If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested." + ], + "miscTags": [ + "DFT" + ] + }, + { + "name": "Poison Spray", + "source": "PHB", + "page": 266, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Poison Spray|XPHB" + ], + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take {@damage 1d12} poison damage.", + "This spell's damage increases by {@dice 1d12} when you reach 5th level ({@damage 2d12}), 11th level ({@damage 3d12}), and 17th level ({@damage 4d12})." + ], + "scalingLevelDice": { + "label": "poison damage", + "scaling": { + "1": "1d12", + "5": "2d12", + "11": "3d12", + "17": "4d12" + } + }, + "damageInflict": [ + "poison" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Polymorph", + "source": "PHB", + "page": 266, + "srd": true, + "reprintedAs": [ + "Polymorph|XPHB" + ], + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a caterpillar cocoon" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.", + "The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be {@filter any beast|bestiary|type=beast|miscellaneous=!swarm} whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.", + "The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.", + "The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.", + "The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Power Word Heal", + "source": "PHB", + "page": 266, + "reprintedAs": [ + "Power Word Heal|XPHB" + ], + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, the condition ends. If the creature is {@condition prone}, it can use its reaction to stand up. This spell has no effect on undead or constructs." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Power Word Kill", + "source": "PHB", + "page": 266, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Power Word Kill|XPHB" + ], + "level": 9, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect." + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Power Word Stun", + "source": "PHB", + "page": 267, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Power Word Stun|XPHB" + ], + "level": 8, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is {@condition stunned}. Otherwise, the spell has no effect.", + "The {@condition stunned} target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends." + ], + "conditionInflict": [ + "stunned" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Prayer of Healing", + "source": "PHB", + "page": 267, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 57 + } + ], + "reprintedAs": [ + "Prayer of Healing|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Up to six creatures of your choice that you can see within range each regain hit points equal to {@dice 2d8} + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by {@scaledice 2d8|2-9|1d8} for each slot level above 2nd." + ] + } + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Prestidigitation", + "source": "PHB", + "page": 267, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 57 + } + ], + "reprintedAs": [ + "Prestidigitation|XPHB" + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + } + } + ], + "entries": [ + "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:", + { + "type": "list", + "items": [ + "You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.", + "You instantaneously light or snuff out a candle, a torch, or a small campfire.", + "You instantaneously clean or soil an object no larger than 1 cubic foot.", + "You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.", + "You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.", + "You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn." + ] + }, + "If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Prismatic Spray", + "source": "PHB", + "page": 267, + "srd": true, + "reprintedAs": [ + "Prismatic Spray|XPHB" + ], + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a {@dice d8} to determine which color ray affects it.", + { + "type": "entries", + "name": "1-Red", + "entries": [ + "The target takes {@damage 10d6} fire damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "2-Orange", + "entries": [ + "The target takes {@damage 10d6} acid damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "3-Yellow", + "entries": [ + "The target takes {@damage 10d6} lightning damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "4-Green", + "entries": [ + "The target takes {@damage 10d6} poison damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "5-Blue", + "entries": [ + "The target takes {@damage 10d6} cold damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "6-Indigo", + "entries": [ + "On a failed save, the target is {@condition restrained}. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the {@condition petrified} condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind." + ] + }, + { + "type": "entries", + "name": "7-Violet", + "entries": [ + "On a failed save, the target is {@condition blinded}. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer {@condition blinded}. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)" + ] + }, + { + "type": "entries", + "name": "8-Special", + "entries": [ + "The target is struck by two rays. Roll twice more, rerolling any 8." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ], + "conditionInflict": [ + "blinded", + "petrified", + "restrained" + ], + "savingThrow": [ + "dexterity", + "constitution", + "wisdom" + ], + "miscTags": [ + "PRM" + ], + "areaTags": [ + "N" + ], + "hasFluffImages": true + }, + { + "name": "Prismatic Wall", + "source": "PHB", + "page": 267, + "srd": true, + "reprintedAs": [ + "Prismatic Wall|XPHB" + ], + "level": 9, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.", + "The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become {@condition blinded} for 1 minute.", + "The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.", + "The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An {@spell antimagic field} has no effect on a prismatic wall.", + { + "type": "entries", + "name": "Red", + "entries": [ + "The creature takes {@damage 10d6} fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it." + ] + }, + { + "type": "entries", + "name": "Orange", + "entries": [ + "The creature takes {@damage 10d6} acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind." + ] + }, + { + "type": "entries", + "name": "Yellow", + "entries": [ + "The creature takes {@damage 10d6} lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it." + ] + }, + { + "type": "entries", + "name": "Green", + "entries": [ + "The creature takes {@damage 10d6} poison damage on a failed save, or half as much damage on a successful one. A {@spell passwall} spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer." + ] + }, + { + "type": "entries", + "name": "Blue", + "entries": [ + "The creature takes {@damage 10d6} cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it." + ] + }, + { + "type": "entries", + "name": "Indigo", + "entries": [ + "On a failed save, the creature is {@condition restrained}. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the {@condition petrified} condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.", + "While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a {@spell daylight} spell or a similar spell of equal or higher level." + ] + }, + { + "type": "entries", + "name": "Violet", + "entries": [ + "On a failed save, the creature is {@condition blinded}. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer {@condition blinded}. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a {@spell dispel magic} spell or a similar spell of equal or higher level that can end spells and magical effects." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "poison" + ], + "conditionInflict": [ + "blinded", + "petrified", + "restrained" + ], + "savingThrow": [ + "constitution", + "dexterity", + "wisdom" + ], + "miscTags": [ + "LGT", + "PRM", + "SGT" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Produce Flame", + "source": "PHB", + "page": 269, + "srd": true, + "reprintedAs": [ + "Produce Flame|XPHB" + ], + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.", + "You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes {@damage 1d8} fire damage.", + "This spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8})." + ], + "scalingLevelDice": { + "label": "fire damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "LGT", + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Programmed Illusion", + "source": "PHB", + "page": 269, + "srd": true, + "reprintedAs": [ + "Programmed Illusion|XPHB" + ], + "level": 6, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a bit of fleece and jade dust worth at least 25 gp", + "cost": 2500 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.", + "When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.", + "The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.", + "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature." + ], + "abilityCheck": [ + "intelligence" + ] + }, + { + "name": "Project Image", + "source": "PHB", + "page": 270, + "srd": true, + "reprintedAs": [ + "Project Image|XPHB" + ], + "level": 7, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 500 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a small replica of you made from materials worth at least 5 gp", + "cost": 500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.", + "You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.", + "You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are {@condition blinded} and {@condition deafened} in regard to your own surroundings.", + "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature." + ], + "conditionInflict": [ + "blinded", + "deafened" + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Protection from Energy", + "source": "PHB", + "page": 270, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 58 + } + ], + "reprintedAs": [ + "Protection from Energy|XPHB" + ], + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder." + ], + "damageResist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Protection from Evil and Good", + "source": "PHB", + "page": 270, + "srd": true, + "reprintedAs": [ + "Protection from Evil and Good|XPHB" + ], + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "holy water or powdered silver and iron, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.", + "The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be {@condition charmed}, {@condition frightened}, or possessed by them. If the target is already {@condition charmed}, {@condition frightened}, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect." + ], + "affectsCreatureType": [ + "aberration", + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Protection from Poison", + "source": "PHB", + "page": 270, + "srd": true, + "reprintedAs": [ + "Protection from Poison|XPHB" + ], + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a creature. If it is {@condition poisoned}, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.", + "For the duration, the target has advantage on saving throws against being {@condition poisoned}, and it has resistance to poison damage." + ], + "damageResist": [ + "poison" + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Purify Food and Drink", + "source": "PHB", + "page": 270, + "srd": true, + "reprintedAs": [ + "Purify Food and Drink|XPHB" + ], + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease." + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Raise Dead", + "source": "PHB", + "page": 270, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Raise Dead|XPHB" + ], + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 500 gp, which the spell consumes", + "cost": 50000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.", + "This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.", + "This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.", + "Coming back from the dead is an ordeal. The target takes a \u22124 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Rary's Telepathic Bond", + "source": "PHB", + "page": 270, + "srd": "Telepathic Bond", + "reprintedAs": [ + "Rary's Telepathic Bond|XPHB" + ], + "level": 5, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "pieces of eggshell from two different kinds of creatures" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.", + "Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence." + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Ray of Enfeeblement", + "source": "PHB", + "page": 271, + "srd": true, + "reprintedAs": [ + "Ray of Enfeeblement|XPHB" + ], + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.", + "At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends." + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Ray of Frost", + "source": "PHB", + "page": 271, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 58 + } + ], + "reprintedAs": [ + "Ray of Frost|XPHB" + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@damage 1d8} cold damage, and its speed is reduced by 10 feet until the start of your next turn.", + "The spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8})." + ], + "scalingLevelDice": { + "label": "cold damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "cold" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Ray of Sickness", + "source": "PHB", + "page": 271, + "reprintedAs": [ + "Ray of Sickness|XPHB" + ], + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d8} poison damage and must make a Constitution saving throw. On a failed save, it is also {@condition poisoned} until the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d8|1-9|1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "poison" + ], + "conditionInflict": [ + "poisoned" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Regenerate", + "source": "PHB", + "page": 271, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Regenerate|XPHB" + ], + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a prayer wheel and holy water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a creature and stimulate its natural healing ability. The target regains {@dice 4d8 + 15} hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).", + "The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump." + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Reincarnate", + "source": "PHB", + "page": 271, + "srd": true, + "reprintedAs": [ + "Reincarnate|XPHB" + ], + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "rare oils and unguents worth at least 1,000 gp, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.", + "The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a {@dice d100} and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.", + { + "type": "table", + "caption": "Reincarnate Races", + "colLabels": [ + "{@dice d100}", + "Race" + ], + "colStyles": [ + "col-1 text-center no-wrap", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 1, + "max": 4, + "pad": true + } + }, + "{@race Dragonborn}" + ], + [ + { + "type": "cell", + "roll": { + "min": 5, + "max": 13, + "pad": true + } + }, + "{@race dwarf (hill)||Dwarf, hill}" + ], + [ + { + "type": "cell", + "roll": { + "min": 14, + "max": 21 + } + }, + "{@race dwarf (mountain)||Dwarf, mountain}" + ], + [ + { + "type": "cell", + "roll": { + "min": 22, + "max": 25 + } + }, + "{@race elf (drow)||Elf, dark}" + ], + [ + { + "type": "cell", + "roll": { + "min": 26, + "max": 34 + } + }, + "{@race elf (high)||Elf, high}" + ], + [ + { + "type": "cell", + "roll": { + "min": 35, + "max": 42 + } + }, + "{@race elf (wood)||Elf, wood}" + ], + [ + { + "type": "cell", + "roll": { + "min": 43, + "max": 46 + } + }, + "{@race gnome (forest)||Gnome, forest}" + ], + [ + { + "type": "cell", + "roll": { + "min": 47, + "max": 52 + } + }, + "{@race gnome (rock)||Gnome, rock}" + ], + [ + { + "type": "cell", + "roll": { + "min": 53, + "max": 56 + } + }, + "{@race Half-elf}" + ], + [ + { + "type": "cell", + "roll": { + "min": 57, + "max": 60 + } + }, + "{@race Half-orc}" + ], + [ + { + "type": "cell", + "roll": { + "min": 61, + "max": 68 + } + }, + "{@race halfling (lightfoot)||Halfling, lightfoot}" + ], + [ + { + "type": "cell", + "roll": { + "min": 69, + "max": 76 + } + }, + "{@race halfling (stout)||Halfling, stout}" + ], + [ + { + "type": "cell", + "roll": { + "min": 77, + "max": 96 + } + }, + "{@race Human}" + ], + [ + { + "type": "cell", + "roll": { + "min": 97, + "max": 0, + "pad": true + } + }, + "{@race Tiefling}" + ] + ] + }, + "The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly." + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "HL", + "RO" + ] + }, + { + "name": "Remove Curse", + "source": "PHB", + "page": 271, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Remove Curse|XPHB" + ], + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded." + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Resistance", + "source": "PHB", + "page": 272, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 58 + } + ], + "reprintedAs": [ + "Resistance|XPHB" + ], + "level": 0, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a miniature cloak" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch one willing creature. Once before the spell ends, the target can roll a {@dice d4} and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Resurrection", + "source": "PHB", + "page": 272, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Resurrection|XPHB" + ], + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 1,000 gp, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.", + "This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.", + "This spell closes all mortal wounds and restores any missing body parts.", + "Coming back from the dead is an ordeal. The target takes a \u22124 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", + "Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Reverse Gravity", + "source": "PHB", + "page": 272, + "srd": true, + "reprintedAs": [ + "Reverse Gravity|XPHB" + ], + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true, + "m": "a lodestone and iron filings" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.", + "If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.", + "At the end of the duration, affected objects and creatures fall back down." + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Revivify", + "source": "PHB", + "page": 272, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 58 + } + ], + "reprintedAs": [ + "Revivify|XPHB" + ], + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "diamonds worth 300 gp, which the spell consumes", + "cost": 30000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts." + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Rope Trick", + "source": "PHB", + "page": 272, + "srd": true, + "reprintedAs": [ + "Rope Trick|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "powdered corn extract and a twisted loop of parchment" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.", + "The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.", + "Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.", + "Anything inside the extradimensional space drops out when the spell ends." + ] + }, + { + "name": "Sacred Flame", + "source": "PHB", + "page": 272, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 58 + } + ], + "reprintedAs": [ + "Sacred Flame|XPHB" + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take {@damage 1d8} radiant damage. The target gains no benefit from cover for this saving throw.", + "The spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8})." + ], + "scalingLevelDice": { + "label": "radiant damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Sanctuary", + "source": "PHB", + "page": 272, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 58 + } + ], + "reprintedAs": [ + "Sanctuary|XPHB" + ], + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small silver mirror" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a {@spell fireball}.", + "If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends." + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Scorching Ray", + "source": "PHB", + "page": 273, + "srd": true, + "reprintedAs": [ + "Scorching Ray|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.", + "Make a ranged spell attack for each ray. On a hit, the target takes {@damage 2d6} fire damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Scrying", + "source": "PHB", + "page": 273, + "srd": true, + "reprintedAs": [ + "Scrying|XPHB" + ], + "level": 5, + "school": "D", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water", + "cost": 100000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.", + { + "type": "table", + "caption": "Knowledge of Target", + "colLabels": [ + "Knowledge", + "Save Modifier" + ], + "colStyles": [ + "col-11", + "col-1 text-center" + ], + "rows": [ + [ + "Secondhand (you have heard of the target)", + "+5" + ], + [ + "Firsthand (you have met the target)", + "+0" + ], + [ + "Familiar (you know the target well)", + "-5" + ] + ] + }, + { + "type": "table", + "caption": "Connection to Target", + "colLabels": [ + "Connection", + "Save Modifier" + ], + "colStyles": [ + "col-11", + "col-1 text-center" + ], + "rows": [ + [ + "Likeness or picture", + "-2" + ], + [ + "Possession or garment", + "-4" + ], + [ + "Body part, lock of hair, bit of nail, or the like", + "-10" + ] + ] + }, + "On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.", + "On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see {@condition invisible} objects sees the sensor as a luminous orb about the size of your fist.", + "Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move." + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Searing Smite", + "source": "PHB", + "page": 274, + "reprintedAs": [ + "Searing Smite|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra {@damage 1d6} fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes {@damage 1d6} fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by {@scaledamage 1d6|1-9|1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "See Invisibility", + "source": "PHB", + "page": 274, + "srd": true, + "reprintedAs": [ + "See Invisibility|XPHB" + ], + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of talc and a small sprinkling of powdered silver" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "For the duration, you see {@condition invisible} creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent." + ] + }, + { + "name": "Seeming", + "source": "PHB", + "page": 274, + "srd": true, + "reprintedAs": [ + "Seeming|XPHB" + ], + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.", + "The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.", + "The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.", + "A creature can use its action to inspect a target and make an Intelligence ({@skill Investigation}) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised." + ], + "savingThrow": [ + "charisma" + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Sending", + "source": "PHB", + "page": 274, + "srd": true, + "reprintedAs": [ + "Sending|XPHB" + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "unlimited" + } + }, + "components": { + "v": true, + "s": true, + "m": "a short piece of fine copper wire" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.", + "You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a {@chance 5|||Message lost!|Message arrives} chance that the message doesn't arrive." + ] + }, + { + "name": "Sequester", + "source": "PHB", + "page": 274, + "srd": true, + "reprintedAs": [ + "Sequester|XPHB" + ], + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes", + "cost": 500000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes {@condition invisible} and can't be targeted by {@filter divination spells|spells|school=D} or perceived through scrying sensors created by divination spells.", + "If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.", + "You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the {@creature tarrasque} awakens.\" This spell also ends if the target takes any damage." + ], + "conditionInflict": [ + "invisible", + "unconscious" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Shapechange", + "source": "PHB", + "page": 274, + "srd": true, + "reprintedAs": [ + "Shapechange|XPHB" + ], + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell", + "cost": 150000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.", + "Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.", + "You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked {@condition unconscious}.", + "You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, {@sense darkvision}) unless your new form also has that sense. You can only speak if the creature can normally speak.", + "When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.", + "During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value." + ] + }, + { + "name": "Shatter", + "source": "PHB", + "page": 275, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Shatter|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a chip of mica" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes {@damage 3d8} thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.", + "A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d8|2-9|1d8} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Shield", + "source": "PHB", + "page": 275, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 59 + } + ], + "reprintedAs": [ + "Shield|XPHB" + ], + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you are hit by an attack or targeted by the {@spell magic missile} spell" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from {@spell magic missile}." + ], + "miscTags": [ + "MAC" + ] + }, + { + "name": "Shield of Faith", + "source": "PHB", + "page": 275, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 59 + } + ], + "reprintedAs": [ + "Shield of Faith|XPHB" + ], + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small parchment with a bit of holy text written on it" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration." + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Shillelagh", + "source": "PHB", + "page": 275, + "srd": true, + "reprintedAs": [ + "Shillelagh|XPHB" + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "mistletoe, a shamrock leaf, and a club or quarterstaff" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "The wood of a {@item club|phb} or {@item quarterstaff|phb} you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a {@dice d8}. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon." + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Shocking Grasp", + "source": "PHB", + "page": 275, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 59 + } + ], + "reprintedAs": [ + "Shocking Grasp|XPHB" + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes {@damage 1d8} lightning damage, and it can't take reactions until the start of its next turn.", + "The spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8})." + ], + "scalingLevelDice": { + "label": "lightning damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "lightning" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Silence", + "source": "PHB", + "page": 275, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 59 + } + ], + "reprintedAs": [ + "Silence|XPHB" + ], + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are {@condition deafened} while entirely inside it. Casting a spell that includes a verbal component is impossible there." + ], + "damageImmune": [ + "thunder" + ], + "conditionInflict": [ + "deafened" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Silent Image", + "source": "PHB", + "page": 276, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Silent Image|XPHB" + ], + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.", + "You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.", + "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image." + ], + "abilityCheck": [ + "intelligence" + ] + }, + { + "name": "Simulacrum", + "source": "PHB", + "page": 276, + "srd": true, + "reprintedAs": [ + "Simulacrum|XPHB" + ], + "level": 7, + "school": "I", + "time": [ + { + "number": 12, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell", + "cost": 150000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.", + "The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.", + "If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.", + "If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed." + ], + "affectsCreatureType": [ + "beast", + "humanoid" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Sleep", + "source": "PHB", + "page": 276, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 59 + } + ], + "reprintedAs": [ + "Sleep|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of fine sand, rose petals, or a cricket" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "This spell sends creatures into a magical slumber. Roll {@dice 5d8}; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring {@condition unconscious} creatures).", + "Starting with the creature that has the lowest current hit points, each creature affected by this spell falls {@condition unconscious} until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.", + "Undead and creatures immune to being {@condition charmed} aren't affected by this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, roll an additional {@scaledice 5d8|1-9|2d8} for each slot level above 1st." + ] + } + ], + "conditionInflict": [ + "unconscious" + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant", + "undead" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Sleet Storm", + "source": "PHB", + "page": 276, + "srd": true, + "reprintedAs": [ + "Sleet Storm|XPHB" + ], + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dust and a few drops of water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is {@quickref Vision and Light|PHB|2||heavily obscured}, and exposed flames in the area are doused.", + "The ground in the area is covered with slick ice, making it {@quickref difficult terrain||3}. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls {@condition prone}.", + "If a creature starts its turn in the spell's area and is {@status concentration||concentrating} on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose {@status concentration}." + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity", + "constitution" + ], + "miscTags": [ + "DFT", + "OBS" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Slow", + "source": "PHB", + "page": 277, + "srd": true, + "reprintedAs": [ + "Slow|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of molasses" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.", + "An affected target's speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.", + "If the creature attempts to cast a spell with a casting time of 1 action, roll a {@dice d20}. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.", + "A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "C", + "MT" + ] + }, + { + "name": "Spare the Dying", + "source": "PHB", + "page": 277, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Spare the Dying|XPHB" + ], + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Speak with Animals", + "source": "PHB", + "page": 277, + "srd": true, + "reprintedAs": [ + "Speak with Animals|XPHB" + ], + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion." + ], + "affectsCreatureType": [ + "beast" + ] + }, + { + "name": "Speak with Dead", + "source": "PHB", + "page": 277, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Speak with Dead|XPHB" + ], + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "burning incense" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.", + "Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ] + }, + { + "name": "Speak with Plants", + "source": "PHB", + "page": 277, + "srd": true, + "reprintedAs": [ + "Speak with Plants|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.", + "You can also turn {@quickref difficult terrain||3} caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into {@quickref difficult terrain||3} that lasts for the duration, causing vines and branches to hinder pursuers, for example.", + "Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.", + "If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.", + "This spell can cause the plants created by the {@spell entangle} spell to release a {@condition restrained} creature." + ] + }, + { + "name": "Spider Climb", + "source": "PHB", + "page": 277, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 60 + } + ], + "reprintedAs": [ + "Spider Climb|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of bitumen and a spider" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed." + ] + }, + { + "name": "Spike Growth", + "source": "PHB", + "page": 277, + "srd": true, + "reprintedAs": [ + "Spike Growth|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "seven sharp thorns or seven small twigs, each sharpened to a point" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes {@quickref difficult terrain||3} for the duration. When a creature moves into or within the area, it takes {@damage 2d4} piercing damage for every 5 feet it travels.", + "The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom ({@skill Perception}) check against your spell save DC to recognize the terrain as hazardous before entering it." + ], + "damageInflict": [ + "piercing" + ], + "abilityCheck": [ + "wisdom" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "R" + ] + }, + { + "name": "Spirit Guardians", + "source": "PHB", + "page": 278, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 60 + } + ], + "reprintedAs": [ + "Spirit Guardians|XPHB" + ], + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.", + "When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes {@damage 3d8} radiant damage (if you are good or neutral) or {@damage 3d8} necrotic damage (if you are evil). On a successful save, the creature takes half as much damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 3d8|3-9|1d8} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "necrotic", + "radiant" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Spiritual Weapon", + "source": "PHB", + "page": 278, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 60 + } + ], + "reprintedAs": [ + "Spiritual Weapon|XPHB" + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to {@damage 1d8} + your spellcasting ability modifier.", + "As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.", + "The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 1d8|2,4,6,8|1d8} for every two slot levels above 2nd." + ] + } + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Staggering Smite", + "source": "PHB", + "page": 278, + "reprintedAs": [ + "Staggering Smite|XPHB" + ], + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra {@damage 4d6} psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Stinking Cloud", + "source": "PHB", + "page": 278, + "srd": true, + "reprintedAs": [ + "Stinking Cloud|XPHB" + ], + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a rotten egg or several skunk cabbage leaves" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. The cloud lingers in the air for the duration.", + "Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.", + "A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round." + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Stone Shape", + "source": "PHB", + "page": 278, + "srd": true, + "reprintedAs": [ + "Stone Shape|XPHB" + ], + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "soft clay, which must be worked into roughly the desired shape of the stone object" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Stoneskin", + "source": "PHB", + "page": 278, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Stoneskin|XPHB" + ], + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "diamond dust worth 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage." + ], + "damageResist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Storm of Vengeance", + "source": "PHB", + "page": 279, + "srd": true, + "reprintedAs": [ + "Storm of Vengeance|XPHB" + ], + "level": 9, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d6} thunder damage and becomes {@condition deafened} for 5 minutes.", + "Each round you maintain {@status concentration} on this spell, the storm produces different effects on your turn.", + { + "type": "entries", + "name": "Round 2", + "entries": [ + "Acidic rain falls from the cloud. Each creature and object under the cloud takes {@damage 1d6} acid damage." + ] + }, + { + "type": "entries", + "name": "Round 3", + "entries": [ + "You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes {@damage 10d6} lightning damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Round 4", + "entries": [ + "Hailstones rain down from the cloud. Each creature under the cloud takes {@damage 2d6} bludgeoning damage." + ] + }, + { + "type": "entries", + "name": "Round 5\u201310", + "entries": [ + "Gusts and freezing rain assail the area under the cloud. The area becomes {@quickref difficult terrain||3} and is {@quickref Vision and Light|PHB|2||heavily obscured}. Each creature there takes {@damage 1d6} cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining {@status concentration} on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical." + ] + } + ], + "damageInflict": [ + "acid", + "bludgeoning", + "cold", + "lightning", + "thunder" + ], + "conditionInflict": [ + "deafened" + ], + "savingThrow": [ + "constitution", + "dexterity" + ], + "miscTags": [ + "DFT", + "OBJ", + "OBS", + "SGT" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Suggestion", + "source": "PHB", + "page": 279, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 60 + } + ], + "reprintedAs": [ + "Suggestion|XPHB" + ], + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "m": "a snake's tongue and either a bit of honeycomb or a drop of sweet oil" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + }, + "concentration": true + } + ], + "entries": [ + "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be {@condition charmed} are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.", + "The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.", + "You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.", + "If you or any of your companions damage the target, the spell ends." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Sunbeam", + "source": "PHB", + "page": 279, + "srd": true, + "reprintedAs": [ + "Sunbeam|XPHB" + ], + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a magnifying glass" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes {@damage 6d8} radiant damage and is {@condition blinded} until your next turn. On a successful save, it takes half as much damage and isn't {@condition blinded} by this spell. Undead and oozes have disadvantage on this saving throw.", + "You can create a new line of radiance as your action on any turn until the spell ends.", + "For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight." + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "LGTS" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Sunburst", + "source": "PHB", + "page": 279, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Sunburst|XPHB" + ], + "level": 8, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "fire and a piece of sunstone" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes {@damage 12d6} radiant damage and is {@condition blinded} for 1 minute. On a successful save, it takes half as much damage and isn't {@condition blinded} by this spell. Undead and oozes have disadvantage on this saving throw.", + "A creature {@condition blinded} by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer {@condition blinded}.", + "This spell dispels any darkness in its area that was created by a spell." + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "LGT", + "LGTS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Swift Quiver", + "source": "PHB", + "page": 279, + "reprintedAs": [ + "Swift Quiver|XPHB" + ], + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a quiver containing at least one piece of ammunition" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.", + "On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends." + ], + "miscTags": [ + "UBA" + ] + }, + { + "name": "Symbol", + "source": "PHB", + "page": 280, + "srd": true, + "reprintedAs": [ + "Symbol|XPHB" + ], + "level": 7, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel", + "trigger" + ] + } + ], + "entries": [ + "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.", + "The glyph is nearly invisible, requiring an Intelligence ({@skill Investigation}) check against your spell save DC to find it.", + "You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.", + "You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.", + "When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.", + { + "type": "entries", + "name": "Death", + "entries": [ + "Each target must make a Constitution saving throw, taking {@damage 10d10} necrotic damage on a failed save, or half as much damage on a successful save." + ] + }, + { + "type": "entries", + "name": "Discord", + "entries": [ + "Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks." + ] + }, + { + "type": "entries", + "name": "Fear", + "entries": [ + "Each target must make a Wisdom saving throw and becomes {@condition frightened} for 1 minute on a failed save. While {@condition frightened}, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able." + ] + }, + { + "type": "entries", + "name": "Hopelessness", + "entries": [ + "Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects." + ] + }, + { + "type": "entries", + "name": "Insanity", + "entries": [ + "Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic." + ] + }, + { + "type": "entries", + "name": "Pain", + "entries": [ + "Each target must make a Constitution saving throw and becomes {@condition incapacitated} with excruciating pain for 1 minute on a failed save." + ] + }, + { + "type": "entries", + "name": "Sleep", + "entries": [ + "Each target must make a Wisdom saving throw and falls {@condition unconscious} for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake." + ] + }, + { + "type": "entries", + "name": "Stunning", + "entries": [ + "Each target must make a Wisdom saving throw and becomes {@condition stunned} for 1 minute on a failed save." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "frightened", + "incapacitated", + "stunned", + "unconscious" + ], + "savingThrow": [ + "constitution", + "wisdom", + "charisma", + "intelligence" + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "LGT", + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Tasha's Hideous Laughter", + "source": "PHB", + "page": 280, + "srd": "Hideous Laughter", + "reprintedAs": [ + "Tasha's Hideous Laughter|XPHB" + ], + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "tiny tarts and a feather that is waved in the air" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall {@condition prone}, becoming {@condition incapacitated} and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.", + "At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends." + ], + "conditionInflict": [ + "incapacitated", + "prone" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Telekinesis", + "source": "PHB", + "page": 280, + "srd": true, + "reprintedAs": [ + "Telekinesis|XPHB" + ], + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.", + { + "type": "entries", + "name": "Creature", + "entries": [ + "You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is {@condition restrained} in your telekinetic grip. A creature lifted upward is suspended in mid-air.", + "On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest." + ] + }, + { + "type": "entries", + "name": "Object", + "entries": [ + "You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.", + "If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.", + "You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial." + ] + } + ], + "conditionInflict": [ + "restrained" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "FMV", + "OBJ", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Telepathy", + "source": "PHB", + "page": 281, + "reprintedAs": [ + "Telepathy|XPHB" + ], + "level": 8, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "unlimited" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pair of linked silver rings" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.", + "Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Teleport", + "source": "PHB", + "page": 281, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Teleport|XPHB" + ], + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.", + "The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls {@dice d100} and consults the table.", + { + "type": "table", + "caption": "Teleportation", + "colLabels": [ + "Familiarity", + "Mishap", + "Similar Area", + "Off Target", + "On Target" + ], + "colStyles": [ + "col-8", + "col-1 text-center no-wrap", + "col-1 text-center no-wrap", + "col-1 text-center no-wrap", + "col-1 text-center no-wrap" + ], + "rows": [ + [ + "Permanent circle", + "\u2014", + "\u2014", + "\u2014", + "01\u2013100" + ], + [ + "Associated object", + "\u2014", + "\u2014", + "\u2014", + "01\u2013100" + ], + [ + "Very familiar", + "01\u201305", + "06\u201313", + "14\u201324", + "25\u2013100" + ], + [ + "Seen casually", + "01\u201333", + "34\u201343", + "44\u201353", + "54\u2013100" + ], + [ + "Viewed once", + "01\u201343", + "44\u201353", + "54\u201373", + "74\u2013100" + ], + [ + "Description", + "01\u201343", + "44\u201353", + "54\u201373", + "74\u2013100" + ], + [ + "False destination", + "01\u201350", + "51\u2013100", + "\u2014", + "\u2014" + ] + ] + }, + { + "type": "entries", + "name": "Familiarity", + "entries": [ + "\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb." + ] + }, + "\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.", + "\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.", + { + "type": "entries", + "name": "On Target", + "entries": [ + "You and your group (or the target object) appear where you want to." + ] + }, + { + "type": "entries", + "name": "Off Target", + "entries": [ + "You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is {@dice 1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two {@dice d10}s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a {@dice d8} and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble." + ] + }, + { + "type": "entries", + "name": "Similar Area", + "entries": [ + "You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane." + ] + }, + { + "type": "entries", + "name": "Mishap", + "entries": [ + "The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes {@damage 3d10} force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time)." + ] + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "OBJ", + "RO", + "SGT", + "TP" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Teleportation Circle", + "source": "PHB", + "page": 282, + "srd": true, + "reprintedAs": [ + "Teleportation Circle|XPHB" + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "m": { + "text": "rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.", + "Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence\u2014a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.", + "You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way." + ], + "miscTags": [ + "PIR", + "PRM", + "TP" + ] + }, + { + "name": "Tenser's Floating Disk", + "source": "PHB", + "page": 282, + "srd": "Floating Disk", + "reprintedAs": [ + "Tenser's Floating Disk|XPHB" + ], + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of mercury" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.", + "The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.", + "If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends." + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Thaumaturgy", + "source": "PHB", + "page": 282, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 61 + } + ], + "reprintedAs": [ + "Thaumaturgy|XPHB" + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + } + } + ], + "entries": [ + "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:", + { + "type": "list", + "items": [ + "Your voice booms up to three times as loud as normal for 1 minute.", + "You cause flames to flicker, brighten, dim, or change color for 1 minute.", + "You cause harmless tremors in the ground for 1 minute.", + "You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.", + "You instantaneously cause an unlocked door or window to fly open or slam shut.", + "You alter the appearance of your eyes for 1 minute." + ] + }, + "If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action." + ] + }, + { + "name": "Thorn Whip", + "source": "PHB", + "page": 282, + "reprintedAs": [ + "Thorn Whip|XPHB" + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "the stem of a plant with thorns" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes {@damage 1d6} piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.", + "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6})." + ], + "scalingLevelDice": { + "label": "piercing damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "piercing" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "FMV", + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Thunderous Smite", + "source": "PHB", + "page": 282, + "reprintedAs": [ + "Thunderous Smite|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra {@damage 2d6} thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked {@condition prone}." + ], + "damageInflict": [ + "thunder" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "AAD", + "FMV" + ] + }, + { + "name": "Thunderwave", + "source": "PHB", + "page": 282, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 61 + } + ], + "reprintedAs": [ + "Thunderwave|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cube", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.", + "In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d8|1-9|1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "FMV", + "OBJ" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Time Stop", + "source": "PHB", + "page": 283, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Time Stop|XPHB" + ], + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take {@dice 1d4 + 1} turns in a row, during which you can use actions and move as normal.", + "This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it." + ] + }, + { + "name": "Tongues", + "source": "PHB", + "page": 283, + "srd": true, + "reprintedAs": [ + "Tongues|XPHB" + ], + "level": 3, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "m": "a small clay model of a ziggurat" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Transport via Plants", + "source": "PHB", + "page": 283, + "srd": true, + "reprintedAs": [ + "Transport via Plants|XPHB" + ], + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement." + ], + "miscTags": [ + "TP" + ] + }, + { + "name": "Tree Stride", + "source": "PHB", + "page": 283, + "srd": true, + "reprintedAs": [ + "Tree Stride|XPHB" + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.", + "You can use this transportation ability once per round for the duration. You must end each turn outside a tree." + ], + "miscTags": [ + "TP" + ] + }, + { + "name": "True Polymorph", + "source": "PHB", + "page": 283, + "srd": true, + "reprintedAs": [ + "True Polymorph|XPHB" + ], + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of mercury, a dollop of gum arabic, and a wisp of smoke" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.", + "This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.", + { + "type": "entries", + "name": "Creature into Creature", + "entries": [ + "If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality." + ] + }, + "The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked {@condition unconscious}.", + "The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.", + "The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", + { + "type": "entries", + "name": "Object into Creature", + "entries": [ + "You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is {@filter 9 or lower|bestiary|challenge rating=[&0;&9]|miscellaneous=!swarm}. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement." + ] + }, + "If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.", + { + "type": "entries", + "name": "Creature into Object", + "entries": [ + "If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "OBJ", + "PRM", + "SGT", + "SMN" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "True Resurrection", + "source": "PHB", + "page": 284, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "True Resurrection|XPHB" + ], + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes", + "cost": 2500000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.", + "This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.", + "The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you." + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "True Seeing", + "source": "PHB", + "page": 284, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "True Seeing|XPHB" + ], + "level": 6, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has {@sense truesight}, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet." + ] + }, + { + "name": "True Strike", + "source": "PHB", + "page": 284, + "srd": true, + "reprintedAs": [ + "True Strike|XPHB" + ], + "level": 0, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended." + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Tsunami", + "source": "PHB", + "page": 284, + "reprintedAs": [ + "Tsunami|XPHB" + ], + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 6 + }, + "concentration": true + } + ], + "entries": [ + "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.", + "When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes {@damage 6d10} bludgeoning damage, or half as much damage on a successful save.", + "At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take {@damage 5d10} bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by {@dice 1d10}. When the wall reaches 0 feet in height, the spell ends.", + "A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength ({@skill Athletics}) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground." + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Unseen Servant", + "source": "PHB", + "page": 284, + "srd": true, + "reprintedAs": [ + "Unseen Servant|XPHB" + ], + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of string and a bit of wood" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "This spell creates an {@condition invisible}, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.", + "Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.", + "If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends." + ], + "miscTags": [ + "SMN", + "UBA" + ] + }, + { + "name": "Vampiric Touch", + "source": "PHB", + "page": 285, + "srd": true, + "reprintedAs": [ + "Vampiric Touch|XPHB" + ], + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes {@damage 3d6} necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 3d6|3-9|1d6} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Vicious Mockery", + "source": "PHB", + "page": 285, + "srd": true, + "reprintedAs": [ + "Vicious Mockery|XPHB" + ], + "level": 0, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take {@damage 1d4} psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.", + "This spell's damage increases by {@dice 1d4} when you reach 5th level ({@damage 2d4}), 11th level ({@damage 3d4}), and 17th level ({@damage 4d4})." + ], + "scalingLevelDice": { + "label": "psychic damage", + "scaling": { + "1": "1d4", + "5": "2d4", + "11": "3d4", + "17": "4d4" + } + }, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Wall of Fire", + "source": "PHB", + "page": 285, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Wall of Fire|XPHB" + ], + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small piece of phosphorus" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.", + "When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 5d8} fire damage, or half as much damage on a successful save.", + "One side of the wall, selected by you when you cast this spell, deals {@damage 5d8} fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 5d8|4-9|1d8} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wall of Force", + "source": "PHB", + "page": 285, + "srd": true, + "reprintedAs": [ + "Wall of Force|XPHB" + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of powder made by crushing a clear gemstone" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).", + "Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by {@spell dispel magic}. A {@spell disintegrate} spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall." + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wall of Ice", + "source": "PHB", + "page": 285, + "srd": true, + "reprintedAs": [ + "Wall of Ice|XPHB" + ], + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small piece of quartz" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.", + "If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes {@damage 10d6} cold damage, or half as much damage on a successful save.", + "The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes {@damage 5d6} cold damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by {@scaledamage 10d6|6-9|2d6}, and the damage from passing through the sheet of frigid air increases by {@scaledamage 5d6|6-9|1d6}, for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity", + "constitution" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wall of Stone", + "source": "PHB", + "page": 287, + "srd": true, + "basicRules": true, + "reprintedAs": [ + "Wall of Stone|XPHB" + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small block of granite" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.", + "If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.", + "The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.", + "If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.", + "The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.", + "If you maintain your {@status concentration} on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends." + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ", + "PRM" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wall of Thorns", + "source": "PHB", + "page": 287, + "srd": true, + "reprintedAs": [ + "Wall of Thorns|XPHB" + ], + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of thorns" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.", + "When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 7d8} piercing damage, or half as much damage on a successful save.", + "A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes {@damage 7d8} slashing damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by {@scaledamage 7d8|6-9|1d8} for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "piercing", + "slashing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Warding Bond", + "source": "PHB", + "page": 287, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 61 + } + ], + "reprintedAs": [ + "Warding Bond|XPHB" + ], + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.", + "The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action." + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Water Breathing", + "source": "PHB", + "page": 287, + "srd": true, + "reprintedAs": [ + "Water Breathing|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a short reed or piece of straw" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration." + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Water Walk", + "source": "PHB", + "page": 287, + "srd": true, + "reprintedAs": [ + "Water Walk|XPHB" + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of cork" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.", + "If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round." + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Web", + "source": "PHB", + "page": 287, + "srd": true, + "basicRules": true, + "otherSources": [ + { + "source": "RMR", + "page": 61 + } + ], + "reprintedAs": [ + "Web|XPHB" + ], + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of spiderweb" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are {@quickref difficult terrain||3} and lightly obscure their area.", + "If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.", + "Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is {@condition restrained} as long as it remains in the webs or until it breaks free.", + "A creature {@condition restrained} by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer {@condition restrained}.", + "The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing {@damage 2d4} fire damage to any creature that starts its turn in the fire." + ], + "damageInflict": [ + "fire" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "dexterity" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "C" + ], + "hasFluffImages": true + }, + { + "name": "Weird", + "source": "PHB", + "page": 288, + "srd": true, + "reprintedAs": [ + "Weird|XPHB" + ], + "level": 9, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes {@condition frightened} for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the {@condition frightened} creature's turns, it must succeed on a Wisdom saving throw or take {@damage 4d10} psychic damage. On a successful save, the spell ends for that creature." + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Wind Walk", + "source": "PHB", + "page": 288, + "srd": true, + "reprintedAs": [ + "Wind Walk|XPHB" + ], + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "fire and holy water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the {@action Dash} action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is {@condition incapacitated} and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.", + "If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance." + ], + "conditionInflict": [ + "incapacitated" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Wind Wall", + "source": "PHB", + "page": 288, + "srd": true, + "reprintedAs": [ + "Wind Wall|XPHB" + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny fan and a feather of exotic origin" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.", + "When the wall appears, each creature within its area must make a Strength saving throw. A creature takes {@damage 3d8} bludgeoning damage on a failed save, or half as much damage on a successful one.", + "The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it." + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wish", + "source": "PHB", + "page": 288, + "srd": true, + "reprintedAs": [ + "Wish|XPHB" + ], + "level": 9, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.", + "The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:", + { + "type": "list", + "items": [ + "You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.", + "You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the {@spell greater restoration} spell.", + "You grant up to ten creatures that you can see resistance to a damage type you choose.", + "You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a {@creature lich}'s life drain attack.", + "You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a {@spell wish} spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll." + ] + }, + "You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.", + "The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take {@damage 1d10} necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for {@dice 2d4} days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a {@chance 33|||Unable to cast again!|Able to cast again} chance that you are unable to cast wish ever again if you suffer this stress." + ], + "damageResist": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "ADV", + "HL", + "SGT" + ] + }, + { + "name": "Witch Bolt", + "source": "PHB", + "page": 289, + "reprintedAs": [ + "Witch Bolt|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a twig from a tree that has been struck by lightning" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes {@damage 1d12} lightning damage, and on each of your turns for the duration, you can use your action to deal {@damage 1d12} lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has {@quickref Cover||3||total cover} from you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by {@scaledamage 1d12|1-9|1d12} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Word of Recall", + "source": "PHB", + "page": 289, + "srd": true, + "reprintedAs": [ + "Word of Recall|XPHB" + ], + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.", + "You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect." + ], + "miscTags": [ + "PS", + "TP" + ] + }, + { + "name": "Wrathful Smite", + "source": "PHB", + "page": 289, + "reprintedAs": [ + "Wrathful Smite|XPHB" + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra {@damage 1d6} psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be {@condition frightened} of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell." + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "abilityCheck": [ + "wisdom" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Zone of Truth", + "source": "PHB", + "page": 289, + "srd": true, + "reprintedAs": [ + "Zone of Truth|XPHB" + ], + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.", + "An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth." + ], + "savingThrow": [ + "charisma" + ], + "areaTags": [ + "S" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-sato.json b/src/ttfrog/five_e_tools/sources/spells/spells-sato.json new file mode 100644 index 0000000..d8b0113 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-sato.json @@ -0,0 +1,95 @@ +{ + "spell": [ + { + "name": "Gate Seal", + "source": "SatO", + "page": 12, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a broken portal key, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as {@spell gate} or {@spell plane shift}, fail if used to enter or leave the area. The cube is stationary." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled." + ] + } + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Warp Sense", + "source": "SatO", + "page": 12, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a razorvine leaf" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.", + "If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.", + "The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-scc.json b/src/ttfrog/five_e_tools/sources/spells/spells-scc.json new file mode 100644 index 0000000..f6a201a --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-scc.json @@ -0,0 +1,229 @@ +{ + "spell": [ + { + "name": "Borrowed Knowledge", + "source": "SCC", + "page": 37, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a book worth at least 25 gp", + "cost": 2500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again." + ] + }, + { + "name": "Kinetic Jaunt", + "source": "SCC", + "page": 37, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.", + { + "type": "list", + "items": [ + "Your walking speed increases by 10 feet.", + "You don't provoke opportunity attacks.", + "You can move through the space of another creature, and it doesn't count as {@quickref difficult terrain||3}. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take {@damage 1d8} force damage." + ] + } + ], + "damageInflict": [ + "force" + ] + }, + { + "name": "Silvery Barbs", + "source": "SCC", + "page": 38, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the {@dice d20} and use the lower roll.", + "You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time." + ], + "miscTags": [ + "ADV", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Vortex Warp", + "source": "SCC", + "page": 38, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd." + ] + } + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT", + "TP" + ] + }, + { + "name": "Wither and Bloom", + "source": "SCC", + "page": 38, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a withered vine twisted into a loop" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking {@damage 2d6} necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.", + "In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 2d6|2-9|1d6} for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "HL" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-tce.json b/src/ttfrog/five_e_tools/sources/spells/spells-tce.json new file mode 100644 index 0000000..f2da9d8 --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-tce.json @@ -0,0 +1,1250 @@ +{ + "spell": [ + { + "name": "Blade of Disaster", + "source": "TCE", + "page": 106, + "otherSources": [ + { + "source": "IDRotF", + "page": 318 + } + ], + "level": 9, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes {@damage 4d12} force damage. This attack scores a critical hit if the number on the {@dice d20} is 18 or higher. On a critical hit, the blade deals an extra {@damage 8d12} force damage (for a total of {@damage 12d12} force damage).", + "As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.", + "The blade can harmlessly pass through any barrier, including a {@spell wall of force}." + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SGT", + "UBA" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Booming Blade", + "source": "TCE", + "page": 106, + "otherSources": [ + { + "source": "SCAG", + "page": 142 + } + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "s": true, + "m": { + "text": "a melee weapon worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes {@damage 1d8} thunder damage, and the spell ends.", + "This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra {@damage 1d8} thunder damage to the target on a hit, and the damage the target takes for moving increases to {@damage 2d8}. Both damage rolls increase by 1d8 at 11th level ({@damage 2d8} and {@damage 3d8}) and again at 17th level ({@damage 3d8} and {@damage 4d8})." + ], + "scalingLevelDice": [ + { + "label": "thunder damage on moving", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + { + "label": "thunder damage on hit", + "scaling": { + "5": "1d8", + "11": "2d8", + "17": "3d8" + } + } + ], + "damageInflict": [ + "thunder" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "AAD", + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dream of the Blue Veil", + "source": "TCE", + "page": 106, + "level": 7, + "school": "C", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "components": { + "v": true, + "s": true, + "m": "a magic item or a willing creature from the destination world" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 6 + } + } + ], + "entries": [ + "You and up to eight willing creatures within range fall {@condition unconscious} for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.", + "To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.", + "The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported." + ], + "conditionInflict": [ + "unconscious" + ], + "miscTags": [ + "PS", + "TP" + ], + "hasFluff": true + }, + { + "name": "Green-Flame Blade", + "source": "TCE", + "page": 107, + "otherSources": [ + { + "source": "SCAG", + "page": 143 + } + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "s": true, + "m": { + "text": "a melee weapon worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.", + "This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra {@damage 1d8} fire damage to the target on a hit, and the fire damage to the second creature increases to {@damage 1d8} + your spellcasting ability modifier. Both damage rolls increase by {@damage 1d8} at 11th level ({@damage 2d8} and {@damage 2d8}) and 17th level ({@damage 3d8} and {@damage 3d8})." + ], + "scalingLevelDice": [ + { + "label": "fire damage to secondary creature", + "scaling": { + "1": "{{spellcasting_mod}}", + "5": "1d8 + {{spellcasting_mod}}", + "11": "2d8 + {{spellcasting_mod}}", + "17": "3d8 + {{spellcasting_mod}}" + } + }, + { + "label": "fire damage on hit", + "scaling": { + "5": "1d8", + "11": "2d8", + "17": "3d8" + } + } + ], + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "AAD", + "SCL", + "SGT" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Intellect Fortress", + "source": "TCE", + "page": 107, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "damageResist": [ + "psychic" + ], + "miscTags": [ + "ADV", + "SCT", + "SGT" + ], + "hasFluffImages": true + }, + { + "name": "Lightning Lure", + "source": "TCE", + "page": 107, + "otherSources": [ + { + "source": "SCAG", + "page": 143 + } + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take {@damage 1d8} lightning damage if it is within 5 feet of you.", + "This spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8})." + ], + "scalingLevelDice": { + "label": "lightning damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mind Sliver", + "source": "TCE", + "page": 108, + "reprintedAs": [ + "Mind Sliver|XPHB" + ], + "level": 0, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take {@damage 1d6} psychic damage and subtract {@dice 1d4} from the next saving throw it makes before the end of your next turn.", + "This spell's damage increases by {@dice 1d6} when you reach certain levels: 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6})." + ], + "scalingLevelDice": { + "label": "psychic damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Spirit Shroud", + "source": "TCE", + "page": 108, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.", + "Until the spell ends, any attack you make deals {@damage 1d8} extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.", + "In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 1d8|3,5,7,9|1d8} for every two slot levels above 3rd." + ] + } + ], + "damageInflict": [ + "radiant", + "necrotic", + "cold" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Summon Aberration", + "source": "TCE", + "page": 109, + "reprintedAs": [ + "Summon Aberration|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp", + "cost": 40000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Aberrant Spirit|TCE} stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Summon Beast", + "source": "TCE", + "page": 109, + "reprintedAs": [ + "Summon Beast|XPHB" + ], + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp", + "cost": 20000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Bestial Spirit|TCE} stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Summon Celestial", + "source": "TCE", + "page": 110, + "reprintedAs": [ + "Summon Celestial|XPHB" + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a golden reliquary worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the {@creature Celestial Spirit|TCE} stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Summon Construct", + "source": "TCE", + "page": 111, + "reprintedAs": [ + "Summon Construct|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an ornate stone and metal lockbox worth at least 400 gp", + "cost": 40000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Construct Spirit|TCE} stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Summon Elemental", + "source": "TCE", + "page": 111, + "reprintedAs": [ + "Summon Elemental|XPHB" + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp", + "cost": 40000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Elemental Spirit|TCE} stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Summon Fey", + "source": "TCE", + "page": 112, + "reprintedAs": [ + "Summon Fey|XPHB" + ], + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gilded flower worth at least 300 gp", + "cost": 30000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Fey Spirit|TCE} stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Summon Fiend", + "source": "TCE", + "page": 112, + "reprintedAs": [ + "Summon Fiend|XPHB" + ], + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "humanoid blood inside a ruby vial worth at least 600 gp", + "cost": 60000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Fiendish Spirit|TCE} stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Summon Shadowspawn", + "source": "TCE", + "page": 113, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "tears inside a gem worth at least 300 gp", + "cost": 30000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Shadow Spirit|TCE} stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Summon Undead", + "source": "TCE", + "page": 114, + "reprintedAs": [ + "Summon Undead|XPHB" + ], + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gilded skull worth at least 300 gp", + "cost": 30000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Undead Spirit|TCE} stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Sword Burst", + "source": "TCE", + "page": 115, + "otherSources": [ + { + "source": "SCAG", + "page": 143 + } + ], + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take {@damage 1d6} force damage.", + "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6})." + ], + "scalingLevelDice": { + "label": "force damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Tasha's Caustic Brew", + "source": "TCE", + "page": 115, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of rotten food" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes {@damage 2d4} acid damage at start of each of its turns." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d4|1-9|2d4} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "acid" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Tasha's Mind Whip", + "source": "TCE", + "page": 115, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes {@damage 3d6} psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Tasha's Otherworldly Guise", + "source": "TCE", + "page": 116, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an object engraved with a symbol of the Outer Planes, worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:", + { + "type": "list", + "items": [ + "You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).", + "You are immune to the {@condition poisoned} condition (Lower Planes) or the {@condition charmed} condition (Upper Planes).", + "Spectral wings appear on your back, giving you a flying speed of 40 feet.", + "You have a +2 bonus to AC.", + "All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.", + "You can attack twice, instead of once, when you take the {@action Attack} action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn." + ] + } + ], + "damageImmune": [ + "fire", + "poison", + "radiant", + "necrotic" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "miscTags": [ + "MAC" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-tdcsr.json b/src/ttfrog/five_e_tools/sources/spells/spells-tdcsr.json new file mode 100644 index 0000000..39a451d --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-tdcsr.json @@ -0,0 +1,98 @@ +{ + "spell": [ + { + "name": "Freedom of the Waves", + "source": "TDCSR", + "page": 176, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a strand of wet hair" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or take {@damage 2d8} bludgeoning damage and fall {@condition prone}. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this {@quickref saving throws|PHB|2|1|saving throw}.", + "If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "SGT", + "TP" + ], + "areaTags": [ + "MT", + "Y" + ] + }, + { + "name": "Freedom of the Winds", + "source": "TDCSR", + "page": 176, + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a scrap of sailcloth" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref ability checks|PHB|2|0} to avoid being {@condition grappled}, and on {@quickref saving throws|PHB|2|1} against being {@condition restrained} or {@condition paralyzed}.", + "When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear." + ], + "miscTags": [ + "ADV", + "SGT", + "TP" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-xge.json b/src/ttfrog/five_e_tools/sources/spells/spells-xge.json new file mode 100644 index 0000000..478c17c --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-xge.json @@ -0,0 +1,5767 @@ +{ + "spell": [ + { + "name": "Abi-Dalzim's Horrid Wilting", + "source": "XGE", + "page": 150, + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ], + "level": 8, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of sponge" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes {@damage 12d8} necrotic damage on a failed save, or half as much damage on a successful one.", + "Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Absorb Elements", + "source": "XGE", + "page": 150, + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ], + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you take acid, cold, fire, lightning, or thunder damage" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra {@damage 1d6} damage of the triggering type, and the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by {@scaledamage 1d6|1-9|1d6} for each slot level above 1st." + ] + } + ], + "damageResist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ] + }, + { + "name": "Aganazzar's Scorcher", + "source": "XGE", + "page": 150, + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a red dragon's scale" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 3d8} fire damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d8|2-9|1d8} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Beast Bond", + "source": "XGE", + "page": 150, + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ], + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur wrapped in a cloth" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You establish a telepathic link with one beast you touch that is friendly to you or {@condition charmed} by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see." + ], + "conditionInflict": [ + "charmed" + ], + "affectsCreatureType": [ + "beast" + ], + "miscTags": [ + "ADV", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Bones of the Earth", + "source": "XGE", + "page": 150, + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ], + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of {@quickref difficult terrain||3} with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.", + "If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.", + "If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes {@damage 6d6} bludgeoning damage and is {@condition restrained}, pinched between the pillar and the obstacle. The {@condition restrained} creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer {@condition restrained} and must either move off the pillar or fall off it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "dexterity" + ], + "abilityCheck": [ + "strength", + "dexterity" + ], + "miscTags": [ + "DFT", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Catapult", + "source": "XGE", + "page": 150, + "otherSources": [ + { + "source": "EEPC", + "page": 15 + } + ], + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take {@damage 3d8} bludgeoning damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by {@scaledamage 3d8|1-9|1d8}, for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Catnap", + "source": "XGE", + "page": 151, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "a pinch of sand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall {@condition unconscious} for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains {@condition unconscious} for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd." + ] + } + ], + "conditionInflict": [ + "unconscious" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Cause Fear", + "source": "XGE", + "page": 151, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become {@condition frightened} of you until the spell ends. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Ceremony", + "source": "XGE", + "page": 151, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "25 gp worth of powdered silver, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.", + { + "type": "entries", + "name": "Atonement", + "entries": [ + "You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom ({@skill Insight}) check. On a successful check, you restore the target to its original alignment." + ] + }, + { + "type": "entries", + "name": "Bless Water", + "entries": [ + "You touch one {@item vial|phb} of water and cause it to become {@item Holy Water (flask)|phb|holy water}." + ] + }, + { + "type": "entries", + "name": "Coming of Age", + "entries": [ + "You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a {@dice d4} and add the number rolled to the ability check. A creature can benefit from this rite only once." + ] + }, + { + "type": "entries", + "name": "Dedication", + "entries": [ + "You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a {@dice d4} and add the number rolled to the save. A creature can benefit from this rite only once." + ] + }, + { + "type": "entries", + "name": "Funeral Rite", + "entries": [ + "You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a {@spell wish} spell." + ] + }, + { + "type": "entries", + "name": "Wedding", + "entries": [ + "You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed." + ] + } + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Chaos Bolt", + "source": "XGE", + "page": 151, + "otherSources": [ + { + "source": "GGR" + } + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d8 + 1d6} damage. Choose one of the {@dice d8}s. The number rolled on that die determines the attack's damage type, as shown below.", + { + "type": "table", + "caption": "Chaos Bolt", + "colLabels": [ + "{@dice d8}", + "Damage Type" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "Acid" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "Cold" + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "Fire" + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "Force" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "Lightning" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "Poison" + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + } + }, + "Psychic" + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + } + }, + "Thunder" + ] + ] + }, + "If you roll the same number on both {@dice d8}s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.", + "A creature can be targeted only once by each casting of this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, each target takes {@scaledamage 2d8 + 1d6|1-9|1d6} extra damage of the type rolled for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "poison", + "psychic", + "thunder" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "RO" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Charm Monster", + "source": "XGE", + "page": 151, + "reprintedAs": [ + "Charm Monster|XPHB" + ], + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. The {@condition charmed} creature is friendly to you. When the spell ends, the creature knows it was {@condition charmed} by you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Control Flames", + "source": "XGE", + "page": 152, + "otherSources": [ + { + "source": "EEPC", + "page": 16 + } + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:", + { + "type": "list", + "items": [ + "You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.", + "You instantaneously extinguish the flames within the cube.", + "You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.", + "You cause simple shapes\u2014such as the vague form of a creature, an inanimate object, or a location\u2014to appear within the flames and animate as you like. The shapes last for 1 hour." + ] + }, + "If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action." + ], + "miscTags": [ + "LGT", + "SGT" + ], + "areaTags": [ + "C" + ], + "hasFluffImages": true + }, + { + "name": "Control Winds", + "source": "XGE", + "page": 152, + "otherSources": [ + { + "source": "EEPC", + "page": 16 + } + ], + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.", + { + "type": "entries", + "name": "Gusts", + "entries": [ + "A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved." + ] + }, + { + "type": "entries", + "name": "Downdraft", + "entries": [ + "You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked {@condition prone}." + ] + }, + { + "type": "entries", + "name": "Updraft", + "entries": [ + "You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal." + ] + } + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Create Bonfire", + "source": "XGE", + "page": 152, + "otherSources": [ + { + "source": "EEPC", + "page": 16 + } + ], + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take {@damage 1d8} fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.", + "The bonfire ignites flammable objects in its area that aren't being worn or carried.", + "The spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8})." + ], + "scalingLevelDice": { + "label": "fire damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ", + "SCL", + "SGT" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Create Homunculus", + "source": "XGE", + "page": 152, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking {@damage 2d4} piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a {@creature homunculus}.", + "The statistics of the {@creature homunculus} are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.", + "You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails." + ], + "miscTags": [ + "PRM" + ] + }, + { + "name": "Crown of Stars", + "source": "XGE", + "page": 152, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes {@damage 4d12} radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.", + "If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "LGT", + "OBJ", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Danse Macabre", + "source": "XGE", + "page": 153, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a {@creature zombie} or a {@creature skeleton} (the statistics for {@creature zombie||zombies} and {@creature skeleton||skeletons} are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.", + "You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.", + "The creatures are under your control until the spell ends, after which they become inanimate once more." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th." + ] + } + ], + "miscTags": [ + "SGT", + "SMN", + "UBA" + ], + "hasFluffImages": true + }, + { + "name": "Dawn", + "source": "XGE", + "page": 153, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a sunburst pendant worth at least 100 gp", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.", + "When the cylinder appears, each creature in it must make a Constitution saving throw, taking {@damage 4d10} radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.", + "If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn." + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "LGTS", + "UBA" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Dragon's Breath", + "source": "XGE", + "page": 154, + "reprintedAs": [ + "Dragon's Breath|XPHB" + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a hot pepper" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking {@damage 3d6} damage of the chosen type on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d6|2-9|1d6} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "N", + "ST" + ] + }, + { + "name": "Druid Grove", + "source": "XGE", + "page": 154, + "level": 6, + "school": "A", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.", + "The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.", + "The entire warded area radiates magic. A {@spell dispel magic} cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.", + { + "type": "entries", + "name": "Solid Fog", + "entries": [ + "You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air." + ] + }, + { + "type": "entries", + "name": "Grasping Undergrowth", + "entries": [ + "You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an {@spell entangle} spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds." + ] + }, + { + "type": "entries", + "name": "Grove Guardians", + "entries": [ + "You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an {@creature awakened tree}, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible." + ] + }, + { + "type": "entries", + "name": "Additional Spell Effect", + "entries": [ + "You can place your choice of one of the following magical effects within the warded area:" + ] + }, + { + "type": "list", + "items": [ + "A constant {@spell gust of wind} in two locations of your choice", + "{@spell Spike growth} in one location of your choice", + "{@spell Wind wall} in two locations of your choice" + ] + }, + "To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of {@spell spike growth} is harmless." + ], + "miscTags": [ + "OBS", + "PIR", + "PRM", + "SMN" + ], + "areaTags": [ + "C", + "Q" + ] + }, + { + "name": "Dust Devil", + "source": "XGE", + "page": 154, + "otherSources": [ + { + "source": "EEPC", + "page": 17 + } + ], + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dust" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.", + "Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes {@damage 1d8} bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.", + "As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 1d8|2-9|1d8} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "SGT", + "UBA" + ] + }, + { + "name": "Earth Tremor", + "source": "XGE", + "page": 155, + "otherSources": [ + { + "source": "EEPC", + "page": 17 + } + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 1d6} bludgeoning damage and is knocked {@condition prone}. If the ground in that area is loose earth or stone, it becomes {@quickref difficult terrain||3} until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 1d6|1-9|1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "R" + ] + }, + { + "name": "Earthbind", + "source": "XGE", + "page": 154, + "otherSources": [ + { + "source": "EEPC", + "page": 17 + } + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends." + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Elemental Bane", + "source": "XGE", + "page": 155, + "otherSources": [ + { + "source": "EEPC", + "page": 17 + } + ], + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra {@damage 2d6} damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Enemies Abound", + "source": "XGE", + "page": 155, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being {@condition frightened}. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.", + "Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to." + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Enervation", + "source": "XGE", + "page": 155, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes {@damage 2d8} necrotic damage, and the spell ends. On a failed save, the target takes {@damage 4d8} necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal {@damage 4d8} necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has {@quickref Cover||3||total cover} from you.", + "Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 4d8;2d8|5-9|1d8} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Erupting Earth", + "source": "XGE", + "page": 155, + "otherSources": [ + { + "source": "EEPC", + "page": 17 + } + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of obsidian" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes {@damage 3d12} bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes {@quickref difficult terrain||3} until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 3d12|3-9|1d12} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT", + "SGT" + ], + "areaTags": [ + "C" + ], + "hasFluffImages": true + }, + { + "name": "Far Step", + "source": "XGE", + "page": 155, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again." + ], + "miscTags": [ + "SGT", + "TP", + "UBA" + ] + }, + { + "name": "Find Greater Steed", + "source": "XGE", + "page": 156, + "additionalSources": [ + { + "source": "FTD", + "page": 190 + } + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a {@creature griffon}, a {@creature pegasus}, a {@creature peryton}, a {@creature dire wolf}, a {@creature rhinoceros}, or a {@creature saber-toothed tiger}. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.", + "You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.", + "The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.", + "You can't have more than one mount bonded by this spell or {@spell find steed} at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.", + "Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.", + { + "type": "inset", + "source": "FTD", + "page": 190, + "name": "Dragonnel Steeds", + "entries": [ + "With the DM's permission, a paladin can summon a spirit in the form of a {@creature dragonnel|ftd} using the find greater steed spell, which appears in {@i Xanathar's Guide to Everything}." + ] + } + ], + "miscTags": [ + "PRM", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Flame Arrows", + "source": "XGE", + "page": 156, + "otherSources": [ + { + "source": "EEPC", + "page": 18 + } + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra {@damage 1d6} fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "fire" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Frostbite", + "source": "XGE", + "page": 156, + "otherSources": [ + { + "source": "EEPC", + "page": 18 + } + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes {@damage 1d6} cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.", + "The spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6})." + ], + "scalingLevelDice": { + "label": "cold damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Guardian of Nature", + "source": "XGE", + "page": 157, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.", + { + "type": "entries", + "name": "Primal Beast", + "entries": [ + "Bestial fur covers your body, your facial features become feral, and you gain the following benefits:" + ] + }, + { + "type": "list", + "items": [ + "Your walking speed increases by 10 feet.", + "You gain {@sense darkvision} with a range of 120 feet.", + "You make Strength-based attack rolls with advantage.", + "Your melee weapon attacks deal an extra {@damage 1d6} force damage on a hit." + ] + }, + { + "type": "entries", + "name": "Great Tree", + "entries": [ + "Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:" + ] + }, + { + "type": "list", + "items": [ + "You gain 10 temporary hit points.", + "You make Constitution saving throws with advantage.", + "You make Dexterity- and Wisdom-based attack rolls with advantage.", + "While you are on the ground, the ground within 15 feet of you is {@quickref difficult terrain||3} for your enemies." + ] + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "AAD", + "ADV", + "DFT", + "THP" + ] + }, + { + "name": "Gust", + "source": "XGE", + "page": 157, + "otherSources": [ + { + "source": "EEPC", + "page": 19 + }, + { + "source": "ERLW", + "page": 50 + }, + { + "source": "TCE", + "page": 50 + } + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You seize the air and compel it to create one of the following effects at a point you can see within range:", + { + "type": "list", + "items": [ + "One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.", + "You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.", + "You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze." + ] + } + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "OBJ", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Healing Spirit", + "source": "XGE", + "page": 157, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).", + "Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore {@dice 1d6} hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.", + "As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by {@scaledice 1d6|2-9|1d6} for each slot level above 2nd." + ] + } + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL", + "SGT", + "UBA" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Holy Weapon", + "source": "XGE", + "page": 157, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra {@damage 2d8} radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.", + "As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d8} radiant damage, and it is {@condition blinded} for 1 minute. On a successful save, a creature takes half as much damage and isn't {@condition blinded}. At the end of each of its turns, a {@condition blinded} creature can make a Constitution saving throw, ending the effect on itself on a success." + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "AAD", + "LGT", + "SGT", + "UBA" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Ice Knife", + "source": "XGE", + "page": 157, + "otherSources": [ + { + "source": "EEPC", + "page": 19 + } + ], + "reprintedAs": [ + "Ice Knife|XPHB" + ], + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true, + "m": "a drop of water or piece of ice" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 2d6} cold damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by {@scaledamage 2d6|1-9|1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "cold", + "piercing" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Illusory Dragon", + "source": "XGE", + "page": 157, + "level": 8, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.", + "When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become {@condition frightened} of it for 1 minute. If a {@condition frightened} creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.", + "As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking {@damage 7d6} damage of the chosen damage type on a failed save, or half as much damage on a successful one.", + "The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath." + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "necrotic", + "poison" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom", + "intelligence" + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "SGT", + "UBA" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Immolation", + "source": "XGE", + "page": 158, + "otherSources": [ + { + "source": "EEPC", + "page": 19 + } + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes {@damage 8d6} fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes {@damage 4d6} fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.", + "If damage from this spell kills a target, the target is turned to ash." + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "LGT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Infernal Calling", + "source": "XGE", + "page": 158, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a ruby worth at least 999 gp", + "cost": 99900 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of {@filter challenge rating 6 or lower|bestiary|challenge rating=[&0;&6]|tag=devil|miscellaneous=!swarm}, such as a {@creature barbed devil} or a {@creature bearded devil}. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.", + "The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.", + "On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma ({@skill Deception}, {@skill Intimidation}, or {@skill Persuasion}) check contested by its Wisdom ({@skill Insight}) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command\u2014such as \"attack my enemies,\" \"explore the room ahead,\" or \"bear this message to the queen\"\u2014until it completes the activity, at which point it returns to you to report having done so.", + "If your {@status concentration} ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for {@dice 3d6} minutes, and then it disappears.", + "If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Infestation", + "source": "XGE", + "page": 158, + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a living flea" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes {@damage 1d6} poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a {@dice d4} for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.", + "The spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6})." + ], + "scalingLevelDice": { + "label": "poison damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "poison" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Investiture of Flame", + "source": "XGE", + "page": 159, + "otherSources": [ + { + "source": "EEPC", + "page": 19 + } + ], + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to fire damage and have resistance to cold damage.", + "Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes {@damage 1d10} fire damage.", + "You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 4d8} fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "damageResist": [ + "cold" + ], + "damageImmune": [ + "fire" + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "LGT" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Investiture of Ice", + "source": "XGE", + "page": 159, + "otherSources": [ + { + "source": "EEPC", + "page": 19 + } + ], + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, ice rimes your body, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to cold damage and have resistance to fire damage.", + "You can move across {@quickref difficult terrain||3} created by ice or snow without spending extra movement.", + "The ground in a 10-foot radius around you is icy and is {@quickref difficult terrain||3} for creatures other than you. The radius moves with you.", + "You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes {@damage 4d6} cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn." + ] + } + ], + "damageResist": [ + "fire" + ], + "damageImmune": [ + "cold" + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "N", + "S" + ] + }, + { + "name": "Investiture of Stone", + "source": "XGE", + "page": 159, + "otherSources": [ + { + "source": "EEPC", + "page": 19 + } + ], + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", + "You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked {@condition prone}.", + "You can move across {@quickref difficult terrain||3} made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are {@condition stunned} until the end of your next turn." + ] + } + ], + "damageResist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionInflict": [ + "prone", + "stunned" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Investiture of Wind", + "source": "XGE", + "page": 160, + "otherSources": [ + { + "source": "EEPC", + "page": 20 + } + ], + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, wind whirls around you, and you gain the following benefits:", + { + "type": "list", + "items": [ + "Ranged weapon attacks made against you have disadvantage on the attack roll.", + "You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.", + "You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes {@damage 2d10} bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "FMV", + "SGT" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Invulnerability", + "source": "XGE", + "page": 160, + "level": 9, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a small piece of adamantine worth at least 500 gp, which the spell consumes", + "cost": 50000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You are immune to all damage until the spell ends." + ] + }, + { + "name": "Life Transference", + "source": "XGE", + "page": 160, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You sacrifice some of your health to mend another creature's injuries. You take {@damage 4d8} necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 4d8|3-9|1d8} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Maddening Darkness", + "source": "XGE", + "page": 160, + "level": 8, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "m": "a drop of pitch mixed with a drop of mercury" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.", + "Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking {@damage 8d8} psychic damage on a failed save, or half as much damage on a successful one." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Maelstrom", + "source": "XGE", + "page": 160, + "otherSources": [ + { + "source": "EEPC", + "page": 20 + } + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "paper or leaf in the shape of a funnel" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is {@quickref difficult terrain||3}, and any creature that starts its turn there must succeed on a Strength saving throw or take {@damage 6d6} bludgeoning damage and be pulled 10 feet toward the center." + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "DFT", + "FMV", + "SGT" + ], + "areaTags": [ + "R" + ] + }, + { + "name": "Magic Stone", + "source": "XGE", + "page": 160, + "otherSources": [ + { + "source": "EEPC", + "page": 20 + } + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a {@item sling|phb}. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to {@damage 1d6} + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.", + "If you cast this spell again, the spell ends on any pebbles still affected by your previous casting." + ], + "damageInflict": [ + "bludgeoning" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mass Polymorph", + "source": "XGE", + "page": 160, + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a caterpillar cocoon" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.", + "Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be {@filter any beast|bestiary|type=beast|miscellaneous=!swarm} you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.", + "Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.", + "The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.", + "The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT", + "THP" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Maximilian's Earthen Grasp", + "source": "XGE", + "page": 161, + "otherSources": [ + { + "source": "EEPC", + "page": 20 + } + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a miniature hand sculpted from clay" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes {@damage 2d6} bludgeoning damage and is {@condition restrained} for the spell's duration.", + "As an action, you can cause the hand to crush the {@condition restrained} target, which must make a Strength saving throw. The target takes {@damage 2d6} bludgeoning damage on a failed save, or half as much damage on a successful one.", + "To break out, the {@condition restrained} target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer {@condition restrained} by the hand.", + "As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a {@condition restrained} target if you do either." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Melf's Minute Meteors", + "source": "XGE", + "page": 161, + "otherSources": [ + { + "source": "EEPC", + "page": 20 + } + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "niter, sulfur, and pine tar formed into a bead" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell\u2014and as a bonus action on each of your turns thereafter\u2014you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "UBA" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Mental Prison", + "source": "XGE", + "page": 161, + "level": 6, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being {@condition charmed}. On a successful save, the target takes {@damage 5d10} psychic damage, and the spell ends. On a failed save, the target takes {@damage 5d10} psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is {@condition restrained} for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes {@damage 10d10} psychic damage, and the spell ends." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mighty Fortress", + "source": "XGE", + "page": 161, + "otherSources": [ + { + "source": "AitFR-AVT", + "page": 10 + }, + { + "source": "AitFR-FCD", + "page": 12 + } + ], + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 500 gp, which the spell consumes", + "cost": 50000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.", + "The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.", + "A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.", + "A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the {@spell unseen servant} spell.", + "The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.", + "After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.", + "Casting this spell on the same spot once every 7 days for a year makes the fortress permanent." + ], + "damageImmune": [ + "poison", + "psychic" + ], + "miscTags": [ + "PIR", + "PRM", + "SGT" + ], + "hasFluffImages": true + }, + { + "name": "Mind Spike", + "source": "XGE", + "page": 162, + "reprintedAs": [ + "Mind Spike|XPHB" + ], + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking {@damage 3d8} psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's {@condition invisible}, it gains no benefit from that condition against you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d8|2-9|1d8} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mold Earth", + "source": "XGE", + "page": 162, + "otherSources": [ + { + "source": "EEPC", + "page": 21 + } + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:", + { + "type": "list", + "items": [ + "If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.", + "You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.", + "If the dirt or stone you target is on the ground, you cause it to become {@quickref difficult terrain||3}. Alternatively, you can cause the ground to become normal terrain if it is already {@quickref difficult terrain||3}. This change lasts for 1 hour." + ] + }, + "If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "miscTags": [ + "DFT", + "SGT" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Negative Energy Flood", + "source": "XGE", + "page": 163, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "a broken bone and a square of black silk" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking {@damage 5d12} necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a {@creature zombie} at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the {@creature zombie} are in the Monster Manual.", + "If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll {@dice 5d12}. The target gains half the total as temporary hit points." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT", + "SMN", + "THP" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Power Word Pain", + "source": "XGE", + "page": 163, + "level": 7, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being {@condition charmed}.", + "While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.", + "A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends." + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Primal Savagery", + "source": "XGE", + "page": 163, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes {@damage 1d10} acid damage. After you make the attack, your teeth or fingernails return to normal.", + "The spell's damage increases by {@dice 1d10} when you reach 5th level ({@damage 2d10}), 11th level ({@damage 3d10}), and 17th level ({@damage 4d10})." + ], + "scalingLevelDice": { + "label": "acid damage", + "scaling": { + "1": "1d10", + "5": "2d10", + "11": "3d10", + "17": "4d10" + } + }, + "damageInflict": [ + "acid" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Primordial Ward", + "source": "XGE", + "page": 163, + "otherSources": [ + { + "source": "EEPC", + "page": 21 + } + ], + "level": 6, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.", + "When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends." + ], + "damageResist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "damageImmune": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ] + }, + { + "name": "Psychic Scream", + "source": "XGE", + "page": 163, + "level": 9, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.", + "Each target must make an Intelligence saving throw. On a failed save, a target takes {@damage 14d6} psychic damage and is {@condition stunned}. On a successful save, a target takes half as much damage and isn't {@condition stunned}. If a target is killed by this damage, its head explodes, assuming it has one.", + "A {@condition stunned} target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends." + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Pyrotechnics", + "source": "XGE", + "page": 163, + "otherSources": [ + { + "source": "EEPC", + "page": 21 + } + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.", + { + "type": "entries", + "name": "Fireworks", + "entries": [ + "The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become {@condition blinded} until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "Smoke", + "entries": [ + "Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it." + ] + } + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBS", + "SGT" + ], + "areaTags": [ + "C", + "S" + ] + }, + { + "name": "Scatter", + "source": "XGE", + "page": 164, + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT", + "TP" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Shadow Blade", + "source": "XGE", + "page": 164, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals {@damage 2d8} psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.", + "If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to {@damage 3d8}. When you cast it using a 5th- or 6th-level spell slot, the damage increases to {@damage 4d8}. When you cast it using a spell slot of 7th level or higher, the damage increases to {@damage 5d8}." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "miscTags": [ + "UBA" + ], + "hasFluffImages": true + }, + { + "name": "Shadow of Moil", + "source": "XGE", + "page": 164, + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an undead eyeball encased in a gem worth at least 150 gp", + "cost": 15000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.", + "Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it {@damage 2d8} necrotic damage." + ], + "damageResist": [ + "radiant" + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "OBS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Shape Water", + "source": "XGE", + "page": 164, + "otherSources": [ + { + "source": "EEPC", + "page": 21 + }, + { + "source": "EGW" + } + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:", + { + "type": "list", + "items": [ + "You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.", + "You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.", + "You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.", + "You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour." + ] + }, + "If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Sickening Radiance", + "source": "XGE", + "page": 164, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.", + "When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take {@damage 4d10} radiant damage, and it suffers one level of {@condition exhaustion} and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being {@condition invisible}. The light and any levels of {@condition exhaustion} caused by this spell go away when the spell ends." + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "exhaustion" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Skill Empowerment", + "source": "XGE", + "page": 165, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.", + "You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Skywrite", + "source": "XGE", + "page": 165, + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early." + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Snare", + "source": "XGE", + "page": 165, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true, + "m": { + "text": "25 feet of rope, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.", + "This trap is nearly invisible, requiring a successful Intelligence ({@skill Investigation}) check against your spell save DC to be discerned.", + "The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is {@condition restrained} there until the spell ends.", + "A {@condition restrained} creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence ({@skill Arcana}) check against your spell save DC. On a success, the {@condition restrained} effect ends.", + "After the trap is triggered, the spell ends when no creature is {@condition restrained} by it." + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "dexterity" + ], + "abilityCheck": [ + "intelligence" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Snilloc's Snowball Swarm", + "source": "XGE", + "page": 165, + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of ice or a small white rock chip" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes {@damage 3d6} cold damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d6|2-9|1d6} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Soul Cage", + "source": "XGE", + "page": 165, + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when a humanoid you can see within 60 feet of you dies" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a tiny silver cage worth 100 gp", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.", + { + "type": "entries", + "name": "Steal Life", + "entries": [ + "You can use a bonus action to drain vigor from the soul and regain {@dice 2d8} hit points." + ] + }, + { + "type": "entries", + "name": "Query Soul", + "entries": [ + "You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic." + ] + }, + { + "type": "entries", + "name": "Borrow Experience", + "entries": [ + "You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost." + ] + }, + { + "type": "entries", + "name": "Eyes of the Dead", + "entries": [ + "You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were {@status concentration||concentrating} on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses." + ] + }, + "A creature that can see the sensor (such as one using {@spell see invisibility} or {@sense truesight}) sees a translucent image of the tormented humanoid whose soul you caged." + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "ADV", + "HL", + "UBA" + ] + }, + { + "name": "Steel Wind Strike", + "source": "XGE", + "page": 166, + "reprintedAs": [ + "Steel Wind Strike|XPHB" + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "a melee weapon worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes {@damage 6d10} force damage.", + "You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed." + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SGT", + "TP" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Storm Sphere", + "source": "XGE", + "page": 166, + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ], + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take {@damage 2d6} bludgeoning damage. The sphere's space is {@quickref difficult terrain||3}.", + "Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes {@damage 4d6} lightning damage.", + "Creatures within 30 feet of the sphere have disadvantage on Wisdom ({@skill Perception}) checks made to listen." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by {@scaledamage 2d6;4d6|4-9|1d6} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "lightning" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "DFT", + "UBA" + ], + "areaTags": [ + "S", + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Summon Greater Demon", + "source": "XGE", + "page": 166, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a vial of blood from a humanoid killed within the past 24 hours", + "consume": "optional" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be {@filter one of challenge rating 5 or lower|bestiary|challenge rating=[&0;&5]|tag=demon|miscellaneous=!swarm}, such as a {@creature shadow demon} or a {@creature barlgura}. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.", + "Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.", + "At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop {@status concentration||concentrating} on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for {@dice 1d6} rounds if it still has hit points.", + "As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Summon Lesser Demons", + "source": "XGE", + "page": 167, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a vial of blood from a humanoid killed within the past 24 hours", + "consume": "optional" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.", + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Demons Summoned" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 1, + "max": 2 + } + }, + "Two {@filter demons of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|tag=demon|miscellaneous=!swarm}" + ], + [ + { + "type": "cell", + "roll": { + "min": 3, + "max": 4 + } + }, + "Four {@filter demons of challenge rating 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|tag=demon|miscellaneous=!swarm}" + ], + [ + { + "type": "cell", + "roll": { + "min": 5, + "max": 6 + } + }, + "Eight {@filter demons of challenge rating 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|tag=demon|miscellaneous=!swarm}" + ] + ] + }, + "The DM chooses the demons, such as {@creature manes} or {@creature dretch||dretches}, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.", + "The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.", + "As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons." + ] + } + ], + "miscTags": [ + "RO", + "SGT", + "SMN" + ] + }, + { + "name": "Synaptic Static", + "source": "XGE", + "page": 167, + "reprintedAs": [ + "Synaptic Static|XPHB" + ], + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes {@damage 8d6} psychic damage on a failed save, or half as much damage on a successful one.", + "After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a {@dice d6} and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain {@status concentration}. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence", + "constitution" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Temple of the Gods", + "source": "XGE", + "page": 167, + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a holy symbol worth at least 5 gp", + "cost": 500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.", + "You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.", + "The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.", + "The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a {@dice d4} and subtract the number rolled from the {@dice d20} roll.", + "In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.", + "Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).", + "The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by {@spell dispel magic}, and {@spell antimagic field} has no effect on it. A {@spell disintegrate} spell destroys the temple instantly.", + "Casting this spell on the same spot every day for a year makes this effect permanent." + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ], + "miscTags": [ + "HL", + "LGT", + "PIR", + "PRM", + "SGT" + ] + }, + { + "name": "Tenser's Transformation", + "source": "XGE", + "page": 168, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a few hairs from a bull" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.", + "You have advantage on attack rolls that you make with simple and martial weapons.", + "When you hit a target with a weapon attack, that target takes an extra {@damage 2d12} force damage.", + "You have proficiency with all armor, shields, simple weapons, and martial weapons.", + "You have proficiency in Strength and Constitution saving throws.", + "You can attack twice, instead of once, when you take the {@action Attack} action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks." + ] + }, + "Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion}." + ], + "damageInflict": [ + "force" + ], + "conditionInflict": [ + "exhaustion" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "AAD", + "ADV", + "THP" + ] + }, + { + "name": "Thunder Step", + "source": "XGE", + "page": 168, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking {@damage 3d10} thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.", + "You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 3d10|3-9|1d10} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT", + "TP" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Thunderclap", + "source": "XGE", + "page": 168, + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ], + "reprintedAs": [ + "Thunderclap|XPHB" + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take {@damage 1d6} thunder damage.", + "The spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6})." + ], + "scalingLevelDice": { + "label": "thunder damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Tidal Wave", + "source": "XGE", + "page": 168, + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ], + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of water" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 4d8} bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Tiny Servant", + "source": "XGE", + "page": 168, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the {@creature tiny servant|xge|stat block} for its statistics.", + "As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.", + "When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd." + ] + } + ], + "miscTags": [ + "OBJ", + "SMN", + "UBA" + ], + "hasFluffImages": true + }, + { + "name": "Toll the Dead", + "source": "XGE", + "page": 169, + "reprintedAs": [ + "Toll the Dead|XPHB" + ], + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take {@damage 1d8} necrotic damage. If the target is missing any of its hit points, it instead takes {@damage 1d12} necrotic damage.", + "The spell's damage increases by one die when you reach 5th level ({@damage 2d8} or {@damage 2d12}), 11th level ({@damage 3d8} or {@damage 3d12}), and 17th level ({@damage 4d8} or {@damage 4d12})." + ], + "scalingLevelDice": [ + { + "label": "necrotic damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + { + "label": "necrotic damage to wounded creature", + "scaling": { + "1": "1d12", + "5": "2d12", + "11": "3d12", + "17": "4d12" + } + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Transmute Rock", + "source": "XGE", + "page": 169, + "otherSources": [ + { + "source": "EEPC", + "page": 22 + } + ], + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "clay and water" + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.", + { + "type": "entries", + "name": "Transmute Rock to Mud", + "entries": [ + "Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration." + ] + }, + "The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is {@condition restrained}, though it can use an action to end the {@condition restrained} condition on itself by pulling itself free of the mud.", + "If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes {@damage 4d8} bludgeoning damage on a failed save, or half as much damage on a successful one.", + { + "type": "entries", + "name": "Transmute Mud to Rock", + "entries": [ + "Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes {@condition restrained} by the rock. A {@condition restrained} creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage." + ] + } + ], + "damageImmune": [ + "poison", + "psychic" + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength", + "dexterity" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Vitriolic Sphere", + "source": "XGE", + "page": 170, + "otherSources": [ + { + "source": "EEPC", + "page": 23 + } + ], + "reprintedAs": [ + "Vitriolic Sphere|XPHB" + ], + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of giant slug bile" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You point at a location within range, and a glowing 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 10d4} acid damage and another {@damage 5d4} acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by {@scaledamage 10d4|4-9|2d4} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "acid" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Wall of Light", + "source": "XGE", + "page": 170, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a hand mirror" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.", + "When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d8} radiant damage, and it is {@condition blinded} for 1 minute. On a successful save, it takes half as much damage and isn't {@condition blinded}. A {@condition blinded} creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", + "A creature that ends its turn in the wall's area takes {@damage 4d8} radiant damage.", + "Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes {@damage 4d8} radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 4d8|5-9|1d8} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "LGT", + "SGT" + ], + "areaTags": [ + "ST", + "W" + ] + }, + { + "name": "Wall of Sand", + "source": "XGE", + "page": 170, + "otherSources": [ + { + "source": "EEPC", + "page": 23 + } + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of sand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is {@condition blinded} while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there." + ], + "conditionInflict": [ + "blinded" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wall of Water", + "source": "XGE", + "page": 170, + "otherSources": [ + { + "source": "EEPC", + "page": 23 + }, + { + "source": "VGM", + "page": 116 + }, + { + "source": "MOT" + } + ], + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is {@quickref difficult terrain||3}.", + "Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it." + ], + "miscTags": [ + "DFT", + "SGT" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Warding Wind", + "source": "XGE", + "page": 170, + "otherSources": [ + { + "source": "EEPC", + "page": 23 + } + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.", + "The wind has the following effects:", + { + "type": "list", + "items": [ + "It {@condition deafened||deafens} you and other creatures in its area.", + "It extinguishes unprotected flames in its area that are torch-sized or smaller.", + "It hedges out vapor, gas, and fog that can be dispersed by strong wind.", + "The area is {@quickref difficult terrain||3} for creatures other than you.", + "The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind." + ] + } + ], + "conditionInflict": [ + "deafened" + ], + "miscTags": [ + "DFT" + ] + }, + { + "name": "Watery Sphere", + "source": "XGE", + "page": 170, + "otherSources": [ + { + "source": "EEPC", + "page": 23 + } + ], + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a droplet of water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.", + "Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is {@condition restrained} by the sphere and is engulfed by the water. At the end of each of its turns, a {@condition restrained} target can repeat the saving throw, ending the effect on itself on a success.", + "The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already {@condition restrained} by the sphere falls out of it and lands {@condition prone} in a space within 5 feet of it.", + "As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature {@condition restrained} by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.", + "When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature {@condition restrained} by the sphere is knocked {@condition prone} in the space where it falls. The water then vanishes." + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Whirlwind", + "source": "XGE", + "page": 171, + "otherSources": [ + { + "source": "EEPC", + "page": 24 + } + ], + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "m": "a piece of straw" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.", + "A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes {@damage 10d6} bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become {@condition restrained} in the whirlwind until the spell ends. When a creature starts its turn {@condition restrained} by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A {@condition restrained} creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.", + "A {@condition restrained} creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer {@condition restrained} by the whirlwind and is hurled {@dice 3d6 × 10} feet away from it in a random direction." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "dexterity", + "strength" + ], + "abilityCheck": [ + "strength", + "dexterity" + ], + "miscTags": [ + "FMV", + "SGT" + ], + "areaTags": [ + "Y" + ], + "hasFluffImages": true + }, + { + "name": "Word of Radiance", + "source": "XGE", + "page": 171, + "reprintedAs": [ + "Word of Radiance|XPHB" + ], + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take {@damage 1d6} radiant damage.", + "The spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6})." + ], + "scalingLevelDice": { + "label": "radiant damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Wrath of Nature", + "source": "XGE", + "page": 171, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.", + { + "type": "entries", + "name": "Grasses and Undergrowth", + "entries": [ + "Any area of ground in the cube that is covered by grass or undergrowth is {@quickref difficult terrain||3} for your enemies." + ] + }, + { + "type": "entries", + "name": "Trees", + "entries": [ + "At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take {@damage 4d6} slashing damage from whipping branches." + ] + }, + { + "type": "entries", + "name": "Roots and Vines", + "entries": [ + "At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become {@condition restrained} until the spell ends. A {@condition restrained} creature can use an action to make a Strength ({@skill Athletics}) check against your spell save DC, ending the effect on itself on a success." + ] + }, + { + "type": "entries", + "name": "Rocks", + "entries": [ + "As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes {@damage 3d8} nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall {@condition prone}." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "slashing" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "dexterity", + "strength" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "DFT", + "SGT", + "UBA" + ], + "areaTags": [ + "C", + "ST" + ] + }, + { + "name": "Zephyr Strike", + "source": "XGE", + "page": 171, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.", + "Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra {@damage 1d8} force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn." + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "AAD", + "ADV" + ] + } + ] +} diff --git a/src/ttfrog/five_e_tools/sources/spells/spells-xphb.json b/src/ttfrog/five_e_tools/sources/spells/spells-xphb.json new file mode 100644 index 0000000..d1f258c --- /dev/null +++ b/src/ttfrog/five_e_tools/sources/spells/spells-xphb.json @@ -0,0 +1,21317 @@ +{ + "spell": [ + { + "name": "Acid Splash", + "source": "XPHB", + "page": 239, + "freeRules2024": true, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take {@damage 1d6} Acid damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6})." + ] + } + ], + "scalingLevelDice": { + "label": "Acid damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "acid" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Aid", + "source": "XPHB", + "page": 239, + "freeRules2024": true, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a strip of white cloth" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "Choose up to three creatures within range. Each target's {@variantrule Hit Points|XPHB|Hit Point} maximum and current {@variantrule Hit Points|XPHB} increase by 5 for the duration." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Each target's {@variantrule Hit Points|XPHB} increase by 5 for each spell slot level above 2." + ] + } + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Alarm", + "source": "XPHB", + "page": 239, + "freeRules2024": true, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bell and silver wire" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Audible Alarm", + "entries": [ + "The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area." + ] + }, + { + "type": "item", + "name": "Mental Alarm", + "entries": [ + "You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep." + ] + } + ] + } + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Alter Self", + "source": "XPHB", + "page": 239, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a {@action Magic|XPHB} action to replace the option you chose with a different one.", + { + "type": "entries", + "name": "Aquatic Adaptation", + "entries": [ + "You sprout gills and grow webs between your fingers. You can breathe underwater and gain a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}." + ] + }, + { + "type": "entries", + "name": "Change Appearance", + "entries": [ + "You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a {@action Magic|XPHB} action to change your appearance in this way again." + ] + }, + { + "type": "entries", + "name": "Natural Weapons", + "entries": [ + "You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your {@variantrule Unarmed Strike|XPHB} to deal damage with that new growth, it deals {@damage 1d6} damage of the type in parentheses instead of dealing the normal damage for your {@variantrule Unarmed Strike|XPHB}, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "piercing", + "slashing" + ] + }, + { + "name": "Animal Friendship", + "source": "XPHB", + "page": 239, + "freeRules2024": true, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a morsel of food" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. If you or one of your allies deals damage to the target, the spells ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional Beast for each spell slot level above 1." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "beast" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Animal Messenger", + "source": "XPHB", + "page": 240, + "freeRules2024": true, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a morsel of food" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "A {@filter Tiny Beast|bestiary|size=T|type=beast|miscellaneous=!swarm} of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's {@variantrule Challenge Rating|XPHB} isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \"a person dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.", + "When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The spell's duration increases by 48 hours for each spell slot level above 2." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "beast" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Animal Shapes", + "source": "XPHB", + "page": 240, + "freeRules2024": true, + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + }, + "concentration": true + } + ], + "entries": [ + "Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a {@variantrule Challenge Rating|XPHB} of 4 or lower. You can choose a different form for each target. On later turns, you can take a {@action Magic|XPHB} action to transform the targets again.", + "A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; {@variantrule Hit Points|XPHB}; {@variantrule Hit Point Dice|XPHB}; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.", + "The target gains a number of {@variantrule Temporary Hit Points|XPHB} equal to the Beast form's {@variantrule Hit Points|XPHB}. The transformation lasts for the duration for each target, until the target has no {@variantrule Temporary Hit Points|XPHB}, or until the target leaves the form as a {@variantrule Bonus Action|XPHB}." + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Animate Dead", + "source": "XPHB", + "page": 240, + "freeRules2024": true, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of blood, a piece of flesh, and a pinch of bone dust" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a {@creature Skeleton|XPHB} if you chose bones or a {@creature Zombie|XPHB} if you chose a corpse.", + "On each of your turns, you can take a {@variantrule Bonus Action|XPHB} to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the {@action Dodge|XPHB} action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.", + "The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones." + ] + } + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "PRM", + "SMN", + "UBA" + ] + }, + { + "name": "Animate Objects", + "source": "XPHB", + "page": 240, + "freeRules2024": true, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.", + "Each target animates, sprouts legs, and becomes a Construct that uses the {@creature Animated Object|XPHB} stat block; this creature is under your control until the spell ends or until it is reduced to 0 {@variantrule Hit Points|XPHB}. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your {@variantrule Initiative|XPHB} count and takes its turn immediately after yours.", + "Until the spell ends, you can take a {@variantrule Bonus Action|XPHB} to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the {@action Dodge|XPHB} action and moves only to avoid harm. When the creature drops to 0 {@variantrule Hit Points|XPHB}, it reverts to its object form, and any remaining damage carries over to that form." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The creature's Slam damage increases by {@dice 1d4} (Medium or smaller), {@dice 1d6} (Large), or {@dice 1d12} (Huge) for each spell slot level above 5." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "piercing", + "slashing" + ], + "miscTags": [ + "OBJ", + "SMN", + "UBA" + ], + "areaTags": [ + "MT" + ], + "hasFluffImages": true + }, + { + "name": "Antilife Shell", + "source": "XPHB", + "page": 241, + "freeRules2024": true, + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.", + "If you move so that an affected creature is forced to pass through the barrier, the spell ends." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Antimagic Field", + "source": "XPHB", + "page": 241, + "freeRules2024": true, + "level": 8, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "iron filings" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take {@action Magic|XPHB} actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.", + "Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.", + "Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.", + "{@spell Dispel Magic|XPHB} has no effect on the aura, and the auras created by different {@spell Antimagic Field|XPHB} spells don't nullify each other." + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Antipathy/Sympathy", + "source": "XPHB", + "page": 242, + "freeRules2024": true, + "level": 8, + "school": "E", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a mix of vinegar and honey" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "entries": [ + "As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Antipathy", + "entries": [ + "The creature has the {@condition Frightened|XPHB} condition. The {@condition Frightened|XPHB} creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route." + ] + }, + { + "type": "item", + "name": "Sympathy", + "entries": [ + "The creature has the {@condition Charmed|XPHB} condition. The {@condition Charmed|XPHB} creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the {@condition Charmed|XPHB} creature, that creature can make a Wisdom saving throw to end the effect, as described below." + ] + } + ] + }, + { + "type": "entries", + "name": "Ending the Effect", + "entries": [ + "If the {@condition Frightened|XPHB} or {@condition Charmed|XPHB} creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again." + ] + } + ], + "conditionInflict": [ + "frightened", + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Arcane Eye", + "source": "XPHB", + "page": 242, + "freeRules2024": true, + "level": 4, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of bat fur" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create an {@condition Invisible|XPHB}, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has {@sense Darkvision} with a range of 30 feet.", + "As a {@variantrule Bonus Action|XPHB}, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter." + ], + "miscTags": [ + "UBA" + ] + }, + { + "name": "Arcane Gate", + "source": "XPHB", + "page": 242, + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.", + "The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.", + "A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a {@variantrule Bonus Action|XPHB}, you can change the facing of the open sides." + ], + "miscTags": [ + "OBJ", + "SGT", + "TP", + "UBA" + ] + }, + { + "name": "Arcane Lock", + "source": "XPHB", + "page": 242, + "freeRules2024": true, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "gold dust worth 25+ GP, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Arcane Vigor", + "source": "XPHB", + "page": 242, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You tap into your life force to heal yourself. Roll one or two of your unexpended {@variantrule Hit Point Dice|XPHB}, and regain a number of {@variantrule Hit Points|XPHB} equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2." + ] + } + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Armor of Agathys", + "source": "XPHB", + "page": 243, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a shard of blue glass" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "Protective magical frost surrounds you. You gain 5 {@variantrule Temporary Hit Points|XPHB}. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no {@variantrule Temporary Hit Points|XPHB}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The {@variantrule Temporary Hit Points|XPHB} and the Cold damage both increase by 5 for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "cold" + ], + "miscTags": [ + "THP" + ], + "hasFluffImages": true + }, + { + "name": "Arms of Hadar", + "source": "XPHB", + "page": 243, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes {@damage 2d6} Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d6|1-9|1d6} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "S" + ], + "hasFluffImages": true + }, + { + "name": "Astral Projection", + "source": "XPHB", + "page": 243, + "freeRules2024": true, + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the {@condition Unconscious|XPHB} condition, doesn't need food or air, and doesn't age.", + "A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die.", + "A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.", + "Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 {@variantrule Hit Points|XPHB}, the spell ends for that target. The spell ends for all the targets if you take a {@action Magic|XPHB} action to dismiss it.", + "When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation." + ], + "conditionInflict": [ + "unconscious" + ], + "miscTags": [ + "PRM", + "PS" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Augury", + "source": "XPHB", + "page": 244, + "freeRules2024": true, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP", + "cost": 2500 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.", + { + "type": "table", + "caption": "Omens", + "colStyles": [ + "col-4", + "col-8" + ], + "colLabels": [ + "Omen", + "For Results That Will Be..." + ], + "rows": [ + [ + "Weal", + "Good" + ], + [ + "Woe", + "Bad" + ], + [ + "Weal and woe", + "Good and bad" + ], + [ + "Indifference", + "Neither good nor bad" + ] + ] + }, + "The spell doesn't account for circumstances, such as other spells, that might change the results.", + "If you cast the spell more than once before finishing a {@variantrule Long Rest|XPHB}, there is a cumulative {@chance 25|||Random reading!|Regular reading} chance for each casting after the first that you get no answer." + ] + }, + { + "name": "Aura of Life", + "source": "XPHB", + "page": 244, + "freeRules2024": true, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have {@variantrule Resistance|XPHB} to Necrotic damage, and your {@variantrule Hit Points|XPHB|Hit Point} maximums can't be reduced. If an ally with 0 {@variantrule Hit Points|XPHB} starts its turn in the aura, that ally regains 1 {@variantrule Hit Points|XPHB|Hit Point}." + ], + "damageResist": [ + "necrotic" + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Aura of Purity", + "source": "XPHB", + "page": 244, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have {@variantrule Resistance|XPHB} to Poison damage and {@variantrule Advantage|XPHB} on saving throws to avoid or end effects that include the {@condition Blinded|XPHB}, {@condition Charmed|XPHB}, {@condition Deafened|XPHB}, {@condition Frightened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB} condition." + ], + "damageResist": [ + "poison" + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Aura of Vitality", + "source": "XPHB", + "page": 244, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore {@dice 2d6} {@variantrule Hit Points|XPHB} to one creature in it." + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Awaken", + "source": "XPHB", + "page": 245, + "freeRules2024": true, + "level": 5, + "school": "T", + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an agate worth 1,000+ GP, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a {@filter Beast|bestiary|type=beast|intelligence=[0;3]|miscellaneous=!swarm} or {@filter Plant|bestiary|type=plant|intelligence=[0;3]|miscellaneous=!swarm} creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the {@creature Awakened Shrub|XMM} or {@creature Awakened Tree|XMM} in the {@book Monster Manual|XMM}.", + "The awakened target has the {@condition Charmed|XPHB} condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you." + ], + "conditionInflict": [ + "charmed" + ], + "affectsCreatureType": [ + "beast", + "plant" + ], + "miscTags": [ + "PRM" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Bane", + "source": "XPHB", + "page": 245, + "freeRules2024": true, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of blood" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract {@dice 1d4} from the attack roll or save." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 1." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Banishing Smite", + "source": "XPHB", + "page": 245, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The target hit by the attack roll takes an extra {@damage 5d10} Force damage from the attack. If the attack reduces the target to 50 {@variantrule Hit Points|XPHB} or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the {@condition Incapacitated|XPHB} condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied." + ], + "damageInflict": [ + "force" + ], + "conditionInflict": [ + "incapacitated" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Banishment", + "source": "XPHB", + "page": 245, + "freeRules2024": true, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pentacle" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the {@condition Incapacitated|XPHB} condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", + "If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 4." + ] + } + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Barkskin", + "source": "XPHB", + "page": 245, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of oak bark" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an {@variantrule Armor Class|XPHB} of 17 if its AC is lower than that." + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Beacon of Hope", + "source": "XPHB", + "page": 245, + "freeRules2024": true, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose any number of creatures within range. For the duration, each target has {@variantrule Advantage|XPHB} on Wisdom saving throws and Death Saving Throws and regains the maximum number of {@variantrule Hit Points|XPHB} possible from any healing." + ], + "miscTags": [ + "ADV", + "HL" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Beast Sense", + "source": "XPHB", + "page": 245, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Befuddlement", + "source": "XPHB", + "page": 245, + "level": 8, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a key ring with no keys" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.", + "On a failed save, the target takes {@damage 10d12} Psychic damage and can't cast spells or take the {@action Magic|XPHB} action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the {@spell Greater Restoration|XPHB}, {@spell Heal|XPHB}, or {@spell Wish|XPHB} spell.", + "On a successful save, the target takes half as much damage only." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Bestow Curse", + "source": "XPHB", + "page": 246, + "freeRules2024": true, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:", + { + "type": "list", + "items": [ + "Choose one ability. The target has {@variantrule Disadvantage|XPHB} on ability checks and saving throws made with that ability.", + "The target has {@variantrule Disadvantage|XPHB} on attack rolls against you.", + "In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the {@action Dodge|XPHB} action on that turn.", + "If you deal damage to the target with an attack roll or a spell, the target takes an extra {@damage 1d8} Necrotic damage." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "If you cast this spell using a level 4 spell slot, you can maintain {@status Concentration|XPHB} on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require {@status Concentration|XPHB}, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "PRM" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Bigby's Hand", + "source": "XPHB", + "page": 245, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "an eggshell and a glove" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.", + "The hand is an object that has AC 20 and {@variantrule Hit Points|XPHB} equal to your {@variantrule Hit Points|XPHB|Hit Point} maximum. If it drops to 0 {@variantrule Hit Points|XPHB}, the spell ends. The hand doesn't occupy its space.", + "When you cast the spell and as a {@variantrule Bonus Action|XPHB} on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Clenched Fist", + "entries": [ + "The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes {@damage 5d8} Force damage." + ] + }, + { + "type": "item", + "name": "Forceful Hand", + "entries": [ + "The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it." + ] + }, + { + "type": "item", + "name": "Grasping Hand", + "entries": [ + "The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the {@condition Grappled|XPHB} condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a {@variantrule Bonus Action|XPHB} to cause the hand to crush it, dealing Bludgeoning damage to the target equal to {@damage 4d6} plus your spellcasting ability modifier." + ] + }, + { + "type": "item", + "name": "Interposing Hand", + "entries": [ + "The hand grants you Half {@variantrule Cover|XPHB} against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as {@variantrule Difficult Terrain|XPHB} for your enemies." + ] + } + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage of the Clenched Fist increases by {@scaledamage 4d8|5-9|2d8} and the damage of the Grasping Hand increases by {@scaledamage 2d6|5-9|2d6} for each spell slot level above 5." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "force" + ], + "conditionInflict": [ + "grappled" + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "dexterity", + "strength" + ], + "miscTags": [ + "DFT", + "FMV", + "OBJ", + "SGT", + "UBA" + ], + "hasFluffImages": true + }, + { + "name": "Blade Barrier", + "source": "XPHB", + "page": 247, + "freeRules2024": true, + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters {@variantrule Cover|XPHB}, and its space is {@variantrule Difficult Terrain|XPHB}.", + "Any creature in the wall's space makes a Dexterity saving throw, taking {@damage 6d10} Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Blade Ward", + "source": "XPHB", + "page": 247, + "level": 0, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts {@dice 1d4} from the attack roll." + ] + }, + { + "name": "Bless", + "source": "XPHB", + "page": 247, + "freeRules2024": true, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a Holy Symbol worth 5+ GP", + "cost": 500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds {@dice 1d4} to the attack roll or save." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 1." + ] + } + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Blight", + "source": "XPHB", + "page": 247, + "freeRules2024": true, + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A creature that you can see within range makes a Constitution saving throw, taking {@damage 8d8} Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.", + "Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 8d8|4-9|1d8} for each spell slot level above 4." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Blinding Smite", + "source": "XPHB", + "page": 247, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "The target hit by the strike takes an extra {@damage 3d8} Radiant damage from the attack, and the target has the {@condition Blinded|XPHB} condition until the spell ends. At the end of each of its turns, the {@condition Blinded|XPHB} target makes a Constitution saving throw, ending the spell on itself on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The extra damage increases by {@scaledamage 3d8|3-9|1d8} for each spell slot level above 3." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Blindness/Deafness", + "source": "XPHB", + "page": 248, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "One creature that you can see within range must succeed on a Constitution saving throw, or it has the {@condition Blinded|XPHB} or {@condition Deafened|XPHB} condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 2." + ] + } + ], + "conditionInflict": [ + "blinded", + "deafened" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Blink", + "source": "XPHB", + "page": 248, + "freeRules2024": true, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Roll {@dice 1d6} at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.", + "You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space." + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Blur", + "source": "XPHB", + "page": 248, + "freeRules2024": true, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Your body becomes blurred. For the duration, any creature has {@variantrule Disadvantage|XPHB} on attack rolls against you. An attacker is immune to this effect if it perceives you with {@sense Blindsight} or {@sense Truesight}." + ] + }, + { + "name": "Burning Hands", + "source": "XPHB", + "page": 248, + "freeRules2024": true, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking {@damage 3d6} Fire damage on a failed save or half as much damage on a successful one.", + "Flammable objects in the Cone that aren't being worn or carried start {@hazard burning|XPHB}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d6|1-9|1d6} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Call Lightning", + "source": "XPHB", + "page": 248, + "freeRules2024": true, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.", + "When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking {@damage 3d10} Lightning damage on a failed save or half as much damage on a successful one.", + "Until the spell ends, you can take a {@action Magic|XPHB} action to call down lightning in that way again, targeting the same point or a different one.", + "If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by {@dice 1d10}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d10|3-9|1d10} for each spell slot level above 3." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "S", + "Y" + ] + }, + { + "name": "Calm Emotions", + "source": "XPHB", + "page": 249, + "freeRules2024": true, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):", + { + "type": "list", + "items": [ + "The creature has {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions until the spell ends. If the creature was already {@condition Charmed|XPHB} or {@condition Frightened|XPHB}, those conditions are suppressed for the duration.", + "The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "humanoid" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Chain Lightning", + "source": "XPHB", + "page": 249, + "freeRules2024": true, + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "three silver pins" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.", + "Each target makes a Dexterity saving throw, taking {@damage 10d8} Lightning damage on a failed save or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "One additional bolt leaps from the first target to another target for each spell slot level above 6." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ", + "SCT", + "SGT" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Charm Monster", + "source": "XPHB", + "page": 249, + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "One creature you can see within range makes a Wisdom saving throw. It does so with {@variantrule Advantage|XPHB} if you or your allies are fighting it. On a failed save, the target has the {@condition Charmed|XPHB} condition until the spell ends or until you or your allies damage it. The {@condition Charmed|XPHB} creature is Friendly to you. When the spell ends, the target knows it was {@condition Charmed|XPHB} by you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 4." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Charm Person", + "source": "XPHB", + "page": 249, + "freeRules2024": true, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "One Humanoid you can see within range makes a Wisdom saving throw. It does so with {@variantrule Advantage|XPHB} if you or your allies are fighting it. On a failed save, the target has the {@condition Charmed|XPHB} condition until the spell ends or until you or your allies damage it. The {@condition Charmed|XPHB} creature is Friendly to you. When the spell ends, the target knows it was {@condition Charmed|XPHB} by you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 1." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Chill Touch", + "source": "XPHB", + "page": 249, + "freeRules2024": true, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes {@damage 1d10} Necrotic damage, and it can't regain {@variantrule Hit Points|XPHB} until the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d10} when you reach levels 5 ({@damage 2d10}), 11 ({@damage 3d10}), and 17 ({@damage 4d10})." + ] + } + ], + "scalingLevelDice": { + "label": "necrotic damage", + "scaling": { + "1": "1d10", + "5": "2d10", + "11": "3d10", + "17": "4d10" + } + }, + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Chromatic Orb", + "source": "XPHB", + "page": 249, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth 50+ GP", + "cost": 5000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes {@damage 3d8} damage of the chosen type.", + "If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d8|1-9|1d8} for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "poison", + "thunder" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Circle of Death", + "source": "XPHB", + "page": 250, + "freeRules2024": true, + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "the powder of a crushed black pearl worth 500+ GP", + "cost": 50000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking {@damage 8d8} Necrotic damage on a failed save or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 8d8|6-9|2d8} for each spell slot level above 6." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Circle of Power", + "source": "XPHB", + "page": 250, + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save." + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Clairvoyance", + "source": "XPHB", + "page": 250, + "freeRules2024": true, + "level": 3, + "school": "D", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create an {@condition Invisible|XPHB} sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.", + "When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a {@variantrule Bonus Action|XPHB}, you can switch between seeing and hearing.", + "A creature that sees the sensor (such as a creature benefiting from {@spell See Invisibility|XPHB} or {@sense Truesight}) sees a luminous orb about the size of your fist." + ], + "miscTags": [ + "UBA" + ] + }, + { + "name": "Clone", + "source": "XPHB", + "page": 251, + "freeRules2024": true, + "level": 8, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.", + "If the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere." + ], + "miscTags": [ + "PRM" + ] + }, + { + "name": "Cloud of Daggers", + "source": "XPHB", + "page": 251, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a sliver of glass" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes {@damage 4d4} Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.", + "On your later turns, you can take a {@action Magic|XPHB} action to teleport the Cube up to 30 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 4d4|2-9|2d4} for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "slashing" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Cloudkill", + "source": "XPHB", + "page": 251, + "freeRules2024": true, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by {@spell Gust of Wind|XPHB}) disperses it, ending the spell. Its area is {@variantrule Heavily Obscured|XPHB}.", + "Each creature in the Sphere makes a Constitution saving throw, taking {@damage 5d8} Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.", + "The Sphere moves 10 feet away from you at the start of each of your turns." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 5d8|5-9|1d8} for each spell slot level above 5." + ] + } + ], + "damageInflict": [ + "poison" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Color Spray", + "source": "XPHB", + "page": 251, + "freeRules2024": true, + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of colorful sand" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the {@condition Blinded|XPHB} condition until the end of your next turn." + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Command", + "source": "XPHB", + "page": 251, + "freeRules2024": true, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Approach", + "entries": [ + "The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you." + ] + }, + { + "type": "item", + "name": "Drop", + "entries": [ + "The target drops whatever it is holding and then ends its turn." + ] + }, + { + "type": "item", + "name": "Flee", + "entries": [ + "The target spends its turn moving away from you by the fastest available means." + ] + }, + { + "type": "item", + "name": "Grovel", + "entries": [ + "The target has the {@condition Prone|XPHB} condition and then ends its turn." + ] + }, + { + "type": "item", + "name": "Halt", + "entries": [ + "On its turn, the target doesn't move and takes no action or {@variantrule Bonus Action|XPHB}." + ] + } + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can affect one additional creature for each spell slot level above 1." + ] + } + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Commune", + "source": "XPHB", + "page": 252, + "freeRules2024": true, + "level": 5, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "incense" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.", + "Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.", + "If you cast the spell more than once before finishing a {@variantrule Long Rest|XPHB}, there is a cumulative {@chance 25|||No answer!|Answer} chance for each casting after the first that you get no answer." + ] + }, + { + "name": "Commune with Nature", + "source": "XPHB", + "page": 252, + "freeRules2024": true, + "level": 5, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.", + "Choose three of the following facts; you learn those facts as they pertain to the spell's area:", + { + "type": "list", + "items": [ + "Locations of settlements", + "Locations of portals to other planes of existence", + "Location of one {@variantrule Challenge Rating|XPHB} 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead", + "The most prevalent kind of plant, mineral, or Beast (you choose which to learn)", + "Locations of bodies of water" + ] + }, + "For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns." + ] + }, + { + "name": "Compelled Duel", + "source": "XPHB", + "page": 252, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has {@variantrule Disadvantage|XPHB} on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.", + "The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Comprehend Languages", + "source": "XPHB", + "page": 252, + "freeRules2024": true, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of soot and salt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages." + ] + }, + { + "name": "Compulsion", + "source": "XPHB", + "page": 252, + "freeRules2024": true, + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition until the spell ends.", + "For the duration, you can take a {@variantrule Bonus Action|XPHB} to designate a direction that is horizontal to you. Each {@condition Charmed|XPHB} target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT", + "UBA" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Cone of Cold", + "source": "XPHB", + "page": 253, + "freeRules2024": true, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small crystal or glass cone" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking {@damage 8d8} Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 8d8|5-9|1d8} for each spell slot level above 5." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "N" + ], + "hasFluffImages": true + }, + { + "name": "Confusion", + "source": "XPHB", + "page": 253, + "freeRules2024": true, + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "three nut shells" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll {@dice 1d10} at the start of each of its turns to determine its behavior for that turn, consulting the table below.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "1d10", + "Behavior for the Turn" + ], + "rows": [ + [ + "1", + "The target doesn't take an action, and it uses all its movement to move. Roll {@dice 1d4} for the direction: {@b 1}, north; {@b 2}, east; {@b 3}, south; or {@b 4}, west." + ], + [ + "2-6", + "The target doesn't move or take actions." + ], + [ + "7-8", + "The target doesn't move, and it takes the {@action Attack|XPHB} action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action." + ], + [ + "9-10", + "The target chooses its behavior." + ] + ] + }, + "At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The Sphere's radius increases by 5 feet for each spell slot level above 4." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "RO" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Conjure Animals", + "source": "XPHB", + "page": 254, + "freeRules2024": true, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.", + "You have {@variantrule Advantage|XPHB} on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.", + "Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes {@damage 3d10} Slashing damage. A creature makes this save only once per turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d10|3-9|1d10} for each spell slot level above 3." + ] + } + ], + "damageInflict": [ + "slashing" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "ADV", + "SGT" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Conjure Barrage", + "source": "XPHB", + "page": 254, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a Melee or Ranged weapon worth at least 1 CP", + "cost": 1 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking {@damage 5d8} Force damage on a failed save or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 5d8|3-9|1d8} for each spell slot level above 3." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Conjure Celestial", + "source": "XPHB", + "page": 254, + "freeRules2024": true, + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Healing Light", + "entries": [ + "The target regains {@variantrule Hit Points|XPHB} equal to {@dice 4d12} plus your spellcasting ability modifier." + ] + }, + { + "type": "item", + "name": "Searing Light", + "entries": [ + "The target makes a Dexterity saving throw, taking {@damage 6d12} Radiant damage on a failed save or half as much damage on a successful one.", + "Until the spell ends, {@variantrule Bright Light|XPHB} fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.", + "Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn." + ] + } + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The healing and damage increase by {@scaledamage 6d12|7-9|1d12} for each spell slot level above 7." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Conjure Elemental", + "source": "XPHB", + "page": 254, + "freeRules2024": true, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.", + "Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature {@condition Restrained|XPHB}. On failed save, the target takes {@damage 8d8} damage of the spirit's type, and the target has the {@condition Restrained|XPHB} condition until the spell ends. At the start of each of its turns, the {@condition Restrained|XPHB} target repeats the save. On a failed save, the target takes {@damage 4d8} damage of the spirit's type. On a successful save, the target isn't {@condition Restrained|XPHB} by the spirit." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 8d8;4d8|5-9|2d8} for each spell slot level above 5." + ] + } + ], + "damageInflict": [ + "lightning", + "thunder", + "fire", + "cold" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Conjure Fey", + "source": "XPHB", + "page": 255, + "freeRules2024": true, + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to {@damage 3d12} plus your spellcasting ability modifier, and the target has the {@condition Frightened|XPHB} condition until the start of your next turn, with both you and the spirit as the source of the fear.", + "As a {@variantrule Bonus Action|XPHB} on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d12|6-9|2d12} for each spell slot level above 6." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "frightened" + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Conjure Minor Elementals", + "source": "XPHB", + "page": 255, + "freeRules2024": true, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra {@damage 2d8} damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).", + "In addition, the ground in the Emanation is {@variantrule Difficult Terrain|XPHB} for your enemies." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d8|4-9|2d8} for each spell slot level above 4." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning" + ], + "miscTags": [ + "AAD", + "DFT" + ], + "areaTags": [ + "R" + ] + }, + { + "name": "Conjure Volley", + "source": "XPHB", + "page": 255, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a Melee or Ranged weapon worth at least 1 CP", + "cost": 1 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes {@damage 8d8} Force damage on a failed save or half as much damage on a successful one." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Conjure Woodland Beings", + "source": "XPHB", + "page": 255, + "freeRules2024": true, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes {@damage 5d8} Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.", + "In addition, you can take the {@action Disengage|XPHB} action as a {@variantrule Bonus Action|XPHB} for the spell's duration." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 5d8|4-9|1d8} for each spell slot level above 4." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Contact Other Plane", + "source": "XPHB", + "page": 255, + "freeRules2024": true, + "level": 5, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.", + "On a failed save, you take {@damage 6d6} Psychic damage and have the {@condition Incapacitated|XPHB} condition until you finish a {@variantrule Long Rest|XPHB}. A {@spell Greater Restoration|XPHB} spell cast on you ends this effect." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ] + }, + { + "name": "Contagion", + "source": "XPHB", + "page": 256, + "freeRules2024": true, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 7 + } + } + ], + "entries": [ + "Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take {@damage 11d8} Necrotic damage and have the {@condition Poisoned|XPHB} condition. Also, choose one ability when you cast the spell. While {@condition Poisoned|XPHB}, the target has {@variantrule Disadvantage|XPHB} on saving throws made with the chosen ability.", + "The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.", + "Whenever the {@condition Poisoned|XPHB} target receives an effect that would end the {@condition Poisoned|XPHB} condition, the target must succeed on a Constitution saving throw, or the {@condition Poisoned|XPHB} condition doesn't end on it." + ], + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Contingency", + "source": "XPHB", + "page": 256, + "freeRules2024": true, + "level": 6, + "school": "A", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gem-encrusted statuette of yourself worth 1,500+ GP", + "cost": 150000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "entries": [ + "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with {@spell Water Breathing|XPHB} might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.", + "The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.", + "The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person." + ] + }, + { + "name": "Continual Flame", + "source": "XPHB", + "page": 256, + "freeRules2024": true, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "ruby dust worth 50+ GP, which the spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "A flame springs from an object that you touch. The effect casts {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched." + ], + "miscTags": [ + "LGT", + "OBJ" + ] + }, + { + "name": "Control Water", + "source": "XPHB", + "page": 256, + "freeRules2024": true, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a mixture of water and dust" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a {@action Magic|XPHB} action on your later turns, you can repeat the same effect or choose a different one.", + { + "type": "entries", + "name": "Flood", + "entries": [ + "You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a {@chance 25|||Capsizes!|No effect} chance of capsizing.", + "The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts." + ] + }, + { + "type": "entries", + "name": "Part Water", + "entries": [ + "You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored." + ] + }, + { + "type": "entries", + "name": "Redirect Flow", + "entries": [ + "You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect." + ] + }, + { + "type": "entries", + "name": "Whirlpool", + "entries": [ + "You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes {@damage 2d8} Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength ({@skill Athletics}) check against your spell save DC." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "FMV", + "OBJ" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Control Weather", + "source": "XPHB", + "page": 257, + "freeRules2024": true, + "level": 8, + "school": "T", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "miles", + "amount": 5 + } + }, + "components": { + "v": true, + "s": true, + "m": "burning incense" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + }, + "concentration": true + } + ], + "entries": [ + "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.", + "When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes {@dice 1d4 × 10} minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.", + "When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.", + { + "type": "table", + "caption": "Precipitation", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Stage", + "Condition" + ], + "rows": [ + [ + "1", + "Clear" + ], + [ + "2", + "Light clouds" + ], + [ + "3", + "Overcast or ground fog" + ], + [ + "4", + "Rain, hail, or snow" + ], + [ + "5", + "Torrential rain, driving hail, or blizzard" + ] + ] + }, + { + "type": "table", + "caption": "Temperature", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Stage", + "Condition" + ], + "rows": [ + [ + "1", + "Heat wave" + ], + [ + "2", + "Hot" + ], + [ + "3", + "Warm" + ], + [ + "4", + "Cool" + ], + [ + "5", + "Cold" + ], + [ + "6", + "Freezing" + ] + ] + }, + { + "type": "table", + "caption": "Wind", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Stage", + "Condition" + ], + "rows": [ + [ + "1", + "Calm" + ], + [ + "2", + "Moderate wind" + ], + [ + "3", + "Strong wind" + ], + [ + "4", + "Gale" + ], + [ + "5", + "Storm" + ] + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Cordon of Arrows", + "source": "XPHB", + "page": 258, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "four or more arrows or bolts" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take {@damage 2d4} Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.", + "When you cast this spell, you can designate any creatures you choose, and the spell ignores them." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The amount of ammunition that can be affected increases by two for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Counterspell", + "source": "XPHB", + "page": 258, + "freeRules2024": true, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, {@variantrule Bonus Action|XPHB}, or {@variantrule Reaction|XPHB} used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended." + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Create Food and Water", + "source": "XPHB", + "page": 258, + "freeRules2024": true, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten." + ] + }, + { + "name": "Create or Destroy Water", + "source": "XPHB", + "page": 258, + "freeRules2024": true, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a mix of water and sand" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You do one of the following:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Create Water", + "entries": [ + "You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there." + ] + }, + { + "type": "item", + "name": "Destroy Water", + "entries": [ + "You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range." + ] + } + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1." + ] + } + ], + "miscTags": [ + "PRM" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Create Undead", + "source": "XPHB", + "page": 258, + "freeRules2024": true, + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "one 150+ GP black onyx stone for each corpse", + "cost": 15000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a {@creature Ghoul|XMM} under your control (see the {@book Monster Manual|XMM} for its stat block).", + "As a {@variantrule Bonus Action|XPHB} on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the {@action Dodge|XPHB} action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.", + "The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "If you use a level 7 spell slot, you can animate or reassert control over four {@creature Ghoul|XMM|Ghouls}. If you use a level 8 spell slot, you can animate or reassert control over five {@creature Ghoul|XMM|Ghouls} or two {@creature Ghast|XMM|Ghasts} or {@creature Wight|XMM|Wights}. If you use a level 9 spell slot, you can animate or reassert control over six {@creature Ghoul|XMM|Ghouls}, three {@creature Ghast|XMM|Ghasts} or {@creature Wight|XMM|Wights}, or two {@creature Mummy|XMM|Mummies}. See the {@book Monster Manual|XMM} for these stat blocks." + ] + } + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "PRM", + "SMN", + "UBA" + ] + }, + { + "name": "Creation", + "source": "XPHB", + "page": 259, + "freeRules2024": true, + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a paintbrush" + }, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.", + "The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.", + { + "type": "table", + "caption": "Materials", + "colStyles": [ + "col-6", + "col-6" + ], + "colLabels": [ + "Material", + "Duration" + ], + "rows": [ + [ + "Vegetable matter", + "24 hours" + ], + [ + "Stone or crystal", + "12 hours" + ], + [ + "Precious metals", + "1 hour" + ], + [ + "Gems", + "10 minutes" + ], + [ + "Adamantine or mithral", + "1 minute" + ] + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The Cube increases by 5 feet for each spell slot level above 5." + ] + } + ] + }, + { + "name": "Crown of Madness", + "source": "XPHB", + "page": 259, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "One creature that you can see within range must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The creature succeeds automatically if it isn't Humanoid.", + "A spectral crown appears on the {@condition Charmed|XPHB} target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.", + "On your later turns, you must take the {@action Magic|XPHB} action to maintain control of the target, or the spell ends." + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Crusader's Mantle", + "source": "XPHB", + "page": 259, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra {@damage 1d4} Radiant damage when hitting with a weapon or an {@variantrule Unarmed Strike|XPHB}." + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Cure Wounds", + "source": "XPHB", + "page": 259, + "freeRules2024": true, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A creature you touch regains a number of {@variantrule Hit Points|XPHB} equal to {@dice 2d8} plus your spellcasting ability modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The healing increases by {@scaledice 2d8|1-9|2d8} for each spell slot level above 1." + ] + } + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dancing Lights", + "source": "XPHB", + "page": 259, + "freeRules2024": true, + "level": 0, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of phosphorus" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds {@variantrule Dim Light|XPHB} in a 10-foot radius.", + "As a {@variantrule Bonus Action|XPHB}, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range." + ], + "miscTags": [ + "LGT", + "UBA" + ] + }, + { + "name": "Darkness", + "source": "XPHB", + "page": 260, + "freeRules2024": true, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "bat fur and a piece of coal" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, magical {@variantrule Darkness|XPHB} spreads from a point within range and fills a 15-foot-radius Sphere. {@sense Darkvision} can't see through it, and nonmagical light can't illuminate it.", + "Alternatively, you cast the spell on an object that isn't being worn or carried, causing the {@variantrule Darkness|XPHB} to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the {@variantrule Darkness|XPHB}.", + "If any of this spell's area overlaps with an area of {@variantrule Bright Light|XPHB} or {@variantrule Dim Light|XPHB} created by a spell of level 2 or lower, that other spell is dispelled." + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Darkvision", + "source": "XPHB", + "page": 260, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a dried carrot" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "For the duration, a willing creature you touch has {@sense Darkvision} with a range of 150 feet." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Daylight", + "source": "XPHB", + "page": 260, + "freeRules2024": true, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is {@variantrule Bright Light|XPHB} and sheds {@variantrule Dim Light|XPHB} for an additional 60 feet.", + "Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.", + "If any of this spell's area overlaps with an area of {@variantrule Darkness|XPHB} created by a spell of level 3 or lower, that other spell is dispelled." + ], + "miscTags": [ + "LGT", + "OBJ" + ], + "areaTags": [ + "S" + ], + "hasFluffImages": true + }, + { + "name": "Death Ward", + "source": "XPHB", + "page": 261, + "freeRules2024": true, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 {@variantrule Hit Points|XPHB} before the spell ends, the target instead drops to 1 {@variantrule Hit Points|XPHB|Hit Point}, and the spell ends.", + "If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Delayed Blast Fireball", + "source": "XPHB", + "page": 261, + "freeRules2024": true, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a ball of bat guano and sulfur" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.", + "The spell's base damage is {@damage 12d6}, and the damage increases by {@dice 1d6} whenever your turn ends and the spell hasn't ended.", + "If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.", + "When the bead explodes, flammable objects in the explosion that aren't being worn or carried start {@hazard burning|XPHB}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The base damage increases by {@scaledamage 12d6|7-9|1d6} for each spell slot level above 7." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Demiplane", + "source": "XPHB", + "page": 261, + "freeRules2024": true, + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).", + "When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the {@condition Prone|XPHB} condition in the unoccupied spaces closest to the door's former space.", + "Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead." + ], + "miscTags": [ + "OBJ", + "PRM", + "SGT" + ] + }, + { + "name": "Destructive Wave", + "source": "XPHB", + "page": 261, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes {@damage 5d6} Thunder damage and {@damage 5d6} Radiant or Necrotic damage (your choice) and has the {@condition Prone|XPHB} condition. On a successful save, a target takes half as much damage only." + ], + "damageInflict": [ + "necrotic", + "radiant", + "thunder" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "MT", + "S" + ] + }, + { + "name": "Detect Evil and Good", + "source": "XPHB", + "page": 261, + "freeRules2024": true, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the {@spell Hallow|XPHB} spell is active there and, if so, where.", + "The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead." + ], + "affectsCreatureType": [ + "aberration", + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ] + }, + { + "name": "Detect Magic", + "source": "XPHB", + "page": 262, + "freeRules2024": true, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the {@action Magic|XPHB} action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's {@book school of magic|XPHB|7|Schools of Magic}.", + "The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead." + ] + }, + { + "name": "Detect Poison and Disease", + "source": "XPHB", + "page": 262, + "freeRules2024": true, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a yew leaf" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.", + "The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead." + ] + }, + { + "name": "Detect Thoughts", + "source": "XPHB", + "page": 262, + "freeRules2024": true, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "1 Copper Piece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You activate one of the effects below. Until the spell ends, you can activate either effect as a {@action Magic|XPHB} action on your later turns.", + { + "type": "entries", + "name": "Sense Thoughts", + "entries": [ + "You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.", + "The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead." + ] + }, + { + "type": "entries", + "name": "Read Thoughts", + "entries": [ + "Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.", + "As a {@action Magic|XPHB} action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence ({@skill Arcana}) check against your spell save DC, ending the spell on a success." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Dimension Door", + "source": "XPHB", + "page": 262, + "freeRules2024": true, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"", + "You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.", + "If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take {@damage 4d6} Force damage, and the teleportation fails." + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "TP" + ] + }, + { + "name": "Disguise Self", + "source": "XPHB", + "page": 262, + "freeRules2024": true, + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.", + "The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.", + "To discern that you are disguised, a creature must take the {@action Study|XPHB} action to inspect your appearance and succeed on an Intelligence ({@skill Investigation}) check against your spell save DC." + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Disintegrate", + "source": "XPHB", + "page": 263, + "freeRules2024": true, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a lodestone and dust" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by {@spell Wall of Force|XPHB}.", + "A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes {@damage 10d6 + 40} Force damage. If this damage reduces it to 0 {@variantrule Hit Points|XPHB}, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a {@spell True Resurrection|XPHB} or a {@spell Wish|XPHB} spell.", + "This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 10d6 + 40|6-9|3d6} for each spell slot level above 6." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dispel Evil and Good", + "source": "XPHB", + "page": 263, + "freeRules2024": true, + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "powdered silver and iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, Celestials, Elementals, Fey, Fiends, and Undead have {@variantrule Disadvantage|XPHB} on attack rolls against you. You can end the spell early by using either of the following special functions.", + { + "type": "entries", + "name": "Break Enchantment", + "entries": [ + "As a {@action Magic|XPHB} action, you touch a creature that is possessed by or has the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition from one or more creatures of the types above. The target is no longer possessed, {@condition Charmed|XPHB}, or {@condition Frightened|XPHB} by such creatures." + ] + }, + { + "type": "entries", + "name": "Dismissal", + "entries": [ + "As a {@action Magic|XPHB} action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Dispel Magic", + "source": "XPHB", + "page": 265, + "freeRules2024": true, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use." + ] + } + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dissonant Whispers", + "source": "XPHB", + "page": 264, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes {@damage 3d6} Psychic damage and must immediately use its {@variantrule Reaction|XPHB}, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d6|1-9|1d6} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Divination", + "source": "XPHB", + "page": 264, + "freeRules2024": true, + "level": 4, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "incense worth 25+ GP, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.", + "If you cast the spell more than once before finishing a {@variantrule Long Rest|XPHB}, there is a cumulative {@chance 25|||Random reading!|Regular reading} chance for each casting after the first that you get no answer." + ] + }, + { + "name": "Divine Favor", + "source": "XPHB", + "page": 265, + "freeRules2024": true, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Until the spell ends, your attacks with weapons deal an extra {@damage 1d4} Radiant damage on a hit." + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Divine Smite", + "source": "XPHB", + "page": 265, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "The target takes an extra {@damage 2d8} Radiant damage from the attack. The damage increases by {@dice 1d8} if the target is a Fiend or an Undead." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d8|1-9|1d8} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD" + ], + "hasFluffImages": true + }, + { + "name": "Divine Word", + "source": "XPHB", + "page": 265, + "freeRules2024": true, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 {@variantrule Hit Points|XPHB} or fewer suffers an effect based on its current {@variantrule Hit Points|XPHB}, as shown in the Divine Word Effects table. Regardless of its {@variantrule Hit Points|XPHB}, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a {@spell Wish|XPHB} spell.", + { + "type": "table", + "caption": "Divine Word Effects", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Hit Points", + "Effect" + ], + "rows": [ + [ + "0-20", + "The target dies." + ], + [ + "21-30", + "The target has the {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, and {@condition Stunned|XPHB} conditions for 1 hour." + ], + [ + "31-40", + "The target has the {@condition Blinded|XPHB} and {@condition Deafened|XPHB} conditions for 10 minutes." + ], + [ + "41-50", + "The target has the {@condition Deafened|XPHB} condition for 1 minute." + ] + ] + } + ], + "conditionInflict": [ + "blinded", + "deafened", + "stunned" + ], + "savingThrow": [ + "charisma" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Dominate Beast", + "source": "XPHB", + "page": 265, + "freeRules2024": true, + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "One Beast you can see within range must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The target has {@variantrule Advantage|XPHB} on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.", + "You have a telepathic link with the {@condition Charmed|XPHB} target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"{@action Attack|XPHB} that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.", + "You can command the target to take a {@variantrule Reaction|XPHB} but must take your own {@variantrule Reaction|XPHB} to do so." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Your {@status Concentration|XPHB} can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours)." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "beast" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dominate Monster", + "source": "XPHB", + "page": 265, + "freeRules2024": true, + "level": 8, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "One creature you can see within range must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The target has {@variantrule Advantage|XPHB} on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.", + "You have a telepathic link with the {@condition Charmed|XPHB} target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"{@action Attack|XPHB} that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.", + "You can command the target to take a {@variantrule Reaction|XPHB} but must take your own {@variantrule Reaction|XPHB} to do so." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Your {@status Concentration|XPHB} can last longer with a level 9 spell slot (up to 8 hours)." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dominate Person", + "source": "XPHB", + "page": 266, + "freeRules2024": true, + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "One Humanoid you can see within range must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The target has {@variantrule Advantage|XPHB} on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.", + "You have a telepathic link with the {@condition Charmed|XPHB} target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"{@action Attack|XPHB} that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.", + "You can command the target to take a {@variantrule Reaction|XPHB} but must take your own {@variantrule Reaction|XPHB} to do so." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Your {@status Concentration|XPHB} can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dragon's Breath", + "source": "XPHB", + "page": 266, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a hot pepper" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a {@action Magic|XPHB} action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking {@damage 3d6} damage of the chosen type on a failed save or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d6|2-9|1d6} for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "N", + "ST" + ] + }, + { + "name": "Drawmij's Instant Summons", + "source": "XPHB", + "page": 266, + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a sapphire worth 1,000+ GP", + "cost": 100000 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an {@condition Invisible|XPHB} mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.", + "Thereafter, you can take a {@action Magic|XPHB} action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.", + "If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Dream", + "source": "XPHB", + "page": 266, + "freeRules2024": true, + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of sand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is {@condition Incapacitated|XPHB} and has a {@variantrule Speed|XPHB} of 0.", + "If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.", + "If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.", + "You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes {@damage 3d6} Psychic damage when it wakes up." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Druidcraft", + "source": "XPHB", + "page": 266, + "freeRules2024": true, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Whispering to the spirits of nature, you create one of the following effects within range.", + { + "type": "entries", + "name": "Weather Sensor", + "entries": [ + "You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round." + ] + }, + { + "type": "entries", + "name": "Bloom", + "entries": [ + "You instantly make a flower blossom, a seed pod open, or a leaf bud bloom." + ] + }, + { + "type": "entries", + "name": "Sensory Effect", + "entries": [ + "You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube." + ] + }, + { + "type": "entries", + "name": "Fire Play", + "entries": [ + "You light or snuff out a candle, a torch, or a campfire." + ] + } + ], + "hasFluffImages": true + }, + { + "name": "Earthquake", + "source": "XPHB", + "page": 267, + "freeRules2024": true, + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "v": true, + "s": true, + "m": "a fractured rock" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is {@variantrule Difficult Terrain|XPHB}.", + "When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the {@condition Prone|XPHB} condition, and its {@status Concentration|XPHB} is broken.", + "You can also cause the effects below.", + { + "type": "entries", + "name": "Fissures", + "entries": [ + "A total of {@dice 1d6} fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is {@dice 1d10 × 10} feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens." + ] + }, + { + "type": "entries", + "name": "Structures", + "entries": [ + "The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 {@variantrule Hit Points|XPHB}, it collapses.", + "A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes {@damage 12d6} Bludgeoning damage, has the {@condition Prone|XPHB} condition, and is buried in the rubble, requiring a DC 20 Strength ({@skill Athletics}) check as an action to escape. On a successful save, the creature takes half as much damage only." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "constitution", + "dexterity" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "DFT", + "SGT" + ], + "areaTags": [ + "R" + ] + }, + { + "name": "Eldritch Blast", + "source": "XPHB", + "page": 267, + "freeRules2024": true, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes {@damage 1d10} Force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam." + ] + } + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Elemental Weapon", + "source": "XPHB", + "page": 268, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra {@damage 1d4} damage of the chosen type when it hits." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to {@damage 2d4}. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to {@damage 3d4}." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Elementalism", + "source": "XPHB", + "page": 267, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You exert control over the elements, creating one of the following effects within range.", + { + "type": "entries", + "name": "Beckon Air", + "entries": [ + "You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected." + ] + }, + { + "type": "entries", + "name": "Beckon Earth", + "entries": [ + "You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand." + ] + }, + { + "type": "entries", + "name": "Beckon Fire", + "entries": [ + "You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute." + ] + }, + { + "type": "entries", + "name": "Beckon Water", + "entries": [ + "You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute." + ] + }, + { + "type": "entries", + "name": "Sculpt Element", + "entries": [ + "You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour." + ] + } + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "C", + "Q" + ] + }, + { + "name": "Enhance Ability", + "source": "XPHB", + "page": 268, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "fur or a feather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has {@variantrule Advantage|XPHB} on ability checks using the chosen ability." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target." + ] + } + ], + "miscTags": [ + "ADV", + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Enlarge/Reduce", + "source": "XPHB", + "page": 268, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of powdered iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.", + "Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.", + { + "type": "entries", + "name": "Enlarge", + "entries": [ + "The target's size increases by one category\u2014from Medium to Large, for example. The target also has {@variantrule Advantage|XPHB} on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra {@damage 1d4} damage on a hit." + ] + }, + { + "type": "entries", + "name": "Reduce", + "entries": [ + "The target's size decreases by one category\u2014from Medium to Small, for example. The target also has {@variantrule Disadvantage|XPHB} on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal {@damage 1d4} less damage on a hit (this can't reduce the damage below 1)." + ] + } + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "ADV", + "OBJ", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Ensnaring Strike", + "source": "XPHB", + "page": 268, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "which you take immediately after hitting a creature with a weapon" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has {@variantrule Advantage|XPHB} on this save. On a failed save, the target has the {@condition Restrained|XPHB} condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.", + "While {@condition Restrained|XPHB}, the target takes {@damage 1d6} Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength ({@skill Athletics}) check against your spell save DC. On a success, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 1d6|1-9|1d6} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength" + ] + }, + { + "name": "Entangle", + "source": "XPHB", + "page": 268, + "freeRules2024": true, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into {@variantrule Difficult Terrain|XPHB}. They disappear when the spell ends.", + "Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition until the spell ends. A {@condition Restrained|XPHB} creature can take an action to make a Strength ({@skill Athletics}) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer {@condition Restrained|XPHB} by them." + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength" + ], + "areaTags": [ + "Q" + ], + "hasFluffImages": true + }, + { + "name": "Enthrall", + "source": "XPHB", + "page": 269, + "freeRules2024": true, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom ({@skill Perception}) checks and Passive {@skill Perception|XPHB} until the spell ends." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Etherealness", + "source": "XPHB", + "page": 269, + "freeRules2024": true, + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.", + "While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.", + "When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.", + "This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell." + ] + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "PS", + "SCT" + ] + }, + { + "name": "Evard's Black Tentacles", + "source": "XPHB", + "page": 270, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tentacle" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into {@variantrule Difficult Terrain|XPHB}.", + "Each creature in that area makes a Strength saving throw. On a failed save, it takes {@damage 3d6} Bludgeoning damage, and it has the {@condition Restrained|XPHB} condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.", + "A {@condition Restrained|XPHB} creature can take an action to make a Strength ({@skill Athletics}) check against your spell save DC, ending the condition on itself on a success." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "dexterity" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "Q" + ], + "hasFluffImages": true + }, + { + "name": "Expeditious Retreat", + "source": "XPHB", + "page": 270, + "freeRules2024": true, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You take the {@action Dash|XPHB} action, and until the spell ends, you can take that action again as a {@variantrule Bonus Action|XPHB}." + ], + "miscTags": [ + "UBA" + ] + }, + { + "name": "Eyebite", + "source": "XPHB", + "page": 270, + "freeRules2024": true, + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.", + "On each of your turns until the spell ends, you can take a {@action Magic|XPHB} action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.", + { + "type": "entries", + "name": "Asleep", + "entries": [ + "The target has the {@condition Unconscious|XPHB} condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake." + ] + }, + { + "type": "entries", + "name": "Panicked", + "entries": [ + "The target has the {@condition Frightened|XPHB} condition. On each of its turns, the {@condition Frightened|XPHB} target must take the {@action Dash|XPHB} action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends." + ] + }, + { + "type": "entries", + "name": "Sickened", + "entries": [ + "The target has the {@condition Poisoned|XPHB} condition." + ] + } + ], + "conditionInflict": [ + "frightened", + "unconscious" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fabricate", + "source": "XPHB", + "page": 271, + "freeRules2024": true, + "level": 4, + "school": "T", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.", + "Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.", + "Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of {@item Artisan's Tools|PHB} used to craft such objects." + ], + "miscTags": [ + "OBJ", + "PRM", + "SGT" + ] + }, + { + "name": "Faerie Fire", + "source": "XPHB", + "page": 271, + "freeRules2024": true, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed {@variantrule Dim Light|XPHB} in a 10-foot radius and can't benefit from the {@condition Invisible|XPHB} condition.", + "{@action Attack|XPHB} rolls against an affected creature or object have {@variantrule Advantage|XPHB} if the attacker can see it." + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "ADV", + "LGT" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "False Life", + "source": "XPHB", + "page": 271, + "freeRules2024": true, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of alcohol" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You gain {@dice 2d4 + 4} {@variantrule Temporary Hit Points|XPHB}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You gain 5 additional {@variantrule Temporary Hit Points|XPHB} for each spell slot level above 1." + ] + } + ], + "miscTags": [ + "THP" + ] + }, + { + "name": "Fear", + "source": "XPHB", + "page": 271, + "freeRules2024": true, + "level": 3, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a white feather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the {@condition Frightened|XPHB} condition for the duration.", + "A {@condition Frightened|XPHB} creature takes the {@action Dash|XPHB} action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature." + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Feather Fall", + "source": "XPHB", + "page": 271, + "freeRules2024": true, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you or a creature you can see within 60 feet of you falls" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "a small feather or piece of down" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature." + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Feign Death", + "source": "XPHB", + "page": 271, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of graveyard dirt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.", + "For the duration, the target appears dead to outward inspection and to spells used to determine the target's status. The target has the {@condition Blinded|XPHB} and {@condition Incapacitated|XPHB} conditions, and its {@variantrule Speed|XPHB} is 0.", + "The target also has {@variantrule Resistance|XPHB} to all damage except Psychic damage, and it has {@variantrule Immunity|XPHB} to the {@condition Poisoned|XPHB} condition." + ], + "damageResist": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "radiant", + "slashing", + "thunder" + ], + "conditionImmune": [ + "poisoned" + ], + "conditionInflict": [ + "blinded", + "incapacitated" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Find Familiar", + "source": "XPHB", + "page": 272, + "freeRules2024": true, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "burning incense worth 10+ GP, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You gain the service of a familiar, a spirit that takes an animal form you choose: {@creature Bat|XPHB}, {@creature Cat|XPHB}, {@creature Frog|XPHB}, {@creature Hawk|XPHB}, {@creature Lizard|XPHB}, {@creature Octopus|XPHB}, {@creature Owl|XPHB}, {@creature Rat|XPHB}, {@creature Raven|XPHB}, {@creature Spider|XPHB}, {@creature Weasel|XPHB}, or another Beast that has a {@filter Challenge Rating of 0|bestiary|challenge rating=[&0]|type=beast|miscellaneous=!swarm}. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.", + { + "type": "entries", + "name": "Telepathic Connection", + "entries": [ + "While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a {@variantrule Bonus Action|XPHB}, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.", + "Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a {@variantrule Reaction|XPHB} to deliver the touch when you cast the spell." + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "The familiar is an ally to you and your allies. It rolls its own {@variantrule Initiative|XPHB} and acts on its own turn. A familiar can't attack, but it can take other actions as normal." + ] + }, + { + "type": "entries", + "name": "Disappearance of the Familiar", + "entries": [ + "When the familiar drops to 0 {@variantrule Hit Points|XPHB}, it disappears. It reappears after you cast this spell again. As a {@action Magic|XPHB} action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a {@action Magic|XPHB} action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 {@variantrule Hit Points|XPHB} or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying." + ] + }, + { + "type": "entries", + "name": "One Familiar Only", + "entries": [ + "You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form." + ] + } + ], + "miscTags": [ + "PRM", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Find Steed", + "source": "XPHB", + "page": 272, + "freeRules2024": true, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the {@creature Otherworldly Steed|XPHB} stat block. If you already have a steed from this spell, the steed is replaced by the new one.", + "The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend\u2014which determines certain traits in the stat block.", + { + "type": "entries", + "name": "Combat", + "entries": [ + "The steed is an ally to you and your allies. In combat, it shares your {@variantrule Initiative|XPHB} count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the {@condition Incapacitated|XPHB} condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you." + ] + }, + { + "type": "entries", + "name": "Disappearance of the Steed", + "entries": [ + "The steed disappears if it drops to 0 {@variantrule Hit Points|XPHB} or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "PRM", + "SMN" + ] + }, + { + "name": "Find the Path", + "source": "XPHB", + "page": 273, + "freeRules2024": true, + "level": 6, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a set of divination tools\u2014such as cards or runes\u2014worth 100+ GP", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \"a green dragon's lair\").", + "For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct." + ] + }, + { + "name": "Find Traps", + "source": "XPHB", + "page": 273, + "freeRules2024": true, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the {@spell Alarm|XPHB} or {@spell Glyph of Warding|XPHB} spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.", + "This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense." + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Finger of Death", + "source": "XPHB", + "page": 273, + "freeRules2024": true, + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking {@damage 7d8 + 30} Necrotic damage on a failed save or half as much damage on a successful one.", + "A Humanoid killed by this spell rises at the start of your next turn as a {@creature Zombie|XPHB} that follows your verbal orders." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "PRM", + "SGT", + "SMN" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fire Bolt", + "source": "XPHB", + "page": 274, + "freeRules2024": true, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} Fire damage. A flammable object hit by this spell starts {@hazard burning|XPHB} if it isn't being worn or carried." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d10} when you reach levels 5 ({@damage 2d10}), 11 ({@damage 3d10}), and 17 ({@damage 4d10})." + ] + } + ], + "scalingLevelDice": { + "label": "fire damage", + "scaling": { + "1": "1d10", + "5": "2d10", + "11": "3d10", + "17": "4d10" + } + }, + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "OBJ", + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fire Shield", + "source": "XPHB", + "page": 274, + "freeRules2024": true, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of phosphorus or a firefly" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "Wispy flames wreathe your body for the duration, shedding {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet.", + "The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you {@variantrule Resistance|XPHB} to Cold damage, and the chill shield grants you {@variantrule Resistance|XPHB} to Fire damage.", + "In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes {@damage 2d8} Fire damage from a warm shield or {@damage 2d8} Cold damage from a chill shield." + ], + "damageResist": [ + "cold", + "fire" + ], + "damageInflict": [ + "cold", + "fire" + ], + "miscTags": [ + "LGT" + ] + }, + { + "name": "Fire Storm", + "source": "XPHB", + "page": 275, + "freeRules2024": true, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking {@damage 7d10} Fire damage on a failed save or half as much damage on a successful one.", + "Flammable objects in the area that aren't being worn or carried start {@hazard burning|XPHB}." + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Fireball", + "source": "XPHB", + "page": 274, + "freeRules2024": true, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a ball of bat guano and sulfur" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking {@damage 8d6} Fire damage on a failed save or half as much damage on a successful one.", + "Flammable objects in the area that aren't being worn or carried start {@hazard burning|XPHB}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 8d6|3-9|1d6} for each spell slot level above 3." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ], + "hasFluffImages": true + }, + { + "name": "Flame Blade", + "source": "XPHB", + "page": 275, + "freeRules2024": true, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a sumac leaf" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a {@variantrule Bonus Action|XPHB}.", + "As a {@action Magic|XPHB} action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to {@damage 3d6} plus your spellcasting ability modifier.", + "The flaming blade sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d6|2-9|1d6} for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "LGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Flame Strike", + "source": "XPHB", + "page": 275, + "freeRules2024": true, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of sulfur" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking {@damage 5d6} Fire damage and {@damage 5d6} Radiant damage on a failed save or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The Fire damage and the Radiant damage increase by {@scaledamage 5d6|5-9|1d6} for each spell slot level above 5." + ] + } + ], + "damageInflict": [ + "fire", + "radiant" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Flaming Sphere", + "source": "XPHB", + "page": 275, + "freeRules2024": true, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a ball of wax" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking {@damage 2d6} Fire damage on a failed save or half as much damage on a successful one.", + "As a {@variantrule Bonus Action|XPHB}, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.", + "When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start {@hazard burning|XPHB} if touched by the sphere, and it sheds {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d6|2-9|1d6} for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "LGT", + "OBJ", + "UBA" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Flesh to Stone", + "source": "XPHB", + "page": 275, + "freeRules2024": true, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a cockatrice feather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the {@condition Restrained|XPHB} condition for the duration. On a successful save, its {@variantrule Speed|XPHB} is 0 until the start of your next turn. Constructs automatically succeed on the save.", + "A {@condition Restrained|XPHB} target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the {@condition Petrified|XPHB} condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.", + "If you maintain your {@status Concentration|XPHB} on this spell for the entire possible duration, the target is {@condition Petrified|XPHB} until the condition is ended by {@spell Greater Restoration|XPHB} or similar magic." + ], + "conditionInflict": [ + "petrified", + "restrained" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "PRM", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fly", + "source": "XPHB", + "page": 276, + "freeRules2024": true, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a feather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You touch a willing creature. For the duration, the target gains a {@variantrule Fly Speed|XPHB} of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 3." + ] + } + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fog Cloud", + "source": "XPHB", + "page": 276, + "freeRules2024": true, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is {@variantrule Heavily Obscured|XPHB}. It lasts for the duration or until a strong wind (such as one created by {@spell Gust of Wind|XPHB}) disperses it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The fog's radius increases by 20 feet for each spell slot level above 1." + ] + } + ], + "miscTags": [ + "OBS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Forbiddance", + "source": "XPHB", + "page": 276, + "freeRules2024": true, + "level": 6, + "school": "A", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "ruby dust worth 1,000+ GP", + "cost": 100000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the {@spell Gate|XPHB} spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the {@spell Plane Shift|XPHB} spell.", + "In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes {@damage 5d10} Radiant or Necrotic damage (your choice when you cast this spell).", + "You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.", + "The spell's area can't overlap with the area of another Forbiddance spell. If you cast {@spell Forbiddance|XPHB} every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting." + ], + "damageInflict": [ + "necrotic", + "radiant" + ], + "affectsCreatureType": [ + "aberration", + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ], + "miscTags": [ + "PIR", + "PRM" + ] + }, + { + "name": "Forcecage", + "source": "XPHB", + "page": 276, + "freeRules2024": true, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "ruby dust worth 1,500+ GP, which the spell consumes", + "cost": 150000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "An immobile, {@condition Invisible|XPHB}, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.", + "A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.", + "When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.", + "A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.", + "This spell can't be dispelled by {@spell Dispel Magic|XPHB}." + ], + "savingThrow": [ + "charisma" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Foresight", + "source": "XPHB", + "page": 276, + "freeRules2024": true, + "level": 9, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a hummingbird feather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}, and other creatures have {@variantrule Disadvantage|XPHB} on attack rolls against it. The spell ends early if you cast it again." + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Fount of Moonlight", + "source": "XPHB", + "page": 277, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "A cool light wreathes your body for the duration, emitting {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet.", + "Until the spell ends, you have {@variantrule Resistance|XPHB} to Radiant damage, and your melee attacks deal an extra {@damage 2d6} Radiant damage on a hit.", + "In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a {@variantrule Reaction|XPHB} to force the creature to make a Constitution saving throw. On a failed save, the creature has the {@condition Blinded|XPHB} condition until the end of your next turn." + ], + "damageResist": [ + "radiant" + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "AAD", + "LGT", + "SGT" + ] + }, + { + "name": "Freedom of Movement", + "source": "XPHB", + "page": 277, + "freeRules2024": true, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a leather strap" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a willing creature. For the duration, the target's movement is unaffected by {@variantrule Difficult Terrain|XPHB}, and spells and other magical effects can neither reduce the target's {@variantrule Speed|XPHB} nor cause the target to have the {@condition Paralyzed|XPHB} or {@condition Restrained|XPHB} conditions. The target also has a {@variantrule Swim Speed|XPHB} equal to its {@variantrule Speed|XPHB}.", + "In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the {@condition Grappled|XPHB} condition on it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 4." + ] + } + ], + "conditionImmune": [ + "paralyzed", + "restrained" + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Friends", + "source": "XPHB", + "page": 277, + "level": 0, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "s": true, + "m": "some makeup" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.", + "The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was {@condition Charmed|XPHB} by you." + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "humanoid" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Gaseous Form", + "source": "XPHB", + "page": 277, + "freeRules2024": true, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of gauze" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 {@variantrule Hit Points|XPHB} or if it takes a {@action Magic|XPHB} action to end the spell on itself.", + "While in this form, the target's only method of movement is a {@variantrule Fly Speed|XPHB} of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage; it has {@variantrule Immunity|XPHB} to the {@condition Prone|XPHB} condition; and it has {@variantrule Advantage|XPHB} on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.", + "The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 3." + ] + } + ], + "conditionImmune": [ + "prone" + ], + "miscTags": [ + "ADV", + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Gate", + "source": "XPHB", + "page": 277, + "freeRules2024": true, + "level": 9, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth 5,000+ GP", + "cost": 500000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.", + "The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.", + "Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.", + "When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you." + ], + "miscTags": [ + "PS", + "SGT", + "TP" + ], + "hasFluffImages": true + }, + { + "name": "Geas", + "source": "XPHB", + "page": 278, + "freeRules2024": true, + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 30 + } + } + ], + "entries": [ + "You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The target automatically succeeds if it can't understand your command.", + "While {@condition Charmed|XPHB}, the creature takes {@damage 5d10} Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.", + "You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.", + "A {@spell Remove Curse|XPHB},{@spell Greater Restoration|XPHB}, or {@spell Wish|XPHB} spell ends this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "PRM", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Gentle Repose", + "source": "XPHB", + "page": 278, + "freeRules2024": true, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "2 Copper Pieces, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.", + "The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as {@spell Raise Dead|XPHB}." + ] + }, + { + "name": "Giant Insect", + "source": "XPHB", + "page": 279, + "freeRules2024": true, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the {@creature Giant Insect|XPHB} stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "SMN" + ] + }, + { + "name": "Glibness", + "source": "XPHB", + "page": 279, + "freeRules2024": true, + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful." + ] + }, + { + "name": "Globe of Invulnerability", + "source": "XPHB", + "page": 279, + "freeRules2024": true, + "level": 6, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a glass bead" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.", + "Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The barrier blocks spells of 1 level higher for each spell slot level above 6." + ] + } + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Glyph of Warding", + "source": "XPHB", + "page": 279, + "freeRules2024": true, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "powdered diamond worth 200+ GP, which the spell consumes", + "cost": 20000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel", + "trigger" + ] + } + ], + "entries": [ + "You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.", + "The glyph is nearly imperceptible and requires a successful Wisdom ({@skill Perception}) check against your spell save DC to notice.", + "When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.", + { + "type": "entries", + "name": "Set the Trigger", + "entries": [ + "You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.", + "You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password." + ] + }, + { + "type": "entries", + "name": "Explosive Rune", + "entries": [ + "When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes {@damage 5d8} Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Spell Glyph", + "entries": [ + "You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.", + "When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires {@status Concentration|XPHB}, it lasts until the end of its full duration." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage of an explosive rune increases by {@scaledamage 5d8|3-9|1d8} for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding." + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "savingThrow": [ + "dexterity" + ], + "abilityCheck": [ + "wisdom" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Goodberry", + "source": "XPHB", + "page": 280, + "freeRules2024": true, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a sprig of mistletoe" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "Ten berries appear in your hand and are infused with magic for the duration. A creature can take a {@variantrule Bonus Action|XPHB} to eat one berry. Eating a berry restores 1 {@variantrule Hit Points|XPHB|Hit Point}, and the berry provides enough nourishment to sustain a creature for one day.", + "Uneaten berries disappear when the spell ends." + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Grasping Vine", + "source": "XPHB", + "page": 280, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.", + "Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes {@damage 4d8} Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the {@condition Grappled|XPHB} condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a {@condition Grappled|XPHB} creature (no action required).", + "As a {@variantrule Bonus Action|XPHB} on your later turns, you can repeat the attack against a creature within 30 feet of the vine." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The number of creatures the vine can grapple increases by one for each spell slot level above 4." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "grappled" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "FMV", + "SGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Grease", + "source": "XPHB", + "page": 280, + "freeRules2024": true, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of pork rind or butter" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into {@variantrule Difficult Terrain|XPHB} for the duration.", + "When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition. A creature that enters the area or ends its turn there must also succeed on that save or fall {@condition Prone|XPHB}." + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "Q" + ] + }, + { + "name": "Greater Invisibility", + "source": "XPHB", + "page": 281, + "freeRules2024": true, + "level": 4, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A creature you touch has the {@condition Invisible|XPHB} condition until the spell ends." + ], + "conditionInflict": [ + "invisible" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Greater Restoration", + "source": "XPHB", + "page": 281, + "freeRules2024": true, + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "diamond dust worth 100+ GP, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a creature and magically remove one of the following effects from it:", + { + "type": "list", + "items": [ + "1 {@condition Exhaustion|XPHB} level", + "The {@condition Charmed|XPHB} or {@condition Petrified|XPHB} condition", + "A curse, including the target's {@variantrule Attunement|XPHB} to a cursed magic item", + "Any reduction to one of the target's ability scores", + "Any reduction to the target's {@variantrule Hit Points|XPHB|Hit Point} maximum" + ] + } + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Guardian of Faith", + "source": "XPHB", + "page": 281, + "freeRules2024": true, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.", + "Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage." + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "hasFluffImages": true + }, + { + "name": "Guards and Wards", + "source": "XPHB", + "page": 282, + "freeRules2024": true, + "level": 6, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a silver rod worth 10+ GP", + "cost": 1000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.", + "When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.", + "The spell creates the effects below within the warded area. {@spell Dispel Magic|XPHB} has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.", + { + "type": "entries", + "name": "Corridors", + "entries": [ + "Fog fills all the warded corridors, making them {@variantrule Heavily Obscured|XPHB}. In addition, at each intersection or branching passage offering a choice of direction, there is a {@chance 50|||Disoriented!|No effect} chance that a creature other than you believes it is going in the opposite direction from the one it chooses." + ] + }, + { + "type": "entries", + "name": "Doors", + "entries": [ + "All doors in the warded area are magically locked, as if sealed by the {@spell Arcane Lock|XPHB} spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall." + ] + }, + { + "type": "entries", + "name": "Stairs", + "entries": [ + "Webs fill all stairs in the warded area from top to bottom, as in the {@spell Web|XPHB} spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts." + ] + }, + { + "type": "entries", + "name": "Other Spell Effect", + "entries": [ + "Place one of the following magical effects within the warded area:", + { + "type": "list", + "items": [ + "{@spell Dancing Lights|XPHB} in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts", + "{@spell Magic Mouth|XPHB} in two locations", + "{@spell Stinking Cloud|XPHB} in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)", + "{@spell Gust of Wind|XPHB} in one corridor or room (the wind blows continuously while the spell lasts)", + "{@spell Suggestion|XPHB} in one 5-foot square; any creature that enters that square receives the suggestion mentally" + ] + } + ] + } + ], + "miscTags": [ + "OBS", + "PIR" + ], + "areaTags": [ + "Q" + ] + }, + { + "name": "Guidance", + "source": "XPHB", + "page": 282, + "freeRules2024": true, + "level": 0, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch a willing creature and choose a skill. Until the spell ends, the creature adds {@dice 1d4} to any ability check using the chosen skill." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Guiding Bolt", + "source": "XPHB", + "page": 282, + "freeRules2024": true, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@damage 4d6} Radiant damage, and the next attack roll made against it before the end of your next turn has {@variantrule Advantage|XPHB}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 4d6|1-9|1d6} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Gust of Wind", + "source": "XPHB", + "page": 282, + "freeRules2024": true, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a legume seed" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.", + "Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.", + "The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a {@chance 50|||Extinguished!|No effect} chance to extinguish them.", + "As a {@variantrule Bonus Action|XPHB} on your later turns, you can change the direction in which the Line blasts from you." + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "UBA" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Hail of Thorns", + "source": "XPHB", + "page": 283, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "which you take immediately after hitting a creature with a Ranged weapon" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking {@damage 1d10} Piercing damage on a failed save or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 1d10|1-9|1d10} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Hallow", + "source": "XPHB", + "page": 283, + "freeRules2024": true, + "level": 5, + "school": "A", + "time": [ + { + "number": 24, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "incense worth 1,000+ GP, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.", + { + "type": "entries", + "name": "Hallowed Ward", + "entries": [ + "Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition from such creatures isn't possessed, {@condition Charmed|XPHB}, or {@condition Frightened|XPHB} by them while in the area." + ] + }, + { + "type": "entries", + "name": "Extra Effect", + "entries": [ + "You bind an extra effect to the area from the list below:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Courage", + "entries": [ + "Creatures of any types you choose can't gain the {@condition Frightened|XPHB} condition while in the area." + ] + }, + { + "type": "item", + "name": "Darkness", + "entries": [ + "{@variantrule Darkness|XPHB} fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area." + ] + }, + { + "type": "item", + "name": "Daylight", + "entries": [ + "Bright light fills the area. Magical {@variantrule Darkness|XPHB} created by spells of a level lower than this spell can't extinguish the light." + ] + }, + { + "type": "item", + "name": "Peaceful Rest", + "entries": [ + "{@variantrule Dead|XPHB} bodies interred in the area can't be turned into Undead." + ] + }, + { + "type": "item", + "name": "Extradimensional Interference", + "entries": [ + "Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel." + ] + }, + { + "type": "item", + "name": "Fear", + "entries": [ + "Creatures of any types you choose have the {@condition Frightened|XPHB} condition while in the area." + ] + }, + { + "type": "item", + "name": "Resistance", + "entries": [ + "Creatures of any types you choose have {@variantrule Resistance|XPHB} to one damage type of your choice while in the area." + ] + }, + { + "type": "item", + "name": "Silence", + "entries": [ + "No sound can emanate from within the area, and no sound can reach into it." + ] + }, + { + "type": "item", + "name": "Tongues", + "entries": [ + "Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language." + ] + }, + { + "type": "item", + "name": "Vulnerability", + "entries": [ + "Creatures of any types you choose have {@variantrule Vulnerability|XPHB} to one damage type of your choice while in the area." + ] + } + ] + } + ] + } + ], + "damageResist": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "poison", + "psychic", + "radiant", + "thunder" + ], + "damageVulnerable": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "poison", + "psychic", + "radiant", + "thunder" + ], + "affectsCreatureType": [ + "aberration", + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ], + "miscTags": [ + "LGT" + ] + }, + { + "name": "Hallucinatory Terrain", + "source": "XPHB", + "page": 283, + "freeRules2024": true, + "level": 4, + "school": "I", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a mushroom" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.", + "The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the {@action Study|XPHB} action to make an Intelligence ({@skill Investigation}) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain." + ], + "abilityCheck": [ + "intelligence" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Harm", + "source": "XPHB", + "page": 283, + "freeRules2024": true, + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes {@damage 14d6} Necrotic damage, and its {@variantrule Hit Points|XPHB|Hit Point} maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's {@variantrule Hit Points|XPHB|Hit Point} maximum below 1." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Haste", + "source": "XPHB", + "page": 284, + "freeRules2024": true, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a shaving of licorice root" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a willing creature that you can see within range. Until the spell ends, the target's {@variantrule Speed|XPHB} is doubled, it gains a +2 bonus to {@variantrule Armor Class|XPHB}, it has {@variantrule Advantage|XPHB} on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the {@action Attack|XPHB} (one attack only), {@action Dash|XPHB}, {@action Disengage|XPHB}, {@action Hide|XPHB}, or {@action Utilize|XPHB} action.", + "When the spell ends, the target is {@condition Incapacitated|XPHB} and has a {@variantrule Speed|XPHB} of 0 until the end of its next turn, as a wave of lethargy washes over it." + ], + "conditionInflict": [ + "incapacitated" + ], + "miscTags": [ + "ADV", + "MAC", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Heal", + "source": "XPHB", + "page": 284, + "freeRules2024": true, + "level": 6, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 {@variantrule Hit Points|XPHB}. This spell also ends the {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, and {@condition Poisoned|XPHB} conditions on the target." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The healing increases by 10 for each spell slot level above 6." + ] + } + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Healing Word", + "source": "XPHB", + "page": 284, + "freeRules2024": true, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A creature of your choice that you can see within range regains {@variantrule Hit Points|XPHB} equal to {@dice 2d4} plus your spellcasting ability modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The healing increases by {@scaledamage 2d4|1-9|2d4} for each spell slot level above 1." + ] + } + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Heat Metal", + "source": "XPHB", + "page": 284, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of iron and a flame" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes {@damage 2d8} Fire damage when you cast the spell. Until the spell ends, you can take a {@variantrule Bonus Action|XPHB} on each of your later turns to deal this damage again if the object is within range.", + "If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d8|2-9|1d8} for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBJ", + "SGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Hellish Rebuke", + "source": "XPHB", + "page": 284, + "freeRules2024": true, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take in response to taking damage from a creature that you can see within 60 feet of yourself" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking {@damage 2d10} Fire damage on a failed save or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d10|1-9|1d10} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Heroes' Feast", + "source": "XPHB", + "page": 284, + "freeRules2024": true, + "level": 6, + "school": "C", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "cube", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gem-encrusted bowl worth 1,000+ GP, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.", + "A creature that partakes gains several benefits, which last for 24 hours. The creature has {@variantrule Resistance|XPHB} to Poison damage, and it has {@variantrule Immunity|XPHB} to the {@condition Frightened|XPHB} and {@condition Poisoned|XPHB} conditions. Its {@variantrule Hit Points|XPHB|Hit Point} maximum also increases by {@dice 2d10}, and it gains the same number of {@variantrule Hit Points|XPHB}." + ], + "damageImmune": [ + "poison" + ], + "conditionImmune": [ + "frightened", + "poisoned" + ], + "miscTags": [ + "ADV", + "HL" + ], + "areaTags": [ + "C", + "MT" + ], + "hasFluffImages": true + }, + { + "name": "Heroism", + "source": "XPHB", + "page": 285, + "freeRules2024": true, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the {@condition Frightened|XPHB} condition and gains {@variantrule Temporary Hit Points|XPHB} equal to your spellcasting ability modifier at the start of each of its turns." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 1." + ] + } + ], + "conditionImmune": [ + "frightened" + ], + "miscTags": [ + "SCT", + "THP" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Hex", + "source": "XPHB", + "page": 285, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "the petrified eye of a newt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra {@damage 1d6} Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has {@variantrule Disadvantage|XPHB} on ability checks made with the chosen ability.", + "If the target drops to 0 {@variantrule Hit Points|XPHB} before this spell ends, you can take a {@variantrule Bonus Action|XPHB} on a later turn to curse a new creature." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Your {@status Concentration|XPHB} can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours)." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "AAD", + "SGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Hold Monster", + "source": "XPHB", + "page": 285, + "freeRules2024": true, + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a straight piece of iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the {@condition Paralyzed|XPHB} condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 5." + ] + } + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Hold Person", + "source": "XPHB", + "page": 286, + "freeRules2024": true, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a straight piece of iron" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the {@condition Paralyzed|XPHB} condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional Humanoid for each spell slot level above 2." + ] + } + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrow": [ + "wisdom" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Holy Aura", + "source": "XPHB", + "page": 286, + "freeRules2024": true, + "level": 8, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a reliquary worth 1,000+ GP", + "cost": 100000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have {@variantrule Advantage|XPHB} on all saving throws, and other creatures have {@variantrule Disadvantage|XPHB} on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the {@condition Blinded|XPHB} condition until the end of its next turn." + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Hunger of Hadar", + "source": "XPHB", + "page": 286, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pickled tentacle" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of {@variantrule Darkness|XPHB} appears, centered on a point with range and lasting for the duration. The Sphere is {@variantrule Difficult Terrain|XPHB}, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the {@condition Blinded|XPHB} condition.", + "Any creature that starts its turn in the area takes {@damage 2d6} Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take {@damage 2d6} Acid damage from otherworldly tentacles." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The Cold or Acid damage (your choice) increases by {@scaledamage 2d6|3-9|1d6} for each spell slot level above 3." + ] + } + ], + "damageInflict": [ + "acid", + "cold" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "S" + ], + "hasFluffImages": true + }, + { + "name": "Hunter's Mark", + "source": "XPHB", + "page": 287, + "freeRules2024": true, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra {@damage 1d6} Force damage to the target whenever you hit it with an attack roll. You also have {@variantrule Advantage|XPHB} on any Wisdom ({@skill Perception} or {@skill Survival}) check you make to find it.", + "If the target drops to 0 {@variantrule Hit Points|XPHB} before this spell ends, you can take a {@variantrule Bonus Action|XPHB} to move the mark to a new creature you can see within range." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Your {@status Concentration|XPHB} can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours)." + ] + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "AAD", + "ADV", + "SGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Hypnotic Pattern", + "source": "XPHB", + "page": 287, + "freeRules2024": true, + "level": 3, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "s": true, + "m": "a pinch of confetti" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. While {@condition Charmed|XPHB}, the creature has the {@condition Incapacitated|XPHB} condition and a {@variantrule Speed|XPHB} of 0.", + "The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor." + ], + "conditionInflict": [ + "charmed", + "incapacitated" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Ice Knife", + "source": "XPHB", + "page": 287, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true, + "m": "a drop of water or a piece of ice" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 2d6} Cold damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The Cold damage increases by {@scaledamage 2d6|1-9|1d6} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "cold", + "piercing" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Ice Storm", + "source": "XPHB", + "page": 287, + "freeRules2024": true, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a mitten" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes {@damage 2d10} Bludgeoning damage and {@damage 4d6} Cold damage on a failed save or half as much damage on a successful one.", + "Hailstones turn ground in the Cylinder into {@variantrule Difficult Terrain|XPHB} until the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The Bludgeoning damage increases by {@scaledamage 2d8|4-9|1d10} for each spell slot level above 4." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "cold" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Identify", + "source": "XPHB", + "page": 287, + "freeRules2024": true, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pearl worth 100+ GP", + "cost": 10000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires {@variantrule Attunement|XPHB}, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.", + "If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it." + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Illusory Script", + "source": "XPHB", + "page": 288, + "freeRules2024": true, + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true, + "m": { + "text": "ink worth 10+ GP, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.", + "If the spell is dispelled, the original script and the illusion both disappear.", + "A creature that has {@sense Truesight} can read the hidden message." + ] + }, + { + "name": "Imprisonment", + "source": "XPHB", + "page": 288, + "freeRules2024": true, + "level": 9, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a statuette of the target worth 5,000+ GP", + "cost": 500000 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.", + "Until the spell ends, the target is also affected by one of the following effects of your choice:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Burial", + "entries": [ + "The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe." + ] + }, + { + "type": "item", + "name": "Chaining", + "entries": [ + "Chains firmly rooted in the ground hold the target in place. The target has the {@condition Restrained|XPHB} condition and can't be moved by any means." + ] + }, + { + "type": "item", + "name": "Hedged Prison", + "entries": [ + "The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like." + ] + }, + { + "type": "item", + "name": "Minimus Containment", + "entries": [ + "The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means." + ] + }, + { + "type": "item", + "name": "Slumber", + "entries": [ + "The target has the {@condition Unconscious|XPHB} condition and can't be awoken." + ] + }, + { + "type": "item", + "name": "Ending the Spell", + "entries": [ + "When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.", + "A {@spell Dispel Magic|XPHB} spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it." + ] + } + ] + } + ], + "conditionInflict": [ + "restrained", + "unconscious" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Incendiary Cloud", + "source": "XPHB", + "page": 288, + "freeRules2024": true, + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is {@variantrule Heavily Obscured|XPHB}. It lasts for the duration or until a strong wind (like that created by {@spell Gust of Wind|XPHB}) disperses it.", + "When the cloud appears, each creature in it makes a Dexterity saving throw, taking {@damage 10d8} Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.", + "The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns." + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Inflict Wounds", + "source": "XPHB", + "page": 288, + "freeRules2024": true, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A creature you touch makes a Constitution saving throw, taking {@damage 2d10} Necrotic damage on a failed save or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d10|1-9|1d10} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Insect Plague", + "source": "XPHB", + "page": 289, + "freeRules2024": true, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a locust" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is {@variantrule Lightly Obscured|XPHB} and {@variantrule Difficult Terrain|XPHB}.", + "When the swarm appears, each creature in it makes a Constitution saving throw, taking {@damage 4d10} Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 4d10|5-9|1d10} for each spell slot level above 5." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "DFT", + "OBS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Invisibility", + "source": "XPHB", + "page": 289, + "freeRules2024": true, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "an eyelash in gum arabic" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A creature you touch has the {@condition Invisible|XPHB} condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 2." + ] + } + ], + "conditionInflict": [ + "invisible" + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Jallarzi's Storm of Radiance", + "source": "XPHB", + "page": 289, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of phosphorus" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the {@condition Blinded|XPHB} and {@condition Deafened|XPHB} conditions, and they can't cast spells with a Verbal component.", + "When the storm appears, each creature in it makes a Constitution saving throw, taking {@damage 2d10} Radiant damage and {@damage 2d10} Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The Radiant and Thunder damage increase by {@scaledamage 2d10|5-9|1d10} for each spell slot level above 5." + ] + } + ], + "damageInflict": [ + "radiant", + "thunder" + ], + "conditionInflict": [ + "blinded", + "deafened" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "Y" + ], + "hasFluffImages": true + }, + { + "name": "Jump", + "source": "XPHB", + "page": 290, + "freeRules2024": true, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a grasshopper's hind leg" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 1." + ] + } + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Knock", + "source": "XPHB", + "page": 290, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.", + "A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.", + "If the target is held shut by {@spell Arcane Lock|XPHB}, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.", + "When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target." + ], + "miscTags": [ + "OBJ", + "SGT" + ] + }, + { + "name": "Legend Lore", + "source": "XPHB", + "page": 290, + "freeRules2024": true, + "level": 5, + "school": "D", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each", + "cost": 25000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.", + "The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.", + "If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Leomund's Secret Chest", + "source": "XPHB", + "page": 290, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP", + "cost": 500000 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).", + "While the chest remains on the Ethereal Plane, you can take a {@action Magic|XPHB} action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a {@action Magic|XPHB} action to touch the chest and the replica.", + "After 60 days, there is a cumulative {@chance 5|||Effect ends!|Effect continues} chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find." + ], + "miscTags": [ + "OBJ", + "PRM" + ] + }, + { + "name": "Leomund's Tiny Hut", + "source": "XPHB", + "page": 291, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a crystal bead" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.", + "Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.", + "The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB} (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.", + "The spell ends early if you leave the Emanation or if you cast it again." + ], + "miscTags": [ + "LGT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Lesser Restoration", + "source": "XPHB", + "page": 291, + "freeRules2024": true, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a creature and end one condition on it: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, or {@condition Poisoned|XPHB}." + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Levitate", + "source": "XPHB", + "page": 291, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a metal spring" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.", + "The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a {@action Magic|XPHB} action to move the target, which must remain within the spell's range.", + "When the spell ends, the target floats gently to the ground if it is still aloft." + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBJ", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Light", + "source": "XPHB", + "page": 292, + "freeRules2024": true, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "m": "a firefly or phosphorescent moss" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet. The light can be colored as you like.", + "Covering the object with something opaque blocks the light. The spell ends if you cast it again." + ], + "miscTags": [ + "LGT", + "OBJ" + ] + }, + { + "name": "Lightning Arrow", + "source": "XPHB", + "page": 292, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "which you take immediately after hitting or missing a target with a ranged attack using a weapon" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes {@damage 4d8} Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking {@damage 2d8} Lightning damage on a failed save or half as much damage on a successful one.", + "The weapon or ammunition then returns to its normal form." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage for both effects of the spell increases by {@scaledamage 4d8;2d8|3-9|1d8} for each spell slot level above 3." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Lightning Bolt", + "source": "XPHB", + "page": 292, + "freeRules2024": true, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fur and a crystal rod" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking {@damage 8d6} Lightning damage on a failed save or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 8d6|3-9|1d6} for each spell slot level above 3." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Locate Animals or Plants", + "source": "XPHB", + "page": 292, + "freeRules2024": true, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "fur from a bloodhound" + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present." + ], + "affectsCreatureType": [ + "beast", + "plant" + ] + }, + { + "name": "Locate Creature", + "source": "XPHB", + "page": 292, + "freeRules2024": true, + "level": 4, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "fur from a bloodhound" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.", + "The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a {@spell Flesh to Stone|XPHB} or {@spell Polymorph|XPHB} spell, this spell doesn't locate the creature.", + "This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature." + ] + }, + { + "name": "Locate Object", + "source": "XPHB", + "page": 293, + "freeRules2024": true, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a forked twig" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.", + "The spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.", + "This spell can't locate an object if any thickness of lead blocks a direct path between you and the object." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Longstrider", + "source": "XPHB", + "page": 293, + "freeRules2024": true, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dirt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a creature. The target's {@variantrule Speed|XPHB} increases by 10 feet until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level above 1." + ] + } + ], + "miscTags": [ + "SCT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mage Armor", + "source": "XPHB", + "page": 293, + "freeRules2024": true, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of cured leather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor." + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Mage Hand", + "source": "XPHB", + "page": 293, + "freeRules2024": true, + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.", + "When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.", + "As a {@action Magic|XPHB} action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.", + "The hand can't attack, activate magic items, or carry more than 10 pounds." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Magic Circle", + "source": "XPHB", + "page": 293, + "freeRules2024": true, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "salt and powdered silver worth 100+ GP, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.", + "Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:", + { + "type": "list", + "items": [ + "The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.", + "The creature has {@variantrule Disadvantage|XPHB} on attack rolls against targets within the Cylinder.", + "Targets within the Cylinder can't be possessed by or gain the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition from the creature." + ] + }, + "Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The duration increases by 1 hour for each spell slot level above 3." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Magic Jar", + "source": "XPHB", + "page": 294, + "freeRules2024": true, + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gem, crystal, or reliquary worth 500+ GP", + "cost": 50000 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.", + "You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a {@spell Protection from Evil and Good|XPHB} or {@spell Magic Circle|XPHB} spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.", + "Once you possess a creature's body, you control it. Your {@variantrule Hit Points|XPHB}, {@variantrule Hit Point Dice|XPHB}, Strength, Dexterity, Constitution, {@variantrule Speed|XPHB}, and senses are replaced by the creature's. You otherwise keep your game statistics.", + "Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is {@condition Incapacitated|XPHB}.", + "While possessing a body, you can take a {@action Magic|XPHB} action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.", + "If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.", + "When the spell ends, the container is destroyed." + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Magic Missile", + "source": "XPHB", + "page": 295, + "freeRules2024": true, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals {@damage 1d4 + 1} Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The spell creates one more dart for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT", + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Magic Mouth", + "source": "XPHB", + "page": 295, + "freeRules2024": true, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "jade dust worth 10+ GP, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.", + "When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.", + "The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it." + ], + "miscTags": [ + "OBJ", + "SGT" + ] + }, + { + "name": "Magic Weapon", + "source": "XPHB", + "page": 295, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot." + ] + } + ] + }, + { + "name": "Major Image", + "source": "XPHB", + "page": 295, + "freeRules2024": true, + "level": 3, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.", + "If you are within range of the illusion, you can take a {@action Magic|XPHB} action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.", + "Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a {@action Study|XPHB} action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The spell lasts until dispelled, without requiring {@status Concentration|XPHB}, if cast with a level 4+ spell slot." + ] + } + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "PRM", + "SGT" + ] + }, + { + "name": "Mass Cure Wounds", + "source": "XPHB", + "page": 296, + "freeRules2024": true, + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains {@variantrule Hit Points|XPHB} equal to {@dice 5d8} plus your spellcasting ability modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The healing increases by {@scaledice 5d8|5-9|1d8} for each spell slot level above 5." + ] + } + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "MT", + "S" + ] + }, + { + "name": "Mass Heal", + "source": "XPHB", + "page": 296, + "freeRules2024": true, + "level": 9, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A flood of healing energy flows from you into creatures around you. You restore up to 700 {@variantrule Hit Points|XPHB}, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, and {@condition Poisoned|XPHB} conditions removed from them." + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Mass Healing Word", + "source": "XPHB", + "page": 296, + "freeRules2024": true, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Up to six creatures of your choice that you can see within range regain {@variantrule Hit Points|XPHB} equal to {@dice 2d4} plus your spellcasting ability modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The healing increases by {@scaledice 2d4|3-9|1d4} for each spell slot level above 3." + ] + } + ], + "miscTags": [ + "HL", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Mass Suggestion", + "source": "XPHB", + "page": 296, + "freeRules2024": true, + "level": 6, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": "a snake's tongue" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \"Walk to the village down that road, and help the villagers there harvest crops until sunset.\" Or you could say, \"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\"", + "Each target must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration or until you or your allies deal damage to the target. Each {@condition Charmed|XPHB} target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days)." + ] + } + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Maze", + "source": "XPHB", + "page": 296, + "freeRules2024": true, + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.", + "The target can take a {@action Study|XPHB} action to try to escape. When it does so, it makes a DC 20 Intelligence ({@skill Investigation}) check. If it succeeds, it escapes, and the spell ends.", + "When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space." + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Meld into Stone", + "source": "XPHB", + "page": 296, + "freeRules2024": true, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.", + "While merged with the stone, you can't see what occurs outside it, and any Wisdom ({@skill Perception}) checks you make to hear sounds outside it are made with {@variantrule Disadvantage|XPHB}. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.", + "Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals {@damage 6d6} Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the {@condition Prone|XPHB} condition." + ], + "damageInflict": [ + "force" + ], + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Melf's Acid Arrow", + "source": "XPHB", + "page": 297, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "powdered rhubarb leaf" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes {@damage 4d4} Acid damage and {@damage 2d4} Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage (both initial and later) increases by {@scaledamage 4d4;2d4|2-9|1d4} for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "acid" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Mending", + "source": "XPHB", + "page": 297, + "freeRules2024": true, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "two lodestones" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.", + "This spell can physically repair a magic item, but it can't restore magic to such an object." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Message", + "source": "XPHB", + "page": 298, + "freeRules2024": true, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "s": true, + "m": "a copper wire" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.", + "You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Meteor Swarm", + "source": "XPHB", + "page": 298, + "freeRules2024": true, + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes {@damage 20d6} Fire damage and {@damage 20d6} Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.", + "A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts {@hazard burning|XPHB} if it's flammable." + ], + "damageInflict": [ + "bludgeoning", + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ", + "SGT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Mind Blank", + "source": "XPHB", + "page": 298, + "freeRules2024": true, + "level": 8, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "Until the spell ends, one willing creature you touch has {@variantrule Immunity|XPHB} to Psychic damage and the {@condition Charmed|XPHB} condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even {@spell Wish|XPHB}\u2014can gather information about the target, observe it remotely, or control its mind." + ], + "damageImmune": [ + "psychic" + ], + "conditionImmune": [ + "charmed" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mind Sliver", + "source": "XPHB", + "page": 298, + "level": 0, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take {@damage 1d6} Psychic damage and subtract {@dice 1d4} from the next saving throw it makes before the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6})." + ] + } + ], + "scalingLevelDice": { + "label": "Psychic damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mind Spike", + "source": "XPHB", + "page": 298, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking {@damage 3d8} Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the {@condition Invisible|XPHB} condition, it gains no benefit from that condition against you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d8|2-9|1d8} for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Minor Illusion", + "source": "XPHB", + "page": 298, + "freeRules2024": true, + "level": 0, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.", + "If a creature takes a {@action Study|XPHB} action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", + { + "type": "entries", + "name": "Sound", + "entries": [ + "If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends." + ] + }, + { + "type": "entries", + "name": "Image", + "entries": [ + "If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it." + ] + } + ], + "abilityCheck": [ + "intelligence" + ] + }, + { + "name": "Mirage Arcane", + "source": "XPHB", + "page": 299, + "freeRules2024": true, + "level": 7, + "school": "I", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 10 + } + } + ], + "entries": [ + "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.", + "Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.", + "The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into {@variantrule Difficult Terrain|XPHB} (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.", + "Creatures with {@sense Truesight} can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion." + ] + }, + { + "name": "Mirror Image", + "source": "XPHB", + "page": 299, + "freeRules2024": true, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.", + "Each time a creature hits you with an attack roll during the spell's duration, roll a {@dice d6} for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.", + "A creature is unaffected by this spell if it has the {@condition Blinded|XPHB} condition, {@sense Blindsight}, or {@sense Truesight}." + ] + }, + { + "name": "Mislead", + "source": "XPHB", + "page": 299, + "freeRules2024": true, + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You gain the {@condition Invisible|XPHB} condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.", + "As a {@action Magic|XPHB} action, you can move the illusory double up to twice your {@variantrule Speed|XPHB} and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.", + "You can see through its eyes and hear through its ears as if you were located where it is." + ], + "conditionInflict": [ + "invisible" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Misty Step", + "source": "XPHB", + "page": 299, + "freeRules2024": true, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see." + ], + "miscTags": [ + "SGT", + "TP" + ] + }, + { + "name": "Modify Memory", + "source": "XPHB", + "page": 299, + "freeRules2024": true, + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has {@variantrule Advantage|XPHB} on the save. On a failed save, the target has the {@condition Charmed|XPHB} condition for the duration. While {@condition Charmed|XPHB} in this way, the target also has the {@condition Incapacitated|XPHB} condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.", + "While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.", + "You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.", + "A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.", + "A {@spell Remove Curse|XPHB} or {@spell Greater Restoration|XPHB} spell cast on the target restores the creature's true memory." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot)." + ] + } + ], + "conditionInflict": [ + "charmed", + "incapacitated" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "PRM", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Moonbeam", + "source": "XPHB", + "page": 300, + "freeRules2024": true, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a moonseed leaf" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, {@variantrule Dim Light|XPHB} fills the Cylinder, and you can take a {@action Magic|XPHB} action on later turns to move the Cylinder up to 60 feet.", + "When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes {@damage 2d10} Radiant damage, and if the creature is shape-shifted (as a result of the {@spell Polymorph|XPHB} spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d10|2-9|1d10} for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "LGT" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Mordenkainen's Faithful Hound", + "source": "XPHB", + "page": 300, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a silver whistle" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.", + "No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has {@sense Truesight} with a range of 30 feet.", + "At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take {@damage 4d8} Force damage.", + "On your later turns, you can take a {@action Magic|XPHB} action to move the hound up to 30 feet." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Mordenkainen's Magnificent Mansion", + "source": "XPHB", + "page": 300, + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a miniature door worth 15+ GP", + "cost": 1500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.", + "Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.", + "You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.", + "A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.", + "When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance." + ], + "miscTags": [ + "OBJ" + ], + "hasFluffImages": true + }, + { + "name": "Mordenkainen's Private Sanctum", + "source": "XPHB", + "page": 301, + "level": 4, + "school": "A", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a thin sheet of lead" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.", + "When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:", + { + "type": "list", + "items": [ + "Sound can't pass through the barrier at the edge of the warded area.", + "The barrier of the warded area appears dark and foggy, preventing vision (including {@sense Darkvision}) through it.", + "Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter.", + "Creatures in the area can't be targeted by Divination spells.", + "Nothing can teleport into or out of the warded area.", + "Planar travel is blocked within the warded area." + ] + }, + "Casting this spell on the same spot every day for 365 days makes the spell last until dispelled." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can increase the size of the Cube by 100 feet for each spell slot level above 4." + ] + } + ], + "miscTags": [ + "PIR", + "PRM" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Mordenkainen's Sword", + "source": "XPHB", + "page": 302, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a miniature sword worth 250+ GP", + "cost": 25000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a spectral sword that hovers within range. It lasts for the duration.", + "When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to {@damage 4d12} plus your spellcasting ability modifier.", + "On your later turns, you can take a {@variantrule Bonus Action|XPHB} to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one." + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SGT", + "UBA" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Move Earth", + "source": "XPHB", + "page": 302, + "freeRules2024": true, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a miniature shovel" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 2 + }, + "concentration": true + } + ], + "entries": [ + "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area'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 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.", + "At the end of every 10 minutes you spend {@status Concentration|XPHB|Concentrating} on the spell, you can choose a new area of terrain to affect within range.", + "This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.", + "Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it." + ], + "areaTags": [ + "Q" + ] + }, + { + "name": "Nondetection", + "source": "XPHB", + "page": 302, + "freeRules2024": true, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pinch of diamond dust worth 25+ GP, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors." + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Nystul's Magic Aura", + "source": "XPHB", + "page": 302, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a small square of silk" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.", + { + "type": "entries", + "name": "Mask (Creature)", + "entries": [ + "Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type." + ] + }, + { + "type": "entries", + "name": "False Aura (Object)", + "entries": [ + "You change the way the target appears to spells and magical effects that detect magical auras, such as {@spell Detect Magic|XPHB}. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose." + ] + } + ], + "miscTags": [ + "OBJ", + "PIR", + "PRM" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Otiluke's Freezing Sphere", + "source": "XPHB", + "page": 302, + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "components": { + "v": true, + "s": true, + "m": "a miniature crystal sphere" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking {@damage 10d6} Cold damage on failed save or half as much damage on a successful one.", + "If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the {@condition Restrained|XPHB} condition. A trapped creature can take an action to make a Strength ({@skill Athletics}) check against your spell save DC to break free.", + "You can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 10d6|6-9|1d6} for each spell slot level above 6." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "abilityCheck": [ + "strength" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Otiluke's Resilient Sphere", + "source": "XPHB", + "page": 303, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a glass sphere" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.", + "Nothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.", + "The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's {@variantrule Speed|XPHB}. Similarly, the globe can be picked up and moved by other creatures.", + "A {@spell Disintegrate|XPHB} spell targeting the globe destroys it without harming anything inside." + ], + "damageImmune": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Otto's Irresistible Dance", + "source": "XPHB", + "page": 303, + "level": 6, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.", + "On a failed save, the target has the {@condition Charmed|XPHB} condition for the duration. While {@condition Charmed|XPHB}, the target dances comically, must use all its movement to dance in place, and has {@variantrule Disadvantage|XPHB} on Dexterity saving throws and attack rolls, and other creatures have {@variantrule Advantage|XPHB} on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success." + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Pass without Trace", + "source": "XPHB", + "page": 303, + "freeRules2024": true, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "ashes from burned mistletoe" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity ({@skill Stealth}) checks and leave no tracks." + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Passwall", + "source": "XPHB", + "page": 303, + "freeRules2024": true, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of sesame seeds" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.", + "When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell." + ], + "miscTags": [ + "OBJ", + "SGT" + ] + }, + { + "name": "Phantasmal Force", + "source": "XPHB", + "page": 304, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.", + "The target can take a {@action Study|XPHB} action to examine the phantasm with an Intelligence ({@skill Investigation}) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.", + "While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.", + "An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal {@damage 2d8} Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence" + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Phantasmal Killer", + "source": "XPHB", + "page": 304, + "freeRules2024": true, + "level": 4, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes {@damage 4d10} Psychic damage and has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.", + "For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 4d10|4-9|1d10} for each spell slot level above 4." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Phantom Steed", + "source": "XPHB", + "page": 304, + "freeRules2024": true, + "level": 3, + "school": "I", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.", + "For the duration, you or a creature you choose can ride the steed. The steed uses the {@creature Riding Horse|XPHB} stat block, except it has a {@variantrule Speed|XPHB} of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage." + ], + "miscTags": [ + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Planar Ally", + "source": "XPHB", + "page": 304, + "freeRules2024": true, + "level": 6, + "school": "C", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a {@filter Celestial|bestiary|type=celestial|miscellaneous=!swarm}, an {@filter Elemental|bestiary|type=elemental|miscellaneous=!swarm}, or a {@filter Fiend|bestiary|type=fiend|miscellaneous=!swarm} loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).", + "When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.", + "Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.", + "A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.", + "After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane." + ], + "miscTags": [ + "SMN" + ] + }, + { + "name": "Planar Binding", + "source": "XPHB", + "page": 305, + "freeRules2024": true, + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a jewel worth 1,000+ GP, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the {@spell Magic Circle|XPHB} spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.", + "A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days)." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "affectsCreatureType": [ + "celestial", + "elemental", + "fey", + "fiend" + ], + "miscTags": [ + "SMN" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Plane Shift", + "source": "XPHB", + "page": 305, + "freeRules2024": true, + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a forked, metal rod worth 250+ GP and attuned to a plane of existence", + "cost": 25000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.", + "Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle." + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "PS", + "TP" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Plant Growth", + "source": "XPHB", + "page": 305, + "freeRules2024": true, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action", + "note": "Overgrowth" + }, + { + "number": 8, + "unit": "hour", + "note": "Enrichment" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.", + { + "type": "entries", + "name": "Overgrowth", + "entries": [ + "Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected." + ] + }, + { + "type": "entries", + "name": "Enrichment", + "entries": [ + "All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year." + ] + } + ], + "miscTags": [ + "DFT" + ] + }, + { + "name": "Poison Spray", + "source": "XPHB", + "page": 306, + "freeRules2024": true, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d12} Poison damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d12} when you reach levels 5 ({@damage 2d12}), 11 ({@damage 3d12}), and 17 ({@damage 4d12})." + ] + } + ], + "scalingLevelDice": { + "label": "Poison damage", + "scaling": { + "1": "1d12", + "5": "2d12", + "11": "3d12", + "17": "4d12" + } + }, + "damageInflict": [ + "poison" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Polymorph", + "source": "XPHB", + "page": 306, + "freeRules2024": true, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a caterpillar cocoon" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any {@filter Beast|bestiary|type=beast|miscellaneous=!swarm} you choose that has a {@variantrule Challenge Rating|XPHB} equal to or less than the target's (or the target's level if it doesn't have a {@variantrule Challenge Rating|XPHB}). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, {@variantrule Hit Points|XPHB}, and {@variantrule Hit Point Dice|XPHB}.", + "The target gains a number of {@variantrule Temporary Hit Points|XPHB} equal to the {@variantrule Hit Points|XPHB} of the Beast form. The spell ends early on the target if it has no {@variantrule Temporary Hit Points|XPHB} left.", + "The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.", + "The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Power Word Fortify", + "source": "XPHB", + "page": 306, + "level": 7, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fortify up to six creatures you can see within range. The spell bestows 120 {@variantrule Temporary Hit Points|XPHB}, which you divide among the spell's recipients." + ], + "miscTags": [ + "SGT", + "THP" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Power Word Heal", + "source": "XPHB", + "page": 306, + "level": 9, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A wave of healing energy washes over one creature you can see within range. The target regains all its {@variantrule Hit Points|XPHB}. If the creature has the {@condition Charmed|XPHB}, {@condition Frightened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB} condition, the condition ends. If the creature has the {@condition Prone|XPHB} condition, it can use its {@variantrule Reaction|XPHB} to stand up." + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Power Word Kill", + "source": "XPHB", + "page": 306, + "freeRules2024": true, + "level": 9, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You compel one creature you can see within range to die. If the target has 100 {@variantrule Hit Points|XPHB} or fewer, it dies. Otherwise, it takes {@damage 12d12} Psychic damage." + ], + "damageInflict": [ + "psychic" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Power Word Stun", + "source": "XPHB", + "page": 306, + "freeRules2024": true, + "level": 8, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You overwhelm the mind of one creature you can see within range. If the target has 150 {@variantrule Hit Points|XPHB} or fewer, it has the {@condition Stunned|XPHB} condition. Otherwise, its {@variantrule Speed|XPHB} is 0 until the start of your next turn.", + "The {@condition Stunned|XPHB} target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success." + ], + "conditionInflict": [ + "stunned" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Prayer of Healing", + "source": "XPHB", + "page": 307, + "freeRules2024": true, + "level": 2, + "school": "A", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a {@variantrule Short Rest|XPHB} and also regain {@dice 2d8} {@variantrule Hit Points|XPHB}. A creature can't be affected by this spell again until that creature finishes a {@variantrule Long Rest|XPHB}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The healing increases by {@scaledice 2d8|2-9|1d8} for each spell slot level above 2." + ] + } + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Prestidigitation", + "source": "XPHB", + "page": 307, + "freeRules2024": true, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.", + { + "type": "entries", + "name": "Sensory Effect", + "entries": [ + "You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor." + ] + }, + { + "type": "entries", + "name": "Fire Play", + "entries": [ + "You instantaneously light or snuff out a candle, a torch, or a small campfire." + ] + }, + { + "type": "entries", + "name": "Clean or Soil", + "entries": [ + "You instantaneously clean or soil an object no larger than 1 cubic foot." + ] + }, + { + "type": "entries", + "name": "Minor Sensation", + "entries": [ + "You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour." + ] + }, + { + "type": "entries", + "name": "Magic Mark", + "entries": [ + "You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour." + ] + }, + { + "type": "entries", + "name": "Minor Creation", + "entries": [ + "You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth." + ] + } + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Prismatic Spray", + "source": "XPHB", + "page": 307, + "freeRules2024": true, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll {@dice 1d8} to determine which color ray affects it, consulting the Prismatic Rays table.", + { + "type": "table", + "caption": "Prismatic Rays", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "1d8", + "Ray" + ], + "rows": [ + [ + "1", + "{@b Red.} {@i Failed Save:} {@damage 12d6} Fire damage. {@i Successful Save:} Half as much damage." + ], + [ + "2", + "{@b Orange.} {@i Failed Save:} {@damage 12d6} Acid damage. {@i Successful Save:} Half as much damage." + ], + [ + "3", + "{@b Yellow.} {@i Failed Save:} {@damage 12d6} Lightning damage. {@i Successful Save:} Half as much damage." + ], + [ + "4", + "{@b Green.} {@i Failed Save:} {@damage 12d6} Poison damage. {@i Successful Save:} Half as much damage." + ], + [ + "5", + "{@b Blue.} {@i Failed Save:} {@damage 12d6} Cold damage. {@i Successful Save:} Half as much damage." + ], + [ + "6", + "{@b Indigo.} {@i Failed Save:} The target has the {@condition Restrained|XPHB} condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the {@condition Petrified|XPHB} condition until it is freed by an effect like the {@spell Greater Restoration|XPHB} spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind." + ], + [ + "7", + "{@b Violet.} {@i Failed Save:} The target has the {@condition Blinded|XPHB} condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice)." + ], + [ + "8", + "{@b Special.} The target is struck by two rays. Roll twice, rerolling any 8." + ] + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ], + "conditionInflict": [ + "blinded", + "petrified", + "restrained" + ], + "savingThrow": [ + "dexterity", + "constitution", + "wisdom" + ], + "miscTags": [ + "PRM" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Prismatic Wall", + "source": "XPHB", + "page": 308, + "freeRules2024": true, + "level": 9, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.", + "The wall sheds {@variantrule Bright Light|XPHB} within 100 feet and {@variantrule Dim Light|XPHB} for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the {@condition Blinded|XPHB} condition for 1 minute.", + "The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.", + "The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. {@spell Antimagic Field|XPHB} has no effect on the wall, and {@spell Dispel Magic|XPHB} can affect only the violet layer.", + { + "type": "table", + "caption": "Prismatic Layers", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Order", + "Effects" + ], + "rows": [ + [ + "1", + "{@b Red.} {@i Failed Save:} {@damage 12d6} Fire damage. {@i Successful Save:} Half as much damage. {@i Additional Effects}: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage." + ], + [ + "2", + "{@b Orange.} {@i Failed Save:} {@damage 12d6} Acid damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by {@spell Gust of Wind|XPHB})." + ], + [ + "3", + "{@b Yellow.} {@i Failed Save:} {@damage 12d6} Lightning damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} The layer is destroyed if it takes at least 60 Force damage." + ], + [ + "4", + "{@b Green.} {@i Failed Save:} {@damage 12d6} Poison damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} A {@spell Passwall|XPHB} spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer." + ], + [ + "5", + "{@b Blue.} {@i Failed Save:} {@damage 12d6} Cold damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} The layer is destroyed if it takes at least 25 Fire damage." + ], + [ + "6", + "{@b Indigo.} {@i Failed Save:} The target has the {@condition Restrained|XPHB} condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the {@condition Petrified|XPHB} condition until it is freed by an effect like the {@spell Greater Restoration|XPHB} spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. {@i Additional Effects:} Spells can't be cast through this layer, which is destroyed by {@variantrule Bright Light|XPHB} shed by the {@spell Daylight|XPHB} spell." + ], + [ + "7", + "{@b Violet.} {@i Failed Save:} The target has the {@condition Blinded|XPHB} condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). {@i Additional Effects:} This layer is destroyed by {@spell Dispel Magic|XPHB}." + ] + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "poison" + ], + "conditionInflict": [ + "blinded", + "petrified", + "restrained" + ], + "savingThrow": [ + "constitution", + "dexterity", + "wisdom" + ], + "miscTags": [ + "LGT", + "PRM" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Produce Flame", + "source": "XPHB", + "page": 308, + "freeRules2024": true, + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet. The spell ends if you cast it again.", + "Until the spell ends, you can take a {@action Magic|XPHB} action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes {@damage 1d8} Fire damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8})." + ] + } + ], + "scalingLevelDice": { + "label": "fire damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "LGT", + "OBJ", + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Programmed Illusion", + "source": "XPHB", + "page": 309, + "freeRules2024": true, + "level": 6, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "jade dust worth 25+ GP", + "cost": 2500 + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.", + "When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.", + "The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.", + "Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the {@action Study|XPHB} action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature." + ], + "abilityCheck": [ + "intelligence" + ], + "hasFluffImages": true + }, + { + "name": "Project Image", + "source": "XPHB", + "page": 309, + "freeRules2024": true, + "level": 7, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 500 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a statuette of yourself worth 5+ GP", + "cost": 500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.", + "You can see through the illusion's eyes and hear through its ears as if you were in its space. As a {@action Magic|XPHB} action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.", + "Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the {@action Study|XPHB} action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature." + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Protection from Energy", + "source": "XPHB", + "page": 309, + "freeRules2024": true, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, the willing creature you touch has {@variantrule Resistance|XPHB} to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder." + ], + "damageResist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Protection from Evil and Good", + "source": "XPHB", + "page": 309, + "freeRules2024": true, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a flask of Holy Water worth 25+ GP, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have {@variantrule Disadvantage|XPHB} on attack rolls against the target. The target also can't be possessed by or gain the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} conditions from them. If the target is already possessed, {@condition Charmed|XPHB}, or {@condition Frightened|XPHB} by such a creature, the target has {@variantrule Advantage|XPHB} on any new saving throw against the relevant effect." + ], + "affectsCreatureType": [ + "aberration", + "celestial", + "elemental", + "fey", + "fiend", + "undead" + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Protection from Poison", + "source": "XPHB", + "page": 310, + "freeRules2024": true, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a creature and end the {@condition Poisoned|XPHB} condition on it. For the duration, the target has {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Poisoned|XPHB} condition, and it has {@variantrule Resistance|XPHB} to Poison damage." + ], + "damageResist": [ + "poison" + ], + "miscTags": [ + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Purify Food and Drink", + "source": "XPHB", + "page": 310, + "freeRules2024": true, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range." + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Raise Dead", + "source": "XPHB", + "page": 310, + "freeRules2024": true, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth 500+ GP, which the spell consumes", + "cost": 50000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.", + "The creature returns to life with 1 {@variantrule Hit Points|XPHB|Hit Point}. This spell also neutralizes any poisons that affected the creature at the time of death.", + "This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.", + "Coming back from the dead is an ordeal. The target takes a -4 penalty to {@variantrule D20 Test|XPHB|D20 Tests}. Every time the target finishes a {@variantrule Long Rest|XPHB}, the penalty is reduced by 1 until it becomes 0." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL" + ], + "hasFluffImages": true + }, + { + "name": "Rary's Telepathic Bond", + "source": "XPHB", + "page": 311, + "level": 5, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "two eggs" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.", + "Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence." + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Ray of Enfeeblement", + "source": "XPHB", + "page": 311, + "freeRules2024": true, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has {@variantrule Disadvantage|XPHB} on the next attack roll it makes until the start of your next turn.", + "On a failed save, the target has {@variantrule Disadvantage|XPHB} on Strength-based {@variantrule D20 Test|XPHB|D20 Tests} for the duration. During that time, it also subtracts {@dice 1d8} from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success." + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Ray of Frost", + "source": "XPHB", + "page": 311, + "freeRules2024": true, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@damage 1d8} Cold damage, and its {@variantrule Speed|XPHB} is reduced by 10 feet until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8})." + ] + } + ], + "scalingLevelDice": { + "label": "Cold damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "cold" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Ray of Sickness", + "source": "XPHB", + "page": 311, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d8} Poison damage and has the {@condition Poisoned|XPHB} condition until the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d8|1-9|1d8} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "poison" + ], + "conditionInflict": [ + "poisoned" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Regenerate", + "source": "XPHB", + "page": 311, + "freeRules2024": true, + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a prayer wheel" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "A creature you touch regains {@dice 4d8 + 15} {@variantrule Hit Points|XPHB}. For the duration, the target regains 1 {@variantrule Hit Points|XPHB|Hit Point} at the start of each of its turns, and any severed body parts regrow after 2 minutes." + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Reincarnate", + "source": "XPHB", + "page": 311, + "freeRules2024": true, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "rare oils worth 1,000+ GP, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll {@dice 1d10} and consult the table below to determine the body's species, or the DM chooses another playable species.", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "1d10", + "Species" + ], + "rows": [ + [ + "1", + "{@race Aasimar|XPHB}" + ], + [ + "2", + "{@race Dragonborn|XPHB}" + ], + [ + "3", + "{@race Dwarf|XPHB}" + ], + [ + "4", + "{@race Elf|XPHB}" + ], + [ + "5", + "{@race Gnome|XPHB}" + ], + [ + "6", + "{@race Goliath|XPHB}" + ], + [ + "7", + "{@race Halfling|XPHB}" + ], + [ + "8", + "{@race Human|XPHB}" + ], + [ + "9", + "{@race Orc|XPHB}" + ], + [ + "10", + "{@race Tiefling|XPHB}" + ] + ] + } + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "HL", + "RO" + ] + }, + { + "name": "Remove Curse", + "source": "XPHB", + "page": 312, + "freeRules2024": true, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's {@variantrule Attunement|XPHB} to the object so it can be removed or discarded." + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Resistance", + "source": "XPHB", + "page": 312, + "freeRules2024": true, + "level": 0, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by {@dice 1d4}. A creature can benefit from this spell only once per turn." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Resurrection", + "source": "XPHB", + "page": 312, + "freeRules2024": true, + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth 1,000+ GP, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.", + "The creature returns to life with all its {@variantrule Hit Points|XPHB}. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.", + "Coming back from the dead is an ordeal. The target takes a -4 penalty to {@variantrule D20 Test|XPHB|D20 Tests}. Every time the target finishes a {@variantrule Long Rest|XPHB}, the penalty is reduced by 1 until it becomes 0.", + "Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a {@variantrule Long Rest|XPHB}, you can't cast spells again, and you have {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Reverse Gravity", + "source": "XPHB", + "page": 312, + "freeRules2024": true, + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true, + "m": "a lodestone and iron filings" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.", + "If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward." + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Revivify", + "source": "XPHB", + "page": 312, + "freeRules2024": true, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth 300+ GP, which the spell consumes", + "cost": 30000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a creature that has died within the last minute. That creature revives with 1 {@variantrule Hit Points|XPHB|Hit Point}. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts." + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Rope Trick", + "source": "XPHB", + "page": 312, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a segment of rope" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an {@condition Invisible|XPHB} 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.", + "The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends." + ] + }, + { + "name": "Sacred Flame", + "source": "XPHB", + "page": 313, + "freeRules2024": true, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take {@damage 1d8} Radiant damage. The target gains no benefit from Half {@variantrule Cover|XPHB} or Three-Quarters {@variantrule Cover|XPHB} for this save." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8})." + ] + } + ], + "scalingLevelDice": { + "label": "Radiant damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Sanctuary", + "source": "XPHB", + "page": 313, + "freeRules2024": true, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a shard of glass from a mirror" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.", + "The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage." + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Scorching Ray", + "source": "XPHB", + "page": 314, + "freeRules2024": true, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes {@damage 2d6} Fire damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You create one additional ray for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "MT", + "ST" + ] + }, + { + "name": "Scrying", + "source": "XPHB", + "page": 314, + "freeRules2024": true, + "level": 5, + "school": "D", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font", + "cost": 100000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.", + { + "type": "table", + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "colLabels": [ + "Your Knowledge of the Target Is...", + "Save Modifier" + ], + "rows": [ + [ + "Secondhand (heard of the target)", + "+5" + ], + [ + "Firsthand (met the target)", + "+0" + ], + [ + "Extensive (know the target well)", + "-5" + ] + ] + }, + { + "type": "table", + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "colLabels": [ + "You Have the Target's...", + "Save Modifier" + ], + "rows": [ + [ + "Picture or other likeness", + "-2" + ], + [ + "Garment or other possession", + "-4" + ], + [ + "Body part, lock of hair, or bit of nail", + "-10" + ] + ] + }, + "On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.", + "On a failed save, the spell creates an {@condition Invisible|XPHB}, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.", + "Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move." + ], + "savingThrow": [ + "wisdom" + ], + "hasFluffImages": true + }, + { + "name": "Searing Smite", + "source": "XPHB", + "page": 314, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "As you hit the target, it takes an extra {@damage 1d6} Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes {@damage 1d6} Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "All the damage increases by {@scaledamage 1d6|1-9|1d6} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "See Invisibility", + "source": "XPHB", + "page": 314, + "freeRules2024": true, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of talc" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "For the duration, you see creatures and objects that have the {@condition Invisible|XPHB} condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly." + ] + }, + { + "name": "Seeming", + "source": "XPHB", + "page": 314, + "freeRules2024": true, + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.", + "You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.", + "The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.", + "A creature that takes the {@action Study|XPHB} action to examine a target can make an Intelligence ({@skill Investigation}) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised." + ], + "savingThrow": [ + "charisma" + ], + "abilityCheck": [ + "intelligence" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Sending", + "source": "XPHB", + "page": 314, + "freeRules2024": true, + "level": 3, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "unlimited" + } + }, + "components": { + "v": true, + "s": true, + "m": "a copper wire" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.", + "You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a {@chance 5|||Message lost!|Message arrives} chance that the message doesn't arrive. You know if the delivery fails.", + "Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails." + ] + }, + { + "name": "Sequester", + "source": "XPHB", + "page": 315, + "freeRules2024": true, + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "gem dust worth 5,000+ GP, which the spell consumes", + "cost": 500000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the {@condition Invisible|XPHB} condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.", + "If the target is a creature, it enters a state of suspended animation; it has the {@condition Unconscious|XPHB} condition, doesn't age, and doesn't need food, water, or air.", + "You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage." + ], + "conditionInflict": [ + "invisible", + "unconscious" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Shapechange", + "source": "XPHB", + "page": 315, + "freeRules2024": true, + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a jade circlet worth 1,500+ GP", + "cost": 150000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You shape-shift into another creature for the duration or until you take a {@action Magic|XPHB} action to shape-shift into a different eligible form. The new form must be of a creature that has a {@variantrule Challenge Rating|XPHB} no higher than your level or {@variantrule Challenge Rating|XPHB}. You must have seen the sort of creature before, and it can't be a Construct or an Undead.", + "When you shape-shift, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to the {@variantrule Hit Points|XPHB} of the form. The spell ends early if you have no {@variantrule Temporary Hit Points|XPHB} left.", + "Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; {@variantrule Hit Points|XPHB}; {@variantrule Hit Point Dice|XPHB}; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.", + "Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it." + ], + "miscTags": [ + "THP" + ], + "hasFluffImages": true + }, + { + "name": "Shatter", + "source": "XPHB", + "page": 316, + "freeRules2024": true, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a chip of mica" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking {@damage 3d8} Thunder damage on a failed save or half as much damage on a successful one. A Construct has {@variantrule Disadvantage|XPHB} on the save.", + "A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d8|2-9|1d8} for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Shield", + "source": "XPHB", + "page": 316, + "freeRules2024": true, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you are hit by an attack roll or targeted by the Magic Missile spell" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from {@spell Magic Missile|XPHB}." + ], + "miscTags": [ + "MAC" + ] + }, + { + "name": "Shield of Faith", + "source": "XPHB", + "page": 316, + "freeRules2024": true, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a prayer scroll" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration." + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Shillelagh", + "source": "XPHB", + "page": 316, + "freeRules2024": true, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "mistletoe" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a {@dice d8}. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).", + "The spell ends early if you cast it again or if you let go of the weapon." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage die changes when you reach levels 5 ({@damage d10}), 11 ({@damage d12}), and 17 ({@damage 2d6})." + ] + } + ], + "scalingLevelDice": { + "label": "damage", + "scaling": { + "1": "1d8", + "5": "1d10", + "11": "1d12", + "17": "2d6" + } + }, + "miscTags": [ + "AAD", + "SCL" + ] + }, + { + "name": "Shining Smite", + "source": "XPHB", + "page": 316, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The target hit by the strike takes an extra {@damage 2d6} Radiant damage from the attack. Until the spell ends, the target sheds {@variantrule Bright Light|XPHB} in a 5-foot radius, attack rolls against it have {@variantrule Advantage|XPHB}, and it can't benefit from the {@condition Invisible|XPHB} condition." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d6|2-9|1d6} for each spell slot level above 2." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD", + "ADV", + "LGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Shocking Grasp", + "source": "XPHB", + "page": 316, + "freeRules2024": true, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes {@damage 1d8} Lightning damage, and it can't make Opportunity Attacks until the start of its next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8})." + ] + } + ], + "scalingLevelDice": { + "label": "Lightning damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "lightning" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Silence", + "source": "XPHB", + "page": 316, + "freeRules2024": true, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has {@variantrule Immunity|XPHB} to Thunder damage, and creatures have the {@condition Deafened|XPHB} condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there." + ], + "damageImmune": [ + "thunder" + ], + "conditionInflict": [ + "deafened" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Silent Image", + "source": "XPHB", + "page": 317, + "freeRules2024": true, + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.", + "As a {@action Magic|XPHB} action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.", + "Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a {@action Study|XPHB} action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image." + ], + "abilityCheck": [ + "intelligence" + ], + "hasFluffImages": true + }, + { + "name": "Simulacrum", + "source": "XPHB", + "page": 317, + "freeRules2024": true, + "level": 7, + "school": "I", + "time": [ + { + "number": 12, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "powdered ruby worth 1,500+ GP, which the spell consumes", + "cost": 150000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its {@variantrule Hit Points|XPHB|Hit Point} maximum is half as much, and it can't cast this spell.", + "The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.", + "If the simulacrum takes damage, the only way to restore its {@variantrule Hit Points|XPHB} is to repair it as you take a {@variantrule Long Rest|XPHB}, during which you expend components worth 100 GP per {@variantrule Hit Points|XPHB|Hit Point} restored. The simulacrum must stay within 5 feet of you for the repair.", + "The simulacrum lasts until it drops to 0 {@variantrule Hit Points|XPHB}, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed." + ], + "affectsCreatureType": [ + "beast", + "humanoid" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Sleep", + "source": "XPHB", + "page": 317, + "freeRules2024": true, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of sand or rose petals" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the {@condition Incapacitated|XPHB} condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the {@condition Unconscious|XPHB} condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.", + "Creatures that don't sleep, such as elves, or that have {@variantrule Immunity|XPHB} to the {@condition Exhaustion|XPHB} condition automatically succeed on saves against this spell." + ], + "conditionInflict": [ + "incapacitated", + "unconscious" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Sleet Storm", + "source": "XPHB", + "page": 317, + "freeRules2024": true, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a miniature umbrella" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is {@variantrule Heavily Obscured|XPHB}, and exposed flames in the area are doused.", + "Ground in the Cylinder is {@variantrule Difficult Terrain|XPHB}. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition and lose {@status Concentration|XPHB}." + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT", + "OBS" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Slow", + "source": "XPHB", + "page": 318, + "freeRules2024": true, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of molasses" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.", + "An affected target's {@variantrule Speed|XPHB} is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a {@variantrule Bonus Action|XPHB}, not both, and it can make only one attack if it takes the {@action Attack|XPHB} action. If it casts a spell with a Somatic component, there is a {@chance 25|||The spell fails!|The spell does not fail.} chance the spell fails as a result of the target making the spell's gestures too slowly.", + "An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "C", + "MT" + ] + }, + { + "name": "Sorcerous Burst", + "source": "XPHB", + "page": 318, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes {@damage 1d8} damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.", + "If you roll an 8 on a {@dice d8} for this spell, you can roll another {@dice d8}, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8})." + ] + } + ], + "scalingLevelDice": { + "label": "damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "poison", + "psychic", + "thunder" + ], + "miscTags": [ + "OBJ", + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Spare the Dying", + "source": "XPHB", + "page": 318, + "freeRules2024": true, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose a creature within range that has 0 {@variantrule Hit Points|XPHB} and isn't dead. The creature becomes {@variantrule Stable|XPHB}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)." + ] + } + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Speak with Animals", + "source": "XPHB", + "page": 318, + "freeRules2024": true, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the {@action Influence|XPHB} action's skill options with them.", + "Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day." + ], + "affectsCreatureType": [ + "beast" + ], + "hasFluffImages": true + }, + { + "name": "Speak with Dead", + "source": "XPHB", + "page": 318, + "freeRules2024": true, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "burning incense" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.", + "Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ] + }, + { + "name": "Speak with Plants", + "source": "XPHB", + "page": 318, + "freeRules2024": true, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.", + "You can also turn {@variantrule Difficult Terrain|XPHB} caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into {@variantrule Difficult Terrain|XPHB} that lasts for the duration.", + "The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.", + "If a Plant creature is in the area, you can communicate with it as if you shared a common language." + ], + "affectsCreatureType": [ + "plant" + ] + }, + { + "name": "Spider Climb", + "source": "XPHB", + "page": 318, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of bitumen and a spider" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a {@variantrule Climb Speed|XPHB} equal to its {@variantrule Speed|XPHB}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level about 2." + ] + } + ], + "miscTags": [ + "SCT" + ] + }, + { + "name": "Spike Growth", + "source": "XPHB", + "page": 318, + "freeRules2024": true, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "seven thorns" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes {@variantrule Difficult Terrain|XPHB} for the duration. When a creature moves into or within the area, it takes {@damage 2d4} Piercing damage for every 5 feet it travels.", + "The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a {@action Search|XPHB} action and succeed on a Wisdom ({@skill Perception} or {@skill Survival}) check against your spell save DC to recognize the terrain as hazardous before entering it." + ], + "damageInflict": [ + "piercing" + ], + "abilityCheck": [ + "wisdom" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Spirit Guardians", + "source": "XPHB", + "page": 318, + "freeRules2024": true, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a prayer scroll" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.", + "When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's {@variantrule Speed|XPHB} is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes {@damage 3d8} Radiant damage (if you are good or neutral) or {@damage 3d8} Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d8|3-9|1d8} for each spell slot level above 3." + ] + } + ], + "damageInflict": [ + "necrotic", + "radiant" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Spiritual Weapon", + "source": "XPHB", + "page": 318, + "freeRules2024": true, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to {@damage 1d8} plus your spellcasting ability modifier.", + "As a {@variantrule Bonus Action|XPHB} on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 1d8|2-9|1d8} for every slot level above 2." + ] + } + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "UBA" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Staggering Smite", + "source": "XPHB", + "page": 319, + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "The target takes an extra {@damage 4d6} Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the {@condition Stunned|XPHB} condition until the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The extra damage increases by {@scaledamage 4d6|4-9|1d6} for each spell slot level above 4." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Starry Wisp", + "source": "XPHB", + "page": 320, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d8} Radiant damage, and until the end of your next turn, it emits {@variantrule Dim Light|XPHB} in a 10-foot radius and can't benefit from the {@condition Invisible|XPHB} condition." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8})." + ] + } + ], + "scalingLevelDice": { + "label": "Radiant damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "radiant" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "LGT", + "OBJ", + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Steel Wind Strike", + "source": "XPHB", + "page": 319, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "a Melee weapon worth 1+ SP", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes {@damage 6d10} Force damage.", + "You then teleport to an unoccupied space you can see within 5 feet of one of the targets." + ], + "damageInflict": [ + "force" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SGT", + "TP" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Stinking Cloud", + "source": "XPHB", + "page": 320, + "freeRules2024": true, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a rotten egg" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is {@variantrule Heavily Obscured|XPHB}. The cloud lingers in the air for the duration or until a strong wind (such as the one created by {@spell Gust of Wind|XPHB}) disperses it.", + "Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the {@condition Poisoned|XPHB} condition until the end of the current turn. While {@condition Poisoned|XPHB} in this way, the creature can't take an action or a {@variantrule Bonus Action|XPHB}." + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Stone Shape", + "source": "XPHB", + "page": 320, + "freeRules2024": true, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "soft clay" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Stoneskin", + "source": "XPHB", + "page": 320, + "freeRules2024": true, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "diamond dust worth 100+ GP, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Until the spell ends, one willing creature you touch has {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage." + ], + "damageResist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Storm of Vengeance", + "source": "XPHB", + "page": 320, + "freeRules2024": true, + "level": 9, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take {@damage 2d6} Thunder damage and have the {@condition Deafened|XPHB} condition for the duration.", + "At the start of each of your later turns, the storm produces different effects, as detailed below.", + { + "type": "entries", + "name": "Turn 2", + "entries": [ + "Acidic rain falls. Each creature and object under the cloud takes {@damage 4d6} Acid damage." + ] + }, + { + "type": "entries", + "name": "Turn 3", + "entries": [ + "You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking {@damage 10d6} Lightning damage on a failed save or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Turn 4", + "entries": [ + "Hailstones rain down. Each creature under the cloud takes {@damage 2d6} Bludgeoning damage." + ] + }, + { + "type": "entries", + "name": "Turns 5-10", + "entries": [ + "Gusts and freezing rain assail the area under the cloud. Each creature there takes {@damage 1d6} Cold damage. Until the spell ends, the area is {@variantrule Difficult Terrain|XPHB} and {@variantrule Heavily Obscured|XPHB}, ranged attacks with weapons are impossible there, and strong wind blows through the area." + ] + } + ], + "damageInflict": [ + "acid", + "bludgeoning", + "cold", + "lightning", + "thunder" + ], + "conditionInflict": [ + "deafened" + ], + "savingThrow": [ + "constitution", + "dexterity" + ], + "miscTags": [ + "DFT", + "OBJ", + "OBS" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Suggestion", + "source": "XPHB", + "page": 320, + "freeRules2024": true, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "m": "a drop of honey" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + }, + "concentration": true + } + ], + "entries": [ + "You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\"", + "The target must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration or until you or your allies deal damage to the target. The {@condition Charmed|XPHB} target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it." + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Summon Aberration", + "source": "XPHB", + "page": 322, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP", + "cost": 40000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Aberrant Spirit|XPHB} stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.", + "The creature is an ally to you and your allies. In combat, it shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Summon Beast", + "source": "XPHB", + "page": 322, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP", + "cost": 20000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Bestial Spirit|XPHB} stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Summon Celestial", + "source": "XPHB", + "page": 323, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a reliquary worth 500+ GP", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the {@creature Celestial Spirit|XPHB} stat block. When you cast the spell, choose Avenger or {@item Defender}. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Summon Construct", + "source": "XPHB", + "page": 324, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a lockbox worth 400+ GP", + "cost": 40000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the {@creature Construct Spirit|XPHB} stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Summon Dragon", + "source": "XPHB", + "page": 324, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an object with the image of a dragon engraved on it worth 500+ GP", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Draconic Spirit|XPHB} stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Summon Elemental", + "source": "XPHB", + "page": 325, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP", + "cost": 40000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Elemental Spirit|XPHB} stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Summon Fey", + "source": "XPHB", + "page": 326, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gilded flower worth 300+ GP", + "cost": 30000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Fey Spirit|XPHB} stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Summon Fiend", + "source": "XPHB", + "page": 326, + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a bloody vial worth 600+ GP", + "cost": 60000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Fiendish Spirit|XPHB} stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Summon Undead", + "source": "XPHB", + "page": 328, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gilded skull worth 300+ GP", + "cost": 30000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Undead Spirit|XPHB} stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Use the spell slot's level for the spell's level in the stat block." + ] + } + ], + "miscTags": [ + "SGT", + "SMN" + ], + "hasFluffImages": true + }, + { + "name": "Sunbeam", + "source": "XPHB", + "page": 329, + "freeRules2024": true, + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a magnifying glass" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes {@damage 6d8} Radiant damage and has the {@condition Blinded|XPHB} condition until the start of your next turn. On a successful save, it takes half as much damage only.", + "Until the spell ends, you can take a {@action Magic|XPHB} action to create a new Line of radiance.", + "For the duration, a mote of brilliant radiance shines above you. It sheds {@variantrule Bright Light|XPHB} in a 30-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. This light is sunlight." + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "LGTS" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Sunburst", + "source": "XPHB", + "page": 329, + "freeRules2024": true, + "level": 8, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of sunstone" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes {@damage 12d6} Radiant damage and has the {@condition Blinded|XPHB} condition for 1 minute. On a successful save, it takes half as much damage only.", + "A creature {@condition Blinded|XPHB} by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", + "This spell dispels {@variantrule Darkness|XPHB} in its area that was created by any spell." + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "LGT", + "LGTS" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Swift Quiver", + "source": "XPHB", + "page": 329, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a Quiver worth 1+ GP", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "When you cast the spell and as a {@variantrule Bonus Action|XPHB} until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses." + ], + "miscTags": [ + "UBA" + ] + }, + { + "name": "Symbol", + "source": "XPHB", + "page": 329, + "freeRules2024": true, + "level": 7, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "powdered diamond worth 1,000+ GP, which the spell consumes", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel", + "trigger" + ] + } + ], + "entries": [ + "You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.", + "The glyph is nearly imperceptible and requires a successful Wisdom ({@skill Perception}) check against your spell save DC to notice.", + "When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.", + { + "type": "entries", + "name": "Set the Trigger", + "entries": [ + "You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.", + "You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.", + "Once triggered, the glyph glows, filling a 60-foot-radius Sphere with {@variantrule Dim Light|XPHB} for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn." + ] + }, + { + "type": "entries", + "name": "Death", + "entries": [ + "Each target makes a Constitution saving throw, taking {@damage 10d10} Necrotic damage on a failed save or half as much damage on a successful save." + ] + }, + { + "type": "entries", + "name": "Discord", + "entries": [ + "Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks." + ] + }, + { + "type": "entries", + "name": "Fear", + "entries": [ + "Each target must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute. While {@condition Frightened|XPHB}, the target must move at least 30 feet away from the glyph on each of its turns, if able." + ] + }, + { + "type": "entries", + "name": "Pain", + "entries": [ + "Each target must succeed on a Constitution saving throw or have the {@condition Incapacitated|XPHB} condition for 1 minute." + ] + }, + { + "type": "entries", + "name": "Sleep", + "entries": [ + "Each target must succeed on a Wisdom saving throw or have the {@condition Unconscious|XPHB} condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake." + ] + }, + { + "type": "entries", + "name": "Stunning", + "entries": [ + "Each target must succeed on a Wisdom saving throw or have the {@condition Stunned|XPHB} condition for 1 minute." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "frightened", + "incapacitated", + "stunned", + "unconscious" + ], + "savingThrow": [ + "constitution", + "wisdom", + "intelligence" + ], + "abilityCheck": [ + "wisdom" + ], + "miscTags": [ + "LGT", + "OBJ" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Synaptic Static", + "source": "XPHB", + "page": 330, + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking {@damage 8d6} Psychic damage on a failed save or half as much damage on a successful one.", + "On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts {@dice 1d6} from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain {@status Concentration|XPHB}. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "intelligence", + "constitution" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Tasha's Bubbling Cauldron", + "source": "XPHB", + "page": 330, + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "s": true, + "m": "a gilded ladle worth 500 + GP" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.", + "The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a {@item Potion of Healing|XPHB}). As a {@variantrule Bonus Action|XPHB}, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.", + "Potions obtained from the cauldron that aren't consumed disappear when you cast this spell again." + ], + "miscTags": [ + "HL", + "UBA" + ], + "hasFluffImages": true + }, + { + "name": "Tasha's Hideous Laughter", + "source": "XPHB", + "page": 331, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tart and a feather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the {@condition Prone|XPHB} and {@condition Incapacitated|XPHB} conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the {@condition Prone|XPHB} condition on itself.", + "At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has {@variantrule Advantage|XPHB} on the save if the save is triggered by damage. On a successful save, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "You can target one additional creature for each spell slot level about 1." + ] + } + ], + "conditionInflict": [ + "incapacitated", + "prone" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SCT", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Telekinesis", + "source": "XPHB", + "page": 331, + "freeRules2024": true, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a {@action Magic|XPHB} action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.", + { + "type": "entries", + "name": "Creature", + "entries": [ + "You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the {@condition Restrained|XPHB} condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save." + ] + }, + { + "type": "entries", + "name": "Object", + "entries": [ + "You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.", + "If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.", + "You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial." + ] + } + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "OBJ", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Telepathy", + "source": "XPHB", + "page": 331, + "level": 8, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "unlimited" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pair of linked silver rings" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.", + "Until the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Teleport", + "source": "XPHB", + "page": 331, + "freeRules2024": true, + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.", + "The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls {@dice 1d100} and consults the {@variantrule Teleportation|XPHB} Outcome table and the explanations after it.", + { + "type": "table", + "caption": "Teleportation Outcome", + "colStyles": [ + "col-4", + "col-2 text-center", + "col-2 text-center", + "col-2 text-center", + "col-2 text-center" + ], + "colLabels": [ + "Familiarity", + "Mishap", + "Similar Area", + "Off Target", + "On Target" + ], + "rows": [ + [ + "Permanent circle", + "\u2014", + "\u2014", + "\u2014", + "01-00" + ], + [ + "Linked object", + "\u2014", + "\u2014", + "\u2014", + "01-00" + ], + [ + "Very familiar", + "01-05", + "06-13", + "14-24", + "25-00" + ], + [ + "Seen casually", + "01-33", + "34-43", + "44-53", + "54-00" + ], + [ + "Viewed once or described", + "01-43", + "44-53", + "54-73", + "74-00" + ], + [ + "False destination", + "01-50", + "51-00", + "\u2014", + "\u2014" + ] + ] + }, + { + "type": "entries", + "name": "Familiarity", + "entries": [ + "Here are the meanings of the terms in the table's Familiarity column:", + { + "type": "list", + "items": [ + "\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.", + "\"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.", + "\"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.", + "\"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.", + "\"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.", + "\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists." + ] + } + ] + }, + { + "type": "entries", + "name": "Mishap", + "entries": [ + "The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes {@damage 3d10} Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time)." + ] + }, + { + "type": "entries", + "name": "Similar Area", + "entries": [ + "You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city." + ] + }, + { + "type": "entries", + "name": "Off Target", + "entries": [ + "You and your group (or the target object) appear {@dice 2d12} miles away from the destination in a random direction. Roll {@dice 1d8} for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast." + ] + }, + { + "type": "entries", + "name": "On Target", + "entries": [ + "You and your group (or the target object) appear where you intended." + ] + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "OBJ", + "RO", + "SGT", + "TP" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Teleportation Circle", + "source": "XPHB", + "page": 332, + "freeRules2024": true, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "m": { + "text": "rare inks worth 50+ GP, which the spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.", + "Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern.", + "When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.", + "You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days." + ], + "miscTags": [ + "PIR", + "PRM", + "TP" + ] + }, + { + "name": "Tenser's Floating Disk", + "source": "XPHB", + "page": 332, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of mercury" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.", + "The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.", + "If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends." + ], + "miscTags": [ + "SGT" + ], + "hasFluffImages": true + }, + { + "name": "Thaumaturgy", + "source": "XPHB", + "page": 333, + "freeRules2024": true, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.", + { + "type": "entries", + "name": "Altered Eyes", + "entries": [ + "You alter the appearance of your eyes for 1 minute." + ] + }, + { + "type": "entries", + "name": "Booming Voice", + "entries": [ + "Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have {@variantrule Advantage|XPHB} on Charisma ({@skill Intimidation}) checks." + ] + }, + { + "type": "entries", + "name": "Fire Play", + "entries": [ + "You cause flames to flicker, brighten, dim, or change color for 1 minute." + ] + }, + { + "type": "entries", + "name": "Invisible Hand", + "entries": [ + "You instantaneously cause an unlocked door or window to fly open or slam shut." + ] + }, + { + "type": "entries", + "name": "Phantom Sound", + "entries": [ + "You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers." + ] + }, + { + "type": "entries", + "name": "Tremors", + "entries": [ + "You cause harmless tremors in the ground for 1 minute." + ] + } + ], + "miscTags": [ + "ADV" + ] + }, + { + "name": "Thorn Whip", + "source": "XPHB", + "page": 333, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "the stem of a plant with thorns" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes {@damage 1d6} Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6})." + ] + } + ], + "scalingLevelDice": { + "label": "Piercing damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "piercing" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "FMV", + "SCL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Thunderclap", + "source": "XPHB", + "page": 333, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take {@damage 1d6} Thunder damage. The spell's thunderous sound can be heard up to 100 feet away." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6})." + ] + } + ], + "scalingLevelDice": { + "label": "Thunder damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Thunderous Smite", + "source": "XPHB", + "page": 334, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra {@damage 2d6} Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the {@condition Prone|XPHB} condition." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d6|1-9|1d6} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "AAD", + "FMV" + ] + }, + { + "name": "Thunderwave", + "source": "XPHB", + "page": 334, + "freeRules2024": true, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cube", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.", + "In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 2d8|1-9|1d8} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "FMV", + "OBJ" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Time Stop", + "source": "XPHB", + "page": 334, + "freeRules2024": true, + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take {@dice 1d4 + 1} turns in a row, during which you can use actions and move as normal.", + "This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it." + ] + }, + { + "name": "Toll the Dead", + "source": "XPHB", + "page": 334, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take {@damage 1d8} Necrotic damage. If the target is missing any of its {@variantrule Hit Points|XPHB}, it instead takes {@damage 1d12} Necrotic damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by one die when you reach levels 5 ({@damage 2d8} or {@damage 2d12}), 11 ({@damage 3d8} or {@damage 3d12}), and 17 ({@damage 4d8} or {@damage 4d12})." + ] + } + ], + "scalingLevelDice": [ + { + "label": "necrotic damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + { + "label": "necrotic damage to wounded creature", + "scaling": { + "1": "1d12", + "5": "2d12", + "11": "3d12", + "17": "4d12" + } + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Tongues", + "source": "XPHB", + "page": 334, + "freeRules2024": true, + "level": 3, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "m": "a miniature ziggurat" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Transport via Plants", + "source": "XPHB", + "page": 334, + "freeRules2024": true, + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement." + ], + "miscTags": [ + "TP" + ], + "hasFluffImages": true + }, + { + "name": "Tree Stride", + "source": "XPHB", + "page": 335, + "freeRules2024": true, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.", + "You can use this transportation ability only once on each of your turns. You must end each turn outside a tree." + ], + "miscTags": [ + "TP" + ], + "hasFluffImages": true + }, + { + "name": "True Polymorph", + "source": "XPHB", + "page": 335, + "freeRules2024": true, + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of mercury, a dollop of gum arabic, and a wisp of smoke" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain {@status Concentration|XPHB} on this spell for the full duration, the spell lasts until dispelled.", + "An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.", + { + "type": "entries", + "name": "Creature into Creature", + "entries": [ + "If you turn a creature into another kind of creature, the new form can be any kind you choose that has a {@variantrule Challenge Rating|XPHB} equal to or less than the target's {@variantrule Challenge Rating|XPHB} or level. The target's game statistics are replaced by the stat block of the new form, but it retains its {@variantrule Hit Points|XPHB}, {@variantrule Hit Point Dice|XPHB}, alignment, and personality.", + "The target gains a number of {@variantrule Temporary Hit Points|XPHB} equal to the {@variantrule Hit Points|XPHB} of the new form. The spell ends early on the target if it has no {@variantrule Temporary Hit Points|XPHB} left.", + "The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.", + "The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment." + ] + }, + { + "type": "entries", + "name": "Object into Creature", + "entries": [ + "You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a {@variantrule Challenge Rating|XPHB} of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.", + "If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it." + ] + }, + { + "type": "entries", + "name": "Creature into Object", + "entries": [ + "If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "OBJ", + "PRM", + "SGT", + "SMN", + "THP" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "True Resurrection", + "source": "XPHB", + "page": 336, + "freeRules2024": true, + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "diamonds worth 25,000+ GP, which the spell consumes", + "cost": 2500000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its {@variantrule Hit Points|XPHB}.", + "This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.", + "The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you." + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "True Seeing", + "source": "XPHB", + "page": 336, + "freeRules2024": true, + "level": 6, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "mushroom powder worth 25+ GP, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "For the duration, the willing creature you touch has {@sense Truesight} with a range of 120 feet." + ] + }, + { + "name": "True Strike", + "source": "XPHB", + "page": 336, + "freeRules2024": true, + "level": 0, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": { + "text": "a weapon with which you have proficiency and that is worth 1+ CP", + "cost": 1 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice)." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 ({@damage 1d6}), 11 ({@damage 2d6}), and 17 ({@damage 3d6})." + ] + } + ], + "scalingLevelDice": [ + { + "label": "extra radiant damage", + "scaling": { + "5": "1d6", + "11": "2d6", + "17": "3d6" + } + } + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Tsunami", + "source": "XPHB", + "page": 336, + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 6 + }, + "concentration": true + } + ], + "entries": [ + "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.", + "When the wall appears, each creature in its area makes a Strength saving throw, taking {@damage 6d10} Bludgeoning damage on a failed save or half as much damage on a successful one.", + "At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take {@damage 5d10} Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by {@dice 1d10}. When the wall reaches 0 feet in height, the spell ends.", + "A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength ({@skill Athletics}) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground." + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Unseen Servant", + "source": "XPHB", + "page": 336, + "freeRules2024": true, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of string and of wood" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "This spell creates an {@condition Invisible|XPHB}, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 {@variantrule Hit Points|XPHB|Hit Point}, and a Strength of 2, and it can't attack. If it drops to 0 {@variantrule Hit Points|XPHB}, the spell ends.", + "Once on each of your turns as a {@variantrule Bonus Action|XPHB}, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.", + "If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends." + ], + "miscTags": [ + "SMN", + "UBA" + ] + }, + { + "name": "Vampiric Touch", + "source": "XPHB", + "page": 337, + "freeRules2024": true, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes {@damage 3d6} Necrotic damage, and you regain {@variantrule Hit Points|XPHB} equal to half the amount of Necrotic damage dealt.", + "Until the spell ends, you can make the attack again on each of your turns as a {@action Magic|XPHB} action, targeting the same creature or a different one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 3d6|3-9|1d6} for each spell slot level above 3." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Vicious Mockery", + "source": "XPHB", + "page": 337, + "freeRules2024": true, + "level": 0, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take {@damage 1d6} Psychic damage and have {@variantrule Disadvantage|XPHB} on the next attack roll it makes before the end of its next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6})." + ] + } + ], + "scalingLevelDice": { + "label": "psychic damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Vitriolic Sphere", + "source": "XPHB", + "page": 337, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop bile" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes {@damage 10d4} Acid damage and another {@damage 5d4} Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The initial damage increases by {@scaledamage 10d4|4-9|2d4} for each spell slot level above 4." + ] + } + ], + "damageInflict": [ + "acid" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ], + "hasFluffImages": true + }, + { + "name": "Wall of Fire", + "source": "XPHB", + "page": 338, + "freeRules2024": true, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of charcoal" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.", + "When the wall appears, each creature in its area makes a Dexterity saving throw, taking {@damage 5d8} Fire damage on a failed save or half as much damage on a successful one.", + "One side of the wall, selected by you when you cast this spell, deals {@damage 5d8} Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 5d8|4-9|1d8} for each spell slot level above 4." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wall of Force", + "source": "XPHB", + "page": 338, + "freeRules2024": true, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a shard of glass" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "An {@condition Invisible|XPHB} wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).", + "Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by {@spell Dispel Magic|XPHB}. A {@spell Disintegrate|XPHB} spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall." + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wall of Ice", + "source": "XPHB", + "page": 339, + "freeRules2024": true, + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of quartz" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.", + "If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking {@damage 10d6} Cold damage on a failed save or half as much damage on a successful one.", + "The wall is an object that can be damaged and thus breached. It has AC 12 and 30 {@variantrule Hit Points|XPHB} per 10-foot section, and it has {@variantrule Immunity|XPHB} to Cold, Poison, and Psychic damage and {@variantrule Vulnerability|XPHB} to Fire damage. Reducing a 10-foot section of wall to 0 {@variantrule Hit Points|XPHB} destroys it and leaves behind a sheet of frigid air in the space the wall occupied.", + "A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking {@damage 5d6} Cold damage on a failed save or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage the wall deals when it appears increases by {@scaledamage 10d6|6-9|2d6} and the damage from passing through the sheet of frigid air increases by {@scaledamage 5d6|6-9|1d6} for each spell slot level above 6." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity", + "constitution" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wall of Stone", + "source": "XPHB", + "page": 339, + "freeRules2024": true, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a cube of granite" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.", + "If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its {@variantrule Reaction|XPHB} to move up to its {@variantrule Speed|XPHB} so that it is no longer enclosed by the wall.", + "The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.", + "If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.", + "The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 {@variantrule Hit Points|XPHB} per inch of thickness, and it has {@variantrule Immunity|XPHB} to Poison and Psychic damage. Reducing a panel to 0 {@variantrule Hit Points|XPHB} destroys it and might cause connected panels to collapse at the DM's discretion.", + "If you maintain your {@status Concentration|XPHB} on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends." + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ", + "PRM" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wall of Thorns", + "source": "XPHB", + "page": 339, + "freeRules2024": true, + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of thorns" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.", + "When the wall appears, each creature in its area makes a Dexterity saving throw, taking {@damage 7d8} Piercing damage on a failed save or half as much damage on a successful one.", + "A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking {@damage 7d8} Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "Both types of damage increase by {@scaledamage 7d8|6-9|1d8} for each spell slot level above 6." + ] + } + ], + "damageInflict": [ + "piercing", + "slashing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Warding Bond", + "source": "XPHB", + "page": 340, + "freeRules2024": true, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration", + "cost": 5000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has {@variantrule Resistance|XPHB} to all damage. Also, each time it takes damage, you take the same amount of damage.", + "The spell ends if you drop to 0 {@variantrule Hit Points|XPHB} or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures." + ], + "miscTags": [ + "MAC" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Water Breathing", + "source": "XPHB", + "page": 340, + "freeRules2024": true, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a short reed" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration." + ], + "areaTags": [ + "MT" + ], + "hasFluffImages": true + }, + { + "name": "Water Walk", + "source": "XPHB", + "page": 340, + "freeRules2024": true, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of cork" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.", + "An affected target must take a {@variantrule Bonus Action|XPHB} to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below." + ], + "areaTags": [ + "MT" + ], + "hasFluffImages": true + }, + { + "name": "Web", + "source": "XPHB", + "page": 340, + "freeRules2024": true, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of spiderweb" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are {@variantrule Difficult Terrain|XPHB}, and the area within them is {@variantrule Lightly Obscured|XPHB}.", + "If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.", + "The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the {@condition Restrained|XPHB} condition while in the webs or until it breaks free.", + "A creature {@condition Restrained|XPHB} by the webs can take an action to make a Strength ({@skill Athletics}) check against your spell save DC. If it succeeds, it is no longer {@condition Restrained|XPHB}.", + "The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing {@damage 2d4} Fire damage to any creature that starts its turn in the fire." + ], + "damageInflict": [ + "fire" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "dexterity" + ], + "abilityCheck": [ + "strength" + ], + "miscTags": [ + "DFT", + "OBS" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Weird", + "source": "XPHB", + "page": 341, + "freeRules2024": true, + "level": 9, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes {@damage 10d10} Psychic damage and has the {@condition Frightened|XPHB} condition for the duration. On a successful save, a target takes half as much damage only.", + "A {@condition Frightened|XPHB} target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes {@damage 5d10} Psychic damage. On a successful save, the spell ends on that target." + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Wind Walk", + "source": "XPHB", + "page": 341, + "freeRules2024": true, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a candle" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a {@variantrule Fly Speed|XPHB} of 300 feet and can hover; it has {@variantrule Immunity|XPHB} to the {@condition Prone|XPHB} condition; and it has {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the {@action Dash|XPHB} action or a {@action Magic|XPHB} action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the {@condition Stunned|XPHB} condition. Until the spell ends, the target can revert to cloud form, which also requires a {@action Magic|XPHB} action followed by a 1-minute transformation.", + "If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance." + ], + "conditionInflict": [ + "stunned" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Wind Wall", + "source": "XPHB", + "page": 341, + "freeRules2024": true, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a fan and a feather" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.", + "When the wall appears, each creature in its area makes a Strength saving throw, taking {@damage 4d8} Bludgeoning damage on a failed save or half as much damage on a successful one.", + "The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it." + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "W" + ] + }, + { + "name": "Wish", + "source": "XPHB", + "page": 341, + "freeRules2024": true, + "level": 9, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.", + "The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.", + "Alternatively, you can create one of the following effects of your choice:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Object Creation", + "entries": [ + "You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground." + ] + }, + { + "type": "item", + "name": "Instant Health", + "entries": [ + "You allow yourself and up to twenty creatures that you can see to regain all {@variantrule Hit Points|XPHB}, and you end all effects on them listed in the {@spell Greater Restoration|XPHB} spell." + ] + }, + { + "type": "item", + "name": "Resistance", + "entries": [ + "You grant up to ten creatures that you can see {@variantrule Resistance|XPHB} to one damage type that you choose. This {@variantrule Resistance|XPHB} is permanent." + ] + }, + { + "type": "item", + "name": "Spell Immunity", + "entries": [ + "You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours." + ] + }, + { + "type": "item", + "name": "Sudden Learning", + "entries": [ + "You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features." + ] + }, + { + "type": "item", + "name": "Roll Redo", + "entries": [ + "You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's {@variantrule Critical Hit|XPHB}. You can force the reroll to be made with {@variantrule Advantage|XPHB} or {@variantrule Disadvantage|XPHB}, and you choose whether to use the reroll or the original roll." + ] + }, + { + "type": "item", + "name": "Reshape Reality", + "entries": [ + "You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.", + "The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a {@variantrule Long Rest|XPHB}, you take {@damage 1d10} Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for {@dice 2d4} days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a {@chance 33|||Unable to cast again!|Able to cast again} chance that you are unable to cast {@spell Wish|XPHB} ever again if you suffer this stress." + ] + } + ] + } + ], + "damageResist": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "ADV", + "HL", + "SGT" + ] + }, + { + "name": "Witch Bolt", + "source": "XPHB", + "page": 343, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a twig struck by lightning" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes {@damage 2d12} Lightning damage.", + "On each of your subsequent turns, you can take a {@variantrule Bonus Action|XPHB} to deal {@damage 1d12} Lightning damage to the target automatically, even if the first attack missed.", + "The spell ends if the target is ever outside the spell's range or if it has Total {@variantrule Cover|XPHB} from you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The initial damage increases by {@scaledamage 2d12|1-9|1d12} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "UBA" + ], + "areaTags": [ + "ST" + ], + "hasFluffImages": true + }, + { + "name": "Word of Radiance", + "source": "XPHB", + "page": 343, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "m": "a sunburst token" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take {@damage 1d6} Radiant damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6})." + ] + } + ], + "scalingLevelDice": { + "label": "Radiant damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Word of Recall", + "source": "XPHB", + "page": 343, + "freeRules2024": true, + "level": 6, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.", + "You must designate a location, such as a temple, as a sanctuary by casting this spell there." + ], + "miscTags": [ + "PS", + "TP" + ] + }, + { + "name": "Wrathful Smite", + "source": "XPHB", + "page": 343, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus", + "condition": "which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "The target takes an extra {@damage 1d6} Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition until the spell ends. At the end of each of its turns, the {@condition Frightened|XPHB} target repeats the save, ending the spell on itself on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "The damage increases by {@scaledamage 1d6|1-9|1d6} for each spell slot level above 1." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Yolande's Regal Presence", + "source": "XPHB", + "page": 343, + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a miniature tiara" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes {@damage 4d6} Psychic damage and has the {@condition Prone|XPHB} condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn." + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "FMV", + "SGT" + ], + "areaTags": [ + "R" + ], + "hasFluffImages": true + }, + { + "name": "Zone of Truth", + "source": "XPHB", + "page": 343, + "freeRules2024": true, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.", + "An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful." + ], + "savingThrow": [ + "charisma" + ], + "areaTags": [ + "S" + ] + } + ] +} diff --git a/test/test_importer.py b/test/test_importer.py new file mode 100644 index 0000000..f28f017 --- /dev/null +++ b/test/test_importer.py @@ -0,0 +1,113 @@ +from ttfrog.db.base import StatsEnum +from ttfrog.db.schema.constants import DamageType +from ttfrog.db.schema.prototypes import Rarity +from ttfrog.five_e_tools import importer + + +def test_imports(db): + with db.transaction(): + db.add_or_update(list(importer.get_all())) + + # buff + heroes_feast = db.BaseSpell.filter_by(name="Heroes' Feast", source="PHB").one() + assert heroes_feast.school == "Conjuration" + assert heroes_feast.target_range == 30 + assert heroes_feast.target_shape == "point" + assert heroes_feast.target_size is None + assert heroes_feast.time == "10 minute" + assert heroes_feast.duration == "instant" + assert heroes_feast.level == 6 + assert heroes_feast.concentration is False + assert heroes_feast.components.startswith("verbal, somatic, materials") + assert heroes_feast.damage_type is None + assert heroes_feast.damage_die is None + assert heroes_feast.saving_throw is None + assert "a gem-encrusted bowl worth at least 1,000 gp" in heroes_feast.components + + # area of effect + meteor_swarm = db.BaseSpell.filter_by(name="Meteor Swarm", source="PHB").one() + assert meteor_swarm.school == "Evocation" + assert meteor_swarm.target_range == 5280 + assert meteor_swarm.target_shape == "point" + assert meteor_swarm.target_size is None + assert meteor_swarm.time == "1 action" + assert meteor_swarm.duration == "instant" + assert meteor_swarm.level == 9 + assert meteor_swarm.components == "verbal, somatic" + assert meteor_swarm.concentration is False + assert meteor_swarm.damage_die == "20d6" + assert meteor_swarm.damage_type == "fire" + assert meteor_swarm.saving_throw == StatsEnum.dexterity + assert meteor_swarm.description.startswith("Blazing orbs of fire") + + # spell attack, saving throw + acid_splash = db.BaseSpell.filter_by(name="Acid Splash", source="PHB").one() + assert acid_splash.school == "Conjuration" + assert acid_splash.target_range == 60 + assert acid_splash.target_shape == "point" + assert acid_splash.target_size is None + assert acid_splash.time == "1 action" + assert acid_splash.duration == "instant" + assert acid_splash.level == 0 + assert acid_splash.concentration is False + assert acid_splash.components == "verbal, somatic" + assert acid_splash.damage_die == "1d6" + assert acid_splash.damage_type == "acid" + assert acid_splash.saving_throw == StatsEnum.dexterity + assert "You hurl a bubble of acid" in acid_splash.description + + # spell attack, ranged + eldritch_blast = db.BaseSpell.filter_by(name="Eldritch Blast", source="PHB").one() + assert eldritch_blast.school == "Evocation" + assert eldritch_blast.target_range == 120 + assert eldritch_blast.target_shape == "point" + assert eldritch_blast.target_size is None + assert eldritch_blast.time == "1 action" + assert eldritch_blast.duration == "instant" + assert eldritch_blast.level == 0 + assert eldritch_blast.concentration is False + assert eldritch_blast.components == "verbal, somatic" + assert eldritch_blast.damage_die == "1d10" + assert eldritch_blast.damage_type == "force" + assert eldritch_blast.saving_throw is None + assert "A beam of crackling energy" in eldritch_blast.description + + # armors + armor_of_invulnerability = db.Armor.filter_by(name="Armor of Invulnerability", source="DMG").one() + assert armor_of_invulnerability.rarity == Rarity.Legendary + assert armor_of_invulnerability.requires_attunement + assert armor_of_invulnerability.armor_class == 18 + + studded_leather_armor = db.Armor.filter_by(name="Studded Leather Armor", source="PHB").one() + assert studded_leather_armor.rarity == Rarity.Common + assert studded_leather_armor.armor_class == 12 + + # dagger + dagger_of_venom = db.Weapon.filter_by(name="Dagger of Venom", source="DMG").one() + assert dagger_of_venom.damage_die == "1d4" + assert dagger_of_venom.damage_type == DamageType.piercing + assert dagger_of_venom.light + assert dagger_of_venom.finesse + assert dagger_of_venom.thrown + assert dagger_of_venom.magical + assert dagger_of_venom.melee + assert dagger_of_venom.ranged + assert dagger_of_venom.attack_range == 20 + assert dagger_of_venom.attack_range_long == 60 + assert dagger_of_venom.reach == 0 + assert not dagger_of_venom.versatile + assert not dagger_of_venom.martial + + # versatile + quarterstaff = db.Weapon.filter_by(name="Quarterstaff", source="PHB").one() + assert quarterstaff.versatile + assert quarterstaff.damage_die == "1d6" + assert quarterstaff.damage_die_two_handed == "1d8" + assert quarterstaff.damage_type == DamageType.bludgeoning + assert not quarterstaff.thrown + assert not quarterstaff.two_handed + + # two-handed + pike = db.Weapon.filter_by(name="Pike", source="PHB").one() + assert pike.two_handed + assert pike.damage_die == "1d10"