diff --git a/book/Hipsters & Dragons; The White Scorpions Assassins Guild.json b/book/Hipsters & Dragons; The White Scorpions Assassins Guild.json new file mode 100644 index 0000000000..2f7b6370db --- /dev/null +++ b/book/Hipsters & Dragons; The White Scorpions Assassins Guild.json @@ -0,0 +1,2279 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "TWSAGU", + "abbreviation": "TWSAGU", + "full": "The White Scorpions Assassins Guild", + "authors": [ + "Hipster & Dragon" + ], + "convertedBy": [ + "p4535992" + ], + "url": "https://www.dmsguild.com/product/224166/The-White-Scorpions-Assassins-Guild", + "version": "2024.07.02", + "color": "16c0dd" + } + ], + "dateAdded": 1594364848, + "dateLastModified": 1705266948 + }, + "monster": [ + { + "name": "Xenia Zanetti (Nightsting)", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "half elf" + ] + }, + "source": "TWSAGU", + "alignment": [ + "N", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item +2 studded leather armor}" + ] + } + ], + "hp": { + "special": "48" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 18, + "con": 12, + "int": 15, + "wis": 8, + "cha": 15, + "passive": 15, + "cr": "5", + "shortName": "Xenia Zanetti (Nightsting)", + "page": 11, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common", + "Elvish", + "Sembian", + "Scorpion Tongue" + ], + "languageTags": [ + "C", + "E" + ], + "save": { + "dex": "+7", + "int": "+5" + }, + "skill": { + "acrobatics": "+7", + "athletics": "+3", + "insight": "+2", + "intimidation": "+5", + "perception": "+5", + "persuasion": "+5", + "sleight of hand": "+7", + "stealth": "+10" + }, + "trait": [ + { + "name": "Alert", + "entries": [ + "Xenia gains a +5 bonus to her initiative. She can't be {@status surprised} whilst she is conscious, and creatures don't gain advantage on attack rolls as a result of being hidden from her." + ] + }, + { + "name": "Cunning Action", + "entries": [ + "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 Dash, Disengage, or Hide action." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 3d6} 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 incapacitated, and you don't have disadvantage on the attack roll." + ] + }, + { + "name": "Assassinate", + "entries": [ + "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": "Uncanny Dodge", + "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." + ] + } + ], + "traitTags": [ + "Sneak Attack" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Xenia is a 3rd level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 13}, +5 to hit with spell attacks. Xenia has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell fire bolt}", + "{@spell message}", + "{@spell minor illusion}", + "{@spell prestidigitation}" + ] + }, + "1": { + "spells": [ + "{@spell charm person}", + "{@spell feather fall}", + "{@spell shield}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell invisibility}", + "{@spell misty step}" + ], + "slots": 2 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CW" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Xenia makes two attacks: one with her +2 shortsword and one (bonus action) with her {@condition poisoned} dagger or 'sting'. Or once with her bow." + ] + }, + { + "name": "+2 Shortsword", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage." + ] + }, + { + "name": "Poisoned dagger", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Creature must make a {@dc 15} Constitution saving throw or be paralysed for one minute and take {@damage 1d6} poison damage. Creature can repeat saving throw at the end of their next turn." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "MLW", + "RW" + ], + "attachedItems": [ + "+2 shortsword|dmg", + "longbow|phb" + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "F" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "tokenHref": { + "type": "external", + "url": "https://github.com/5etools-mirror-2/5etools-img/raw/main/blank.webp" + }, + "fluff": { + "entries": [ + "A relatively new recruit to the Order, Xenia's dedication to her training, her speed of thought and hand, combined with her cool temperament, has seen her entrusted with some of the Scorpion's most important assignments. Utilising her natural elvish vision and agility, she prefers to strike silently in the dark, earning her the codename: {@i Nightsting}.", + { + "name": "Xenia Zanetti's Traits", + "type": "entries", + "entries": [ + "{@b Ideal.} The laws of the Gods are above those of men.", + "{@b Bond.} The Order set me free and gave me a purpose. I owe them everything.", + "{@b Flaw.} I'd prefer to die alone than let a man touch me." + ] + }, + { + "name": "Harsh Childhood", + "type": "entries", + "entries": [ + "Given up for adoption by her elvish mother, Xenia was raised at an orphanage in Sembia. Taking advantage of her beauty and elvish blood, the owners sold her as a young girl to lascivious land owner, who quickly took to abusing her. When she found the strength one day to reject his advances her master smashed her in the face with an iron sconce, breaking her cheekbone and giving her a jagged scar on the right side of her face. Xenia ran away (an offence punisheable by death as she was still a slave) and started sleeping on the streets of Yhaunn." + ] + }, + { + "name": "Kind Benefactor", + "type": "entries", + "entries": [ + "An old widower found her half dead in an alley, felt pity for her and took her in to his home. Seeing the strength of her spirit he introduced her to the man who would become her mentor and train her in the ways of the White Scorpion." + ] + }, + { + "name": "Free At Last", + "type": "entries", + "entries": [ + "Despite the rigourous nature of her training, Xenia felt free for the first time in her life. Until then she had been an unloved orphan and then a piece of chattel to an abusive master. Now she had purpose - and the strength to carry out that purpose. After surviving the initiation ceremony, she killed her former master - her first sting - and formally became a member of the White Scorpions." + ] + }, + { + "name": "Undercover Agent", + "type": "entries", + "entries": [ + "A slave rebellion that swept over Sembia gave The Three Masters the chance to plant Xenia in the Purple Dragon Army, where she became the captain of a division of archers. Her military success led to her being hired as a special agent by the King of Cormyr - a man who the Scorpions later sent her to kill on charges of corruption." + ] + }, + { + "name": "Arcane Advantage", + "type": "entries", + "entries": [ + "Xenia's adventures outside the guild have brought her into frequent contact with the arcane arts, a field she started to study seeing its potential to make her a yet more deadly hand of justice. Spells like {@spell invisibility|PHB}, {@spell minor illusion|PHB} and {@spell charm person|PHB} increase her versatility in the field." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://github.com/5etools-mirror-2/5etools-img/raw/main/blank.webp" + } + } + ] + } + }, + { + "name": "Oblivion", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "half drow" + ] + }, + "source": "TWSAGU", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 19, + "from": [ + "{@item +2 studded leather armor}" + ] + } + ], + "hp": { + "special": "100" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 20, + "con": 10, + "int": 16, + "wis": 14, + "cha": 14, + "passive": 18, + "cr": "11", + "shortName": "Oblivion", + "page": 12, + "senses": [ + "darkvision 90 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common", + "Elvish", + "Drow", + "Scorpion Tongue" + ], + "languageTags": [ + "C", + "E" + ], + "save": { + "dex": "+11", + "int": "+9", + "wis": "+8" + }, + "skill": { + "sleight of hand": "+17", + "deception": "+14", + "insight": "+14", + "perception": "+8", + "religion": "+9", + "stealth": "+17", + "history": "+9", + "athletics": "+7" + }, + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Oblivion is a 3rd level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 17}, +9 to hit with spell attacks. Oblivion has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell chill touch}", + "{@spell dancing lights}", + "{@spell mage hand}", + "{@spell message}", + "{@spell minor illusion}" + ] + }, + "1": { + "spells": [ + "{@spell comprehend languages}", + "{@spell detect magic}", + "{@spell disguise self}", + "{@spell shield}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell invisibility}", + "{@spell misty step}" + ], + "slots": 2 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CW" + ], + "trait": [ + { + "name": "Alert", + "entries": [ + "Oblivion gains a +10 bonus to her initiative. He can't be {@status surprised} while is conscious, and creatures don't gain advantage on attack rolls as a result of being hidden from him." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 9d6} 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 incapacitated, and you don't have disadvantage on the attack roll." + ] + }, + { + "name": "Cunning Action", + "entries": [ + "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 Dash, Disengage, or Hide action." + ] + }, + { + "name": "Assassinate", + "entries": [ + "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": "Uncanny Dodge", + "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": "Evasion", + "entries": [ + "You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an 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": "Infiltration Expertise", + "entries": [ + "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": "Reliable Talent", + "entries": [ + "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": "Impostor", + "entries": [ + "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 (Deception) check you make to avoid detection." + ] + }, + { + "name": "Blindsense", + "entries": [ + "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": "Death Strike", + "entries": [ + "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 19}). On a failed save, double the damage of your attack against the creature." + ] + }, + { + "name": "Equipment: Magical Items", + "entries": [ + "Oblivion is equipped with these following magic items:", + { + "type": "list", + "items": [ + "{@item Ring of Mind Shielding|DMG}", + "{@item Ring of Water Walking|DMG}", + "{@item Robe of Useful Items|DMG}", + "{@item Potion of Gaseous Form|DMG}" + ] + } + ] + } + ], + "traitTags": [ + "Sneak Attack" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Oblivion makes two attacks: one with his +3 shortsword and one (bonus action) with his {@condition poisoned} dagger. Or he attacks once with his hand crossbow." + ] + }, + { + "name": "+3 Shortsword", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d6 + 8}) piercing damage." + ] + }, + { + "name": "Poisoned Dagger", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage). Creature must make a {@dc 15} Constitution saving throw or be paralysed for one minute and take {@damage 1d6} poison damage. Creature can repeat saving throw at the end of their next turn." + ] + }, + { + "name": "Hand Crossbow", + "entries": [ + "{@atk rw} {@hit 11} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "MLW", + "RW" + ], + "attachedItems": [ + "+3 shortsword|dmg", + "hand crossbow|phb" + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "N" + ], + "savingThrowForced": [ + "constitution" + ], + "tokenHref": { + "type": "external", + "url": "https://github.com/5etools-mirror-2/5etools-img/raw/main/blank.webp" + }, + "fluff": { + "entries": [ + "The Grandmaster of the White Scorpions is also the member of the Order about whom the least is known. Oblivion has been The Grandmaster for nearly a century now (some say over a century in fact!), and many members whisper that he must have elvish blood - some older members even believe that he is a drow who defected from the Underdark. Even when presiding over the Cabinet of Justice, Oblivion never removes his hood, his face always resting in the shadows. Furthermore the glimpses of his features that a stray flicker of light might reveal never seem quite the same from one moment to the next. Despite a slight limp, he moves with the ease and grace of a man in his prime.", + { + "name": "Oblivion's Traits", + "type": "entries", + "entries": [ + "{@b Ideal.} Let the gods deliver justice in the afterlife. Men must deliver it on earth.", + "{@b Bond.} I will serve the Order to the best of my ability until my dying breath.", + "{@b Flaw.} Hard sacrifices must be made for our Order." + ] + }, + { + "name": "Dangers of Success", + "type": "entries", + "entries": [ + "Oblivion has worked tirelessly to bring the Order back to its former glory, and the number of active trained assassins is higher than it has been for centuries, as are the number of Edicts of Justice they carry out each year. This success however has attracted the attention of criminal groups, such as the Zhentarim, some members of whom have been victims of their Necrodicta. Whilst the Scorpions' increasing notoriety causes many evil doers to think twice before taking the law into their own hands, it has also made the Order many enemies of late." + ] + }, + { + "name": "Rumoured Legacy", + "type": "entries", + "entries": [ + "Not much, if anything, is known of Oblivion's younger years, but he is rumoured to have killed none other than Thalyn, a corrupt paladin, who terrorised Calimshan with his mercenary army some 60 odd years ago. The paladin died of a single dagger wound in his stronghold, surrounded by his men. Not a single soldier claimed to have seen even a shadow that night. Oblivion is also rumoured to have assassinated a vampire and a mindflayer." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://github.com/5etools-mirror-2/5etools-img/raw/main/blank.webp" + } + } + ] + } + }, + { + "name": "Ralf Foxal (The Whistler)", + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "Halfling Stout" + ] + }, + "source": "TWSAGU", + "alignment": [ + "N", + "G" + ], + "ac": [ + { + "ac": 19, + "from": [ + "{@item +2 studded leather armor}" + ] + } + ], + "hp": { + "special": "101" + }, + "speed": { + "walk": 25 + }, + "str": 10, + "dex": 20, + "con": 14, + "int": 14, + "wis": 8, + "cha": 16, + "passive": 19, + "cr": "9", + "shortName": "Ralf Foxal (The Whistler)", + "page": 13, + "languages": [ + "Common", + "Halfling", + "Dwarf", + "Scorpion Tongue" + ], + "languageTags": [ + "C", + "H" + ], + "save": { + "dex": "+10", + "int": "+7" + }, + "skill": { + "acrobatics": "+15", + "sleight of hand": "+10", + "perception": "+9", + "stealth": "+15", + "history": "+7", + "persuasion": "+13" + }, + "trait": [ + { + "name": "Alert", + "entries": [ + "Ralf gains a +10 bonus to her initiative. He can't be {@status surprised} while is conscious, and creatures don't gain advantage on attack rolls as a result of being hidden from him." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 7d6} 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 incapacitated, and you don't have disadvantage on the attack roll." + ] + }, + { + "name": "Cunning Action", + "entries": [ + "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 Dash, Disengage, or Hide action." + ] + }, + { + "name": "Assassinate", + "entries": [ + "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": "Uncanny Dodge", + "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": "Evasion", + "entries": [ + "You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an 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": "Infiltration Expertise", + "entries": [ + "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": "Reliable Talent", + "entries": [ + "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": "Impostor", + "entries": [ + "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 (Deception) check you make to avoid detection." + ] + }, + { + "name": "Blindsense", + "entries": [ + "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": "Poison Resistance", + "entries": [ + "As a stout halfling, The Whistler has advantage on saving throws against poison and resistance against poison damage." + ] + }, + { + "name": "Equipment: Magical Items", + "entries": [ + "Ralf is equipped with these following magic items:", + "{@item Rope of Climbing|DMG}", + "{@item Robe of Scintillating Colors|DMG}", + "{@item Potion of Invisibility|DMG}" + ] + } + ], + "traitTags": [ + "Sneak Attack" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Whistler makes two attacks: one with his +2 rapier and one (bonus action) with his {@condition poisoned} dagger. Or he attacks once with his blowgun." + ] + }, + { + "name": "+2 Rapier", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) piercing damage." + ] + }, + { + "name": "Poisoned Dagger", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage). Creature must make a {@dc 15} Constitution saving throw or be paralysed for {@dice 1d4} rounds and take {@damage 1d6} damage." + ] + }, + { + "name": "Blowgun", + "entries": [ + "{@atk rw} {@hit 10} to hit, range 25/100 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "MLW", + "RW" + ], + "attachedItems": [ + "+2 rapier|dmg", + "blowgun|phb" + ], + "damageTags": [ + "P" + ], + "savingThrowForced": [ + "constitution" + ], + "tokenHref": { + "type": "external", + "url": "https://github.com/5etools-mirror-2/5etools-img/raw/main/blank.webp" + }, + "fluff": { + "entries": [ + "Progeny of a noble halfling family from Daggerford, Ralf had a comfortable unbringing with little responsibilities, a situation that he abused to become a rake and a dandy. Although honourable to his own values, he saw nothing wrong in seducing a local noblewoman who was betrothed to another, whilst he was drunk at a gala dinner. Shortly afterwards the would-be husband declared a duel, during which Ralf had little option but to kill his adversary, as he would not face the humiliation of losing to a halfling, preferring to die rather than submit to his opponent.", + { + "name": "Ralf's Traits", + "type": "entries", + "entries": [ + "{@b Ideal.} We can't avenge every injustice... but we can avenge many of them.", + "{@b Bond.} Oblivion gave the order to rescue me. I owe him my life.", + "{@b Flaw.} Enjoying a drink and the company of a certain type of woman is all part of my disguise." + ] + }, + { + "name": "A Plot is Foiled", + "type": "entries", + "entries": [ + "The brother of the dead man, one of only two witnesses of the duel, used his political influence to have Ralf arrested for murder, whilst also arranging for the other witness - Ralf's friend and second in the duel - to be killed. The truth of the matter reached the ears of the White Scorpions. After deliberation and prayers to Arrtyr they decided to dispatch a detail to rescue Ralf on the day of his execution, and invite the halfling to begin training." + ] + }, + { + "name": "A New Beginning", + "type": "entries", + "entries": [ + "Despite his reservations about joining such an ascetic Order, Ralf felt dutybound to serve those who had given him a second chance in life. His natural aptitude saw him complete his training in record time, and whilst his Long Night still haunts his dreams, his halfling constitution meant he survived the ceremony. His First Sting was to avenge his friend, and himself, and kill the noble's brother. Afterwards Foxal was given a new identity as a merchant based in Waterdeep, where he built a highly successful trading company, which to this day provides the Order with one of its largest sources of income." + ] + }, + { + "name": "Nickname", + "type": "entries", + "entries": [ + "Only older members of the Order remember Ralf's real name. The rest of his brethren refer to him as The Whistler. It was reported that he was whistling on his way from the jail to the executioner's block when he was rescued. These days he repeats the same slow melancholy whistle as a last refrain for his victims, before aiming his blowgun laced with Deathstalker Venom at their necks." + ] + }, + { + "name": "Controversy", + "type": "entries", + "entries": [ + "A charismatic figure, he is well liked by the majority of the Order, who also respect his business acumen, however there are some who feel that his frequent dalliances with wine and women in his public life means that he should never have been considered for the role of Master." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://github.com/5etools-mirror-2/5etools-img/raw/main/blank.webp" + } + } + ] + } + }, + { + "name": "Granit The Pious", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "half orc" + ] + }, + "source": "TWSAGU", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item +1 chain shirt}" + ] + } + ], + "hp": { + "special": "101" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 13, + "con": 14, + "int": 12, + "wis": 17, + "cha": 8, + "passive": 13, + "cr": "6", + "shortName": "Granit The Pious", + "page": 14, + "languages": [ + "Common", + "Orc", + "Dwarf", + "Scorpion Tongue" + ], + "languageTags": [ + "C", + "O" + ], + "save": { + "wis": "+8", + "cha": "+4" + }, + "skill": { + "religion": "+11", + "insight": "+13", + "stealth": "+11", + "athletics": "+13", + "intimidation": "+9", + "survival": "+8", + "medicine": "+8", + "nature": "+13" + }, + "trait": [ + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 4d6} 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 incapacitated, and you don't have disadvantage on the attack roll." + ] + }, + { + "name": "Cunning Action", + "entries": [ + "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 Dash, Disengage, or Hide action." + ] + }, + { + "name": "Assassinate", + "entries": [ + "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": "Uncanny Dodge", + "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": "Evasion", + "entries": [ + "You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an 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": "Channel Divinity: Knowledge of the Ages", + "entries": [ + "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: Destroy Undead", + "entries": [ + "When an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed." + ] + }, + { + "name": "Channel Divinity: Read Thoughts", + "entries": [ + "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 suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell." + ] + } + ], + "traitTags": [ + "Sneak Attack" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Granit is a 6th level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 16}, +8 to hit with spell attacks. Granit has the following cleric spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell guidance}", + "{@spell mending}", + "{@spell resistance}", + "{@spell spare the dying}", + "{@spell thaumaturgy}" + ] + }, + "1": { + "spells": [ + "{@spell command}", + "{@spell detect evil and good}", + "{@spell guiding bolt}", + "{@spell identify}", + "{@spell shield of faith}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell augury}", + "{@spell hold person}", + "{@spell silence}", + "{@spell suggestion}", + "{@spell zone of truth}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell dispel magic}", + "{@spell nondetection}", + "{@spell revivify}", + "{@spell speak with dead}", + "{@spell spirit guardians}" + ], + "slots": 3 + } + }, + "ability": "wis", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CC" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Granit makes two attacks: one with his +2 morning star and one (bonus action) with his {@condition poisoned} dagger." + ] + }, + { + "name": "+2 Morning Star", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage." + ] + }, + { + "name": "Poisoned dagger", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Creature must make a {@dc 15} Constitution saving throw or be paralysed for {@dice 1d4} rounds and take {@damage 1d6} poison damage (half on a save)." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "MLW" + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "N", + "R" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "charisma", + "wisdom" + ], + "tokenHref": { + "type": "external", + "url": "https://github.com/5etools-mirror-2/5etools-img/raw/main/blank.webp" + }, + "fluff": { + "entries": [ + "At nearly 7ft tall, with a broken nose, dark grey skin and shaven head, Granit cuts a fearsome figure. He was born to a human mother, the child of rape, when an orc war party marauded through their village in the foothills of the Sword Mountains. His mother's husband was killed in front of her eyes and Granit was conceived in an act of violence perpetrated by the clan's war chief.", + { + "name": "Granit's Traits", + "type": "entries", + "entries": [ + "{@b Ideal.} I will do everything in my power to punish evil.", + "{@b Bond.} I am servant of Tyr and his will.", + "{@b Flaw.} There can be no second chance for one who commits a grave wrong." + ] + }, + { + "name": "A Cleric First", + "type": "entries", + "entries": [ + "Nonetheless he was brought up lovingly in the same village, before, still a boy, he travelled to Waterdeep to become a priest of Tyr, the God of Justice. Despite studying for many years and showing a rare talent for communicating with the divine, his orcish rage was judged by the temple's high priest to stand in the way of a life as a cleric. Instead he recommended Granit to the White Scorpions who sent a mentor to train him in the ways of the Order." + ] + }, + { + "name": "Family Business", + "type": "entries", + "entries": [ + "Not the most naturally talented member of the Order, Granit's iron will and determination saw him complete the training and fearlessly pass the Long Night. His First Sting took him over a year to complete however, as he tracked down his father's clan over many forests and mountains. Waiting for his father to separate from the group, he fired an arrow laden with Deathstalker poison into his thigh, and then slit his throat standing face to face." + ] + }, + { + "name": "Guided by God", + "type": "entries", + "entries": [ + "Granit's special relationship with Tyr, to whom he prays daily, and dedication to the Order make him an invaluable asset to the White Scorpions: he is very much Oblivion's right hand man. His demons tamed, he is a man at peace whose life mission is to right as many wrongs as possible, in the name of Arrtyr." + ] + }, + { + "name": "Resentment", + "type": "entries", + "entries": [ + "Granit's orcish heritage means he is resented by some of the Order who consider him both a monster and a bastard; a resentment deepened by the widely held belief that he is the Grandmaster in waiting." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://github.com/5etools-mirror-2/5etools-img/raw/main/blank.webp" + } + } + ] + } + } + ], + "item": [ + { + "name": "Sting of Steel", + "source": "TWSAGU", + "type": "M", + "rarity": "uncommon", + "baseItem": "dagger|PHB", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "page": 9, + "tier": "major", + "bonusWeapon": "+1", + "entries": [ + "If an acolyte survives the Tomb of Scorpions ceremony they are given a specially crafted dagger, referred to as their \"sting\". This dagger has a poison chamber in the hilt and a groove in the centre of the blade, which runs from the bottom of the hilt to the tip, where a fine web of incisions help distribute the poison once a hit a scored.", + "When a button on the inside of the hilt is pressed with the thumb it releases one dose of poison onto the blade (in game terms this is a free action as it requires a fraction of a second to perform). The blade is coated with venom for one minute, before drying, or until the wielder scores a successful attack. The chamber can hold five doses of poison at a time, and can be easily refilled.", + "Some stings are ornately decorated with gems or carvings of scorpions, others are completely plain. Many are handed down over the years from assassin to assassin, so that many stings are hundreds of years old.", + "Losing your blade is considered both a great shame and a danger to the secrecy of the Order. Any such incident must be reported to the Cabinet of Justice immediately, and great lengths should be undergone to recover the weapon. ", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Note}: When scoring a hit with their \"sting\" the DC of the Deatherstalker Venom saving throw goes up from 13 to 15, as this especially designed blade allows for maximum chance of the poison entering the victim's bloodstream." + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/t6ohnrB.jpg" + } + } + ], + "entries": [ + { + "name": "Credits", + "type": "inset", + "entries": [ + "Reference {@link Rules by Hipster & Dragon|https://www.dmsguild.com/product/224166/The-White-Scorpions-Assassins-Guild}. Please credit if you repost elsewhere.", + "Art and item designed by {@link More Throwables|https://www.reddit.com/r/UnearthedArcana/comments/cz6208/more_throwables_four_new_throwable_items_akin_to/}. Please credit if you repost elsewhere." + ] + } + ] + } + }, + { + "name": "Deathstalker Scorpion Venom (vial)", + "type": "GV", + "weight": 1, + "rarity": "uncommon", + "wondrous": false, + "reqAttune": false, + "value": 3000, + "source": "TWSAGU", + "entries": [ + "Deathstalker Venom is harvested from an aggressive species of scorpion by the same name whose potent sting paralyses even medium-sized mammals, and kills their own smaller prey (insects, mice and amphibians) in a matter of seconds.", + "These commonly occuring scorpions are usually pale or sand-coloured. They live in deserts, scrublands and temperate forests and can be found in these terrains on a DC15 Intelligence (Nature) or Wisdom (Survival) check after 1d6 hours of searching. On a successful check you find 1d4 scorpions. It takes one day to harvest one highly concentrated dose from a single scorpion, and to harvest this dose you must coerce the live scorpion into expressing its poison four times over 24 hours. Half a dose can be harvested from a recently dead scorpion. To perform this operation successfully follow the rules laid out for harvesting poison in p258 of the DMG, making one check per dose.", + "Deathstalker Venom is an injury poison that must enter the bloodstream to take effect, usually via the coating of a slashing or piercing weapon. A creature subjected to Deathstalker Poison must make a DC 13 Constitution saving throw. On a failed save it is paralysed for up to one minute and takes 1d6 poison damage. The affected creature may repeat the save on the end of each of its turns, and if successful is no longer paralysed. If the victim passes its initial save they take half damage with no additional ill effects.", + "Due to their preparation for their initiation ceremony (see page 7) agents of the White Scorpions become immune to the effects of Deathstalker Venom.", + { + "type": "inset", + "name": "Optional Poison Rule", + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Double dose}: A creature struck by the same poison for a second time within a minute makes future saving throws against the effects of that poison with disadvantage.", + "{@b Size matters}: Large creatures have advantage when saving against any non-magical poison (consider that a large creature has maybe 3-5 times the body weight of a medium one, so the benefits of a higher constitution alone are not enough to reflect any realism in this regard), whilst at the DM's discretion huge and gargantuan creatures are immune to non-magical poisons in normal doses. Tiny creatures suffer disadvantage on poison saving throws." + ] + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/sHrjK7V.png" + } + } + ], + "entries": [ + { + "name": "Credits", + "type": "inset", + "entries": [ + "Reference {@link Rules by Hipster & Dragon|https://www.dmsguild.com/product/224166/The-White-Scorpions-Assassins-Guild}. Please credit if you repost elsewhere.", + "Art and item designed by {@link More Throwables|https://www.reddit.com/r/UnearthedArcana/comments/cz6208/more_throwables_four_new_throwable_items_akin_to/}. Please credit if you repost elsewhere." + ] + } + ] + } + } + ], + "background": [ + { + "name": "Trainee Assassin", + "source": "TWSAGU", + "page": 9, + "skillProficiencies": [ + { + "stealth": true, + "choose": { + "from": [ + "athletics", + "acrobatics", + "history", + "religion", + "nature" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + { + "disguise kit": true, + "poisoner's kit": true + } + ], + "startingEquipment": [ + { + "_": [ + "shortsword|phb", + { + "item": "dagger|phb", + "quantity": 2 + }, + { + "special": "charcoal" + }, + "grappling hook|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + }, + "caltrops (bag of 20)|phb", + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 1000 + }, + { + "item": "deathstalker scorpion venom (vial)|TWSAGU", + "quantity": 5 + }, + "sting of Steel|TWSAGU" + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Stealth} and one of {@skill Athletics}, {@skill Acrobatics}, {@skill History}, {@skill Religion} or {@skill Nature}." + }, + { + "type": "item", + "name": "Tool Proficiencies:", + "entry": "{@item Disguise kit|phb}, {@item Poisoner's Kit|phb}" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "Weapon black (enough for one {@item shortsword|PHB}, or two {@item dagger|PHB|daggers}), face black (charcoal), a {@item grappling hook|PHB|grapple hook}, {@item caltrops (bag of 20)|PHB|caltrops} (p.151 PH), a set of {@item common clothes|phb} and a {@item pouch|phb} containing 10 gp. A vial of {@item Deathstalker Scorpion Venom (vial)|TWSAGU|Deathstalker Scorpion Venom (5 doses)}, a \"{@item Sting of Steel|TWSAGU}\" dagger with poison chamber (page 6)." + } + ] + }, + { + "name": "Feature: Mentor", + "type": "entries", + "entries": [ + "White Scorpions often a have a special bond with the person who trained them, especially as they will be one of the only members of the Order they deal with directly and regularly. In times of need they may go to this mentor for advice." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Feature: Guild Membership", + "type": "entries", + "entries": [ + "Recruiting and training members is a slow and expensive process, meaning that the White Scorpions do their utmost to protect their members, especially as every member is also a guardian of many of the Order's secrets. As identities are not revealed unless absolutely necessary, locating other guild members can be difficult (see Secret Signs section on page 3) but if a member can locate another they can rely on them for shelter, food and even small loans. Towns with a Temple of Tyr, the God of Justice, are often a place of sanctuary, as priests of these temples sometimes serve as members of The Claw.", + "Guild membership comes with its obligations, and just as one might seek shelter or help, one must be ready to give it when another calls for it. Additionally members are expected to donate 20% of their income to the guild (usually by leaving it at a Temple of Tyr). They must also be ready to carry out Necrodicta and attend the Grand Confab at a moment's notice (see Rules, Duties and Regulations on page 7)." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Feature: Animal Poison Resistance", + "type": "inset", + "entries": [ + "As well as immunity to the Deathstalker Venom, the years they have spent ingesting this poison means White Scorpions have advantage on saving throws against the venom of naturally occuring animals and beasts, including giant beasts.", + "(They save against all magical poisons such as drow, wyvern and purple worm poison, as well as natural plant-based poisons, as per usual)." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "The majority of White Scorpion acolytes are serious men and women, whose outlook on life is very much dictated by the mandates of the Order. Some however have never been able to completely stifle their own rage, passions and desires and have an internal struggle between faithful servitude of the Order and following their natural impulses. Some believe they can do both.", + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My training is my life. I'm completely dedicated to fulfilling my destiny." + ], + [ + "2", + "I resent the demands of my training, and I'm dreading the initiation ceremony." + ], + [ + "3", + "My training has instilled iron discipline. I stay calm no matter what the situation." + ], + [ + "4", + "Injustice fills me with rage. And when I get angry I get violent." + ], + [ + "5", + "I'm always alert to danger. I survey my environment at all times and sit with my back to the wall." + ], + [ + "6", + "I find it hard to make connections. So far in my life everyone's taken advantage of me." + ], + [ + "7", + "Someone ruined my life. My heart is consumed by fervent dreams of revenge." + ], + [ + "8", + "Words are meaningless. I am a (wo)man of action." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@b Justice.} I hate seeing injustice go unpunished. (Good)" + ], + [ + "2", + "{@b Revenge.} I will go to any length to have my personal revenge. (Lawful)" + ], + [ + "3", + "{@b Greater Good.} I have sacrificed my life to make society a better place. (Chaotic)" + ], + [ + "4", + "{@b Order.} My role is to strike down those who bring chaos and anarchy to the realms of men. (Evil)" + ], + [ + "5", + "{@b Destiny.} The gods have given me a destiny and I won't flinch in fulfilling it. (Neutral)" + ], + [ + "6", + "{@b Death.} I'm fascinated by death, and take grim satisfaction from being its agent. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "The Order rescued me from the streets and gave me a purpose. I owe them everything." + ], + [ + "2", + "My mentor is like the mother/father I never had." + ], + [ + "3", + "My only bond is to (s)he who wronged me. I will not rest until they are in the grave." + ], + [ + "4", + "I have a younger sibling who I had to leave behind in a terrible situation. I will find them and save them." + ], + [ + "5", + "The God of Justice is my patron. I have dedicated my life to serving him." + ], + [ + "6", + "I have a secret love, even though the Order forbid it." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have been treated so badly, I don't know how to trust and communicate." + ], + [ + "2", + "I'm so obsessed with my goal I can't focus on anything else." + ], + [ + "3", + "I don't believe in mercy or kindness, only justice." + ], + [ + "4", + "I am impatient and believe myself ready, even if my mentor says otherwise." + ], + [ + "5", + "The killing game ain't for the faint hearted. No wonder I need a drink, or five, afterwards." + ], + [ + "6", + "I'm fearful and paranoid. I wake up every night in cold sweats." + ] + ] + } + ] + } + ], + "fluff": { + "entries": [ + { + "name": "Trainee Assassin", + "type": "entries", + "entries": [ + "White Scorpions come from many backgrounds, such as Noble, Soldier, Urchin and even Criminals, recruited with a view to reforming them for a greater purpose. In gaming terms these characters would start off as ordinary 1st level Rogues and only later in their adventuring life enter the guild and start training to become an Assassin (normally having gained enough experience points to reach 3rd level as this is the level at which you can choose the Assassin archetype - p.97 of the Player's Handbook).", + "However some players, knowing in advance that they wish to select the Rogue's Assassin archetype, may wish to select this custom made White Scorpion Trainee Assassin as a background from level one.", + "Characters who select this background are assumed to be in training with the White Scorpion guild and have already learned some important skills in the arts of stealth and killing from their mentor. It is likely that they were recruited by the Order at a young age, and now they must go out into the world as an adventurer to gain vital experience before they are ready to finish their training." + ] + }, + { + "name": "White Scorpion Trainee Assassin", + "type": "entries", + "entries": [ + "You were recruited at an early age as a potential White Scorpion assassin, and your life up until now has been dedicated to training with a view to becoming a fully fledged member of the Order (even if the name and details of that Order have been kept secret from you up until now).", + "To you the world is an ugly place full of chaos and injustice, which, prior to you preparing for life in the Order, gave you little but misery and suffering. The Order however has given you purpose, discipline, confidence and strength. You are determined to complete your training, survive the initiation ceremony, and rise to fulfil your destiny as a weapon of justice." + ] + }, + { + "name": "Credits", + "type": "inset", + "entries": [ + "Reference {@link Hipster & Dragon|https://www.dmsguild.com/product/224166/The-White-Scorpions-Assassins-Guild}. Please credit if you repost elsewhere." + ] + } + ] + } + } + ], + "book": [ + { + "name": "The White Scorpions Assassins Guild", + "id": "TWSAGU", + "source": "TWSAGU", + "cover": { + "type": "external", + "url": "https://imgur.com/6l0lm6k.jpg" + }, + "published": "2017-10-01", + "group": "homebrew", + "contents": [ + { + "name": "Chapter 1: The White Scorpions", + "headers": [ + "What The World Knows", + "Inside Information", + "History", + "Mission Statement", + { + "depth": 1, + "header": "The Three Maxims" + }, + { + "depth": 1, + "header": "Motto(s)" + }, + "Organisation", + { + "depth": 1, + "header": "Structure" + }, + { + "depth": 2, + "header": "The Head (Cabinet of Justice)" + }, + { + "depth": 2, + "header": "The Tail (Assassins)" + }, + { + "depth": 2, + "header": "The Claws (Clerks)" + }, + { + "depth": 1, + "header": "Funding & Payments" + }, + { + "depth": 1, + "header": "The Great Confab" + }, + "Favoured Killing Method", + { + "depth": 1, + "header": "Deathstalker Poison" + }, + "Becoming A Scorpion", + { + "depth": 1, + "header": "Training" + }, + { + "depth": 1, + "header": "Tomb of the Scorpions" + }, + { + "depth": 1, + "header": "The First Sting" + }, + { + "depth": 1, + "header": "Duties, Rules and Regulations" + }, + "Religion", + "Adventuring" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Chapter 2: Trainee Assassin (Background)", + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Chapter 3: Prominent Guild Members", + "headers": [ + "Xenia Zanetti (Nightsting)", + { + "depth": 1, + "header": "Xenia's Traits" + }, + "Oblivion", + { + "depth": 1, + "header": "Oblivion's Traits" + }, + "Ralf Foxal (The Whistler)", + { + "depth": 1, + "header": "Ralf's Traits" + }, + "Granit The Pious", + { + "depth": 1, + "header": "Granit's Traits" + } + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Chapter 4: Dungeon Master's Class", + "headers": [ + "Adventure Hooks", + "The DM's Challenge" + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Chapter 5: Author's Note, Credits & Thanks", + "headers": [ + "About the Author", + "Special Thanks", + "Special Credit", + "Request", + "Copyright" + ], + "ordinal": { + "type": "chapter", + "identifier": 5 + } + } + ] + } + ], + "bookData": [ + { + "id": "TWSAGU", + "source": "TWSAGU", + "data": [ + { + "type": "section", + "name": "Chapter 1: The White Scorpions", + "page": 3, + "entries": [ + "Be careful adventurer! You're about to become privy to the secrets of one of the most elusive and deadly societies in Faerun... secrets you ought to keep safe if you want to reach a ripe old age. What follows is a brief account of everything you need to know to take your place amongst the White Scorpions assassins' guild.", + "Take heed, this is no band of amoral killers for hire. The highly trained vigilantes of this Order consider themselves agents of divine will on earth, their mission to dispense justice where man's laws and politics have failed. With the blessing of their patron deity Tyr they track down evil-doers in all walks of life and send them mercilessly to their graves. As for what happens to these unfortunate souls in the afterlife...", + "{@i Let the Gods judge whom the Scorpions bury.}", + { + "type": "entries", + "name": "What The World Knows", + "page": 3, + "entries": [ + "Sparse concrete facts are known about this shadowy group of assassins, although few in Faerun can doubt their existence. Too many murderers and rapists, too many corrupt politicians, too many greedy clerics and sexual deviants have died - their throat slit, their lips frothing and a dessicated scorpion left in their mouth - for people to ignore.", + "Dubbed by common folk as \"the sting-and-slitters\" or \"ghosts of justice\", the White Scorpions have never identified themselves to the public, nor made any demands. They strike so swiftly and retreat so rapidly that sightings are rare, whilst the handful of assassins who've been caught in centuries of operation have committed suicide before talking, or being put on public trial.", + "Operating above and outside the law, some celebrate this mysterious organisation as protectors of the ordinary god-fearing folk of society against corrupt official and rulers, others see them as arrogant, lawless and downright insidious - more often than not because they live in fear of being their next victim." + ] + }, + { + "type": "entries", + "name": "Inside Information", + "page": 3, + "entries": [ + "Those on the inside know that the White Scorpions are an ancient order of highly trained assassins who, reversing centuries of decline, are slowly extending their influence over every corner of Faerun. In the service of the god Tyr - whom they worship as Arrtyr, Judge of All - they offer revenge to the needy and powerless, and deal justice to the corrupt and unpunished.", + "To fulfil its mission the Order relies on a large network of clerks and spies to gather information on incidents of injustice and unpunished crimes from letters, hearsay, eye witnesses and entreaties made at the Temples of Tyr, before the masters of the Order rule on those that must die. Once a decision has been made, one of the Order's deadly agents is dispatched to do the deed.", + "New assassins are recruited and trained by current members, and - if they survive their night in The Tomb of Scorpions (page 6) - they are then sent back into the world as ordinary citizens, where they are expected to rise as high as possible in society and contribute intelligence and money to the guild.", + "Members of the White Scorpions are predominantly humans, but a scattering of dwarves and halflings have also been recruited to the cause. Many of the Order joined from tough beginnings in life, explaining the high number of half elves and half orcs in their ranks." + ] + }, + { + "type": "entries", + "name": "History", + "page": 3, + "entries": [ + "According to their own lore and legend, The Order of the White Scorpions was founded around 500 DR by a man named Tai Yehia from Chondath. The Order's historians, writing many years after the events, state that Yehia was a slave of unknown origin who rose to prominence as the accountant of House Balaguer whilst still a youth. Such was the esteem that he was held in by his masters that after nearly two decades of loyal service Yehia was able to buy his freedom. As a freeman he started his own successful trading firm and married the beautiful daughter of a Chondathian merchant. However the beauty of his new wife inspired envy in an arrogant local lord by the name of Oriol. Oriol first seduced Yehia's wife and then had Yehia himself arrested and exiled on false charges.", + "Scared that death would follow exile, Yehia fled first to The Shaar and then to Estagund, where he visited a long since ruined shrine of Arrtyr and prayed for vengeance. The God of Justice told him to travel as far as Shou Lung on the other side of Toril and look for the sigil of a black scorpion. After searching many months and following countless clues to dead ends, he finally found such a sigil on the gate of a monastery that he chanced upon whilst trying to cross the Kokaha Steppes. This monastery to a dying foreign deity was manned by a solitary monk of ancient years, who trained Yehia in the arts of stealth, poison and weaponry, without ever saying a word to him. After five years of training the monk died, at which point Yehia embarked on his long homeward journey.", + "By the time he set foot back in Chondath he had been away nearly ten years. He discovered that his wife had had miscarried what he believed to be his child and then died giving birth five years later to his usurper's child. Using the techniques he had perfected in the steppes of Shou Lung, Yehia killed Oriol in an act of vengeance, and kidnapped his son, Jadyn. He then founded the White Scorpions, chiselling the Order's Three Maxims into a stone tablet to be passed through the ages, and training Jadyn to carry on his work.", + "Jadyn, under the tuition of his new step father, became a fanatic of the Order and its next leader. He assumed the name The Just Hand and began to recruit a band of apprentices with the goal of terrorising corruption and evil wherever they found it. They say he never knew his true identity.", + "For centuries the guild's mission, together with its secrets and techniques, were successfully passed down to new members; at least until the year 1014 DR when Grandmaster White Claw carried out the assassination of the leader of a powerful criminal faction known as The Goldfellows. The new leader of The Goldfellows, a ruthless warlord with sorcerer's powers by the name of Xhakaan, relentlessly sought out and killed all of the Order he could find in a retaliation designed to assuage fears and build his reputation. After White Claw fell victim to Xhakaan's full blooded offensive, the few remaining Scorpions, leaderless and decimated, were forced to go into hiding.", + "Scared and isolated, but defiant, these survivors continued to hold true to their beliefs and keep the Order alive, albeit inactive in practice and without a central command. Around 1250 DR the Order truly started to recover under the leadership of Grandmaster Moonlight Creed, whilst today the tireless work of long-serving Grandmaster Oblivion is finally coming to fruition. With every year that passes, more and more evil-doers feel the steel and poison of the Order, and today the White Scorpions are more powerful than ever before.", + { + "type": "inset", + "name": "Secret Signs", + "entries": [ + "After completing their training most of The White Scorpions work alone, communicating with brethren of the Order via coded letters when needed. In the field agents of the White Scorpions have two non-verbal ways of recognising one other, and confirming their fellows' identity.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Secret Greeting}: When shaking hands with anyone they believe to be a member of the guild, a member of the White Scorpions subtly makes the shape of two pincers and tail with their other (usually left) hand - where the index and little finger are the two claws, and the thumb is the tail. This signal should be reciprocated, if the person in question truly is brethren of the Order.", + "{@b White Ink Tattoo}: After completing their First Sting (page 7) and becoming a fully fledged member of the Order every assassin receives a small tattoo in white ink on the inside of their left wrist in the outline of a scorpion. This tattoo is almost invisible to those not looking for it. When a torch is held up to it however the ink glows brightly." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Mission Statement", + "page": 4, + "entries": [ + "The goal of the Order is to deliver justice where the law has failed, or does not exist.", + "They are not a political body, nor do they distinguish between the high and the low, killing peasants and kings alike if they are judged guilty after the evidence gathered by the organisation's clerks (known as Claws) is considered by The Cabinet of Justice. (See more on the guild's structure and hierarchy on page 4).", + "As well as actively gathering information on cases of injustice, the White Scorpions also consider the entreaties left at the altars of The Gods, especially their patron Arrtyr, The Judges of All, an ancient incarnation of Tyr.", + "In every case a thorough investigation is carried out before a sentence is passed by the Cabinet of Justice. If the accused is judged guilty their name is passed to one of the Order's agents, who will duly carry out the sentence on pain of their own death.", + { + "type": "entries", + "name": "The Three Maxims", + "page": 4, + "entries": [ + "Etched in stone by the legendary hand of the Order's founder, Tai Yehia, every White Scorpion holds dear to these three maxims.", + { + "type": "list", + "items": [ + "Better to die than tolerate injustice.", + "Better to kill than tolerate injustice.", + "Better to serve than to rule." + ] + } + ] + }, + { + "type": "entries", + "name": "Motto(s)", + "page": 4, + "entries": [ + "The Order's official motto is often the last words their victims hear before death, whispered to them by their killer. The unofficial motto can be heard occasionally uttered in rare meetings between agents.", + { + "type": "list", + "items": [ + "Let the Gods judge whom the Scorpions bury (official).", + "Justice starts with a sting (unofficial)." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Organisation", + "page": 5, + "entries": [ + "Whilst many of the inner working of The White Scorpions are mysteries even to its members, some broad things are known regarding the structure, hierarchy and funding of the guild.", + { + "type": "entries", + "name": "Structure", + "page": 5, + "entries": [ + "In terms of structure, the Order of the White Scorpions are divided into three parts: The Head, The Tail and The Claws.", + { + "type": "entries", + "name": "The Head (Cabinet of Justice)", + "page": 5, + "entries": [ + "The Head consists of the Order's eleven highest ranking brethren who form The Cabinet of Justice and rule on issues such as Necrodicta (ie. death sentences) and who to assign them to, agent recruitment and disciplinary matters. Many of The Head are also active assassins and more delicate jobs or special missions are often assigned to them, owing to their skill and experience in the field. The Cabinet typically meets once every two lunar cycles.", + "An executive body of Three Masters is both part of the Cabinet of Justice and also governs it. Consisting of a Grandmaster and two Masters this council is also responsible for the guild's strategic decisions and preserving the sanctity of the Order. Currently the Three Masters are Oblivion (Grandmaster), Granit The Pious and The Whistler (see chapter on Prominent Guild Members, starting page 10)." + ] + }, + { + "type": "entries", + "name": "The Tail (Assassins)", + "page": 5, + "entries": [ + "The Tail is the Order's network of active assassins spread (thinly) across the whole of Faerun. Most work in isolation from the rest of the Order, carrying out Necrodicta (ie. death sentences, see page 5) when they are delivered. The rest of their time they live normal lives, zealously guarding their identity as members of the guild. There are currently 67 brethren serving in The Tail." + ] + }, + { + "type": "entries", + "name": "The Claws (Clerks)", + "page": 5, + "entries": [ + "The Claws are the clerks and researchers of the Order. Many are retired members of The Tail, too old to serve as assassins, whilst a fair number are made up of those dedicated to the Order's ideals, but who failed the physical training and were never initiated as agents. Others were never considered for the role of assassin, but were seen to be sympathetic to the Order and recruited on the basis of their character, skills and trustworthiness. Amongst their duties, Claws are responsible for gathering information about potential targets and presenting it to The Head, delivering Necrodicta (death sentences) to agents of The Tail, and performing other administrative tasks.", + "Like members of The Head and The Tail, members of The Claw are sworn to silence, however otherwise they are not bound by the same strict rules (see page 7) of their brethren; nor do they carry the white ink tattoo, unless they are a former member of The Tail. They are not subjected to the Tomb of Scorpions initiation ceremony.", + "Aside from The Head all members of the guild are equal, no matter what their status in public life." + ] + } + ] + }, + { + "type": "entries", + "name": "Funding & Payments", + "page": 5, + "entries": [ + "The White Scorpions do not carry out contract killings for any price. Indeed this is strictly against their code of conduct. Instead the organisation relies on funds accrued by members in their private lives, as well as donations by wealthy patrons sympathetic to the Order.", + "With the education and patronage of the guild behind them, most White Scorpion agents become well off enough to be self sufficient in terms of funding, with wealthier members expected to contribute around a fifth of their annual income to the guild. Poorer members are paid retainer fees so that they can carry out their duties. The guild is known to look after its members in times of need, retirement or illness, and most of its members willingly contribute what they can to the cause that they have chosen to dedicate their life to.", + "Any Scorpion caught profiting from killing is sentenced by the Order to death.", + { + "type": "inset", + "name": "Scorpion Tongue", + "entries": [ + "After formally joining the White Scorpions, new members of the Order learn a cant specific to the White Scorpions, allowing them to identify each other with turns of phrases - ones that might seem mundane to an unacquainted listener but which demonstrate membership of the guild to those familiar with the patter. This cant also has codewords for many common words to do with their work, and can be used - in the same way thieves' cant is used - to deliver veiled messages and communicate basic instructions. See p.96 of the Player's Handbook for more info on how this cant can be used between two speakers.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Rules}: In gaming terms PCs automatically replace the Rogue's thieves' cant with Scorpion Tongue if they select the Trainee Assassin background on page 8. Otherwise ask your DM if you can swap it, or select Scorpion Tongue as a language if your class or background allows you to choose an extra one." + ] + }, + "If your PC is unable or unwilling to do either, they are assumed to have mastered only the very basics of the Scorpion Tongue in their training and must roll a DC10 Intelligence check to identify themselves using this cant without raising suspicion, or to understand a simple message (verbal or written) from another member, such as a rendez vous. This would raise to DC15 for understanding something slightly harder, like a rendez vous with condition attached (\"meet at the Cathedral and bring an axe\"), and DC20 for anything more complex. They are unable to write a coherent coded message." + ] + } + ] + }, + { + "type": "entries", + "name": " The Great Confab", + "page": 6, + "entries": [ + "Once every three years messages are sent to all corners of Faerun calling every member of The Tail to report to The Cabinet of Justice. The Confab is held in different cities on each occasion, and the specific locale is generally not reported until just a few hours before it is due to take place. Locations are always well hidden with every precaution taken by the guild to avoid public detection, whilst inside the meeting every attendee is required to wear a heavy hood throughout. During the conference, which typically lasts 24 to 36 hours, every member of the Tail is made to drink a cup of wine with truth serum and then called in front of the hooded Cabinet of Justice to make a report of their activities since the last Confab. After they have given their reports they must wait to be called forth again to be given any new instructions with regards to their future duties.", + "It is obligatory for a member of the Tail to attend the Grand Confab once called." + ] + } + ] + }, + { + "type": "entries", + "name": "Favoured Killing Method", + "page": 6, + "entries": [ + "The modus operandi of any White Scorpion is to first attack the victim with Deathstalker Venom (see below). This powerful toxin brings on painful spasms, breathing difficulties and heart problems as the venom shuts down the victim's vital organs. The effect is to paralyse the target, whilst leaving them conscious. As well as disabling the target for the kill, this paralysing effect allows the Scorpion agent to read aloud a list of the victim's misdemeanours, so that they are fully aware that they are being assassinated for their crimes against justice. The last words the victim are likely to hear are the guild's motto: {@i Let the Gods judge whom the Scorpions bury}. Once the victim has been made aware of their sentence, the White Scorpion then slits their throat. Typically they leave a dessicated scorpion in the victim's mouth as a warning to others.", + { + "type": "inset", + "name": "Necrodicta", + "entries": [ + "When a death sentence is passed by the Cabinet of Justice, the name of the victim is written on a small sheet of papyrus, along with a list of their crimes, traditionally using the blood of the sentencer (ie. a member of the Cabinet), and sealed with the wax imprint of a scorpion. This name is then delivered to the member of The Tail chosen to carry out the deed. Such a message is known as a Necrodictum, or sometimes as an Edict of Justice. Once a Necrodictum has been delivered it must be carried out by the agent without question on pain of one's own death." + ] + }, + { + "type": "entries", + "name": "Deathstalker Poison", + "page": 6, + "entries": [ + "Deathstalker Venom is harvested from an aggressive species of scorpion by the same name whose potent sting paralyses even medium-sized mammals, and kills their own smaller prey (insects, mice and amphibians) in a matter of seconds.", + "These commonly occuring scorpions are usually pale or sand-coloured. They live in deserts, scrublands and temperate forests and can be found in these terrains on a DC15 Intelligence (Nature) or Wisdom (Survival) check after 1d6 hours of searching. On a successful check you find 1d4 scorpions. It takes one day to harvest one highly concentrated dose from a single scorpion, and to harvest this dose you must coerce the live scorpion into expressing its poison four times over 24 hours. Half a dose can be harvested from a recently dead scorpion. To perform this operation successfully follow the rules laid out for harvesting poison in p258 of the DMG, making one check per dose.", + "Deathstalker Venom is an injury poison that must enter the bloodstream to take effect, usually via the coating of a slashing or piercing weapon. A creature subjected to Deathstalker Poison must make a DC 13 Constitution saving throw. On a failed save it is paralysed for up to one minute and takes 1d6 poison damage. The affected creature may repeat the save on the end of each of its turns, and if successful is no longer paralysed. If the victim passes its initial save they take half damage with no additional ill effects.", + "Due to their preparation for their initiation ceremony (see page 7) agents of the White Scorpions become immune to the effects of Deathstalker Venom.", + { + "type": "inset", + "name": "Optional Poison Rule", + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Double dose}: A creature struck by the same poison for a second time within a minute makes future saving throws against the effects of that poison with disadvantage.", + "{@b Size matters}: Large creatures have advantage when saving against any non-magical poison (consider that a large creature has maybe 3-5 times the body weight of a medium one, so the benefits of a higher constitution alone are not enough to reflect any realism in this regard), whilst at the DM's discretion huge and gargantuan creatures are immune to non-magical poisons in normal doses. Tiny creatures suffer disadvantage on poison saving throws." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Becoming A Scorpion", + "page": 7, + "entries": [ + "Very few of the existing Order set out to become a White Scorpion. Rather they happened to be in the right place at the right time, and - knowingly or unknowingly - demonstrate the right skills and characteristics to those watching. Responsibility for identifying potential recruits falls mostly to {@i The Claws}, whilst the training itself is always carried out by members of The Tail. Finally, The Head decide if an acolyte is ready to take the initiation ceremony.", + { + "type": "entries", + "name": "Training", + "page": 7, + "entries": [ + "A White Scorpion's training is gruelling and may take many years to complete, depending not only on their own aptitude but also the ability of their mentor. This long preparation not only consists of combat training with finesse and ranged weapons, and the art of dealing deadly strikes to a distracted or disabled opponent, but it also includes training in the use and harvesting of poisons, as well as a high level of academic training. Trainees are taught to read and write the common tongue, if they don't already know how to, and well as given a good grounding in history, religion and natural lore so that they can assimilate into any level of society. In addition to martial and academic training, a great emphasis is placed on stealth, whilst endurance and athletic prowess are also honed via vigorous and repetitive exercises. Some mentors drill their students in acrobatics.", + "During training acolytes live an ascetic lifestyle but chief amongst their hardships is their daily \"purification ritual\", whereby they are taught to administer themselves increasingly large doses of Deathstalker Venom via cuts in their wrist, in order to ready them for the Tomb of the Scorpions ceremony (see below). These doses invariably bring on excruciatingly painful cramps and spasms, as well as breathing difficulties, but serve to protect the initate during their initiation, by immunising them against the worst effects of the stings they will suffer.", + "Whilst the mentor will often allude to the fact that their trainee is preparing to fulfil a higher purpose and become an agent of justice, no direct mention of the White Scorpions is made during the training process, nor is any knowledge of the Order shared, until the trainee is ready for initiation." + ] + }, + { + "type": "entries", + "name": "Tomb of the Scorpions", + "page": 7, + "entries": [ + "When the novice assassin is deemed ready by their mentor, they must first be approved by the God Arrtyr in an often deadly ceremony, known as The Tomb of the Scorpions, or The Long Night.", + "Under the supervision of at least one member of the Cabinet of Justice and two witnesses, at dusk on the agreed date the initiate is placed in a sarcophagus, along with eleven aggressive Deathstalker scorpions, which is then sealed. After uttering a hymn to Arrtyr, all present then leave the coffin unattended, returning to lift the lid at dawn.", + "If the initiate is alive in the morning they are considered chosen by Arrtyr and ready to finalise their membership of the guild, which they must do so by completing their First Sting (see page 7). This is usually an assignment to kill their personal nemesis under the auspices of the guild and their god.", + "{@b Game Rules}: If your PC takes this initiation ceremony in game have them make their choice of an Intelligence or Wisdom check first (using one of Survival, Nature or Medicine proficiency) to determine how well they prepared their body for this test. For every difficulty level passed they get a +2 modifier on their subsequent Constitution saving throw. Ie. if they roll 5 or above they get +2, 10 or above +4, 15 or above +6, 20 or above +8 etc.", + "Now determine randomly how badly they are stung during the ceremony by rolling 3d6. The result is the DC of the Constitution saving throw they must pass to survive the night.", + "Characters might want to ensure they have Inspiration (p.125, PHB) before they undergo the ceremony!", + { + "type": "inset", + "name": "Sting of Steel", + "entries": [ + "If an acolyte survives the Tomb of Scorpions ceremony they are given a specially crafted dagger, referred to as their \"sting\". This dagger has a poison chamber in the hilt and a groove in the centre of the blade, which runs from the bottom of the hilt to the tip, where a fine web of incisions help distribute the poison once a hit a scored.", + "When a button on the inside of the hilt is pressed with the thumb it releases one dose of poison onto the blade (in game terms this is a free action as it requires a fraction of a second to perform). The blade is coated with venom for one minute, before drying, or until the wielder scores a successful attack. The chamber can hold five doses of poison at a time, and can be easily refilled.", + "Some stings are ornately decorated with gems or carvings of scorpions, others are completely plain. Many are handed down over the years from assassin to assassin, so that many stings are hundreds of years old.", + "Losing your blade is considered both a great shame and a danger to the secrecy of the Order. Any such incident must be reported to the Cabinet of Justice immediately, and great lengths should be undergone to recover the weapon. ", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Note}: When scoring a hit with their \"sting\" the DC of the Deatherstalker Venom saving throw goes up from 13 to 15, as this especially designed blade allows for maximum chance of the poison entering the victim's bloodstream." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The First Sting", + "page": 8, + "entries": [ + "After surviving The Long Night, there is still one final step towards becoming a fully flegded White Scorpion vigilante. The agent in question must prove their mettle and succeed in completing their first contract. Often this assignment is personal to the assassin in question, and indeed their quest for just revenge may have led them, inadvertently or not to the guild in the first place. After many months or possibly years of training, the agent must show their conviction to the cause and their willingness to kill in the name of Arrtyr. Once they demonstrate this, they are considered ready to carry out the ongoing work of the Order." + ] + }, + { + "type": "entries", + "name": "Duties, Rules and Regulations", + "page": 8, + "entries": [ + "A set of decrees bind the behaviour of all initiated members of the Order, with so called \"absolute decrees\" considered sacred and unbreakable. Anyone known to have broken any of these rules should be reported to The Cabinet of Justice who will then decide whether to summon the accused before them, or rule on their sentence in absentia. Whilst little mercy is shown to anyone breaking an absolute decree, with a death sentence almost certainly passed, in recent times The Head has been known to show some leniency in the cases of the infractions of minor decrees, especially if the agent in question has proved both capable and loyal in the past.", + { + "type": "table", + "colLabels": [ + "Decree", + "Punishment" + ], + "colStyles": [ + "col-8", + "col-4" + ], + "rows": [ + [ + "Sworn brethren should make no mention of our Order to an outsider (absolute)", + "Tongue removed or death" + ], + [ + "A Necrodictum is absolute, and should be carried out at the earliest chance (absolute)", + "Death" + ], + [ + "A death must be sanctioned by the divine Arrtyr", + "Atonement or Excommunication" + ], + [ + "No death should be dealt for material gain (absolute)", + "Death" + ], + [ + "The call to the Grand Confab must be obeyed (absolute)", + "Hand cut off + excommunication" + ], + [ + "Sworn brethren should report their whereabouts at all times", + "Atonement or Excommunication" + ], + [ + "No brother or sister should take a wife or husband, nor bear children", + "Excommunication" + ], + [ + "Membership is for life, and no attempt should be made to leave our divine Order (absolute)", + "Excommunication or death" + ], + [ + "Sworn brethren should not revel in wine or fornication", + "Atonement or Excommunication" + ], + [ + "Sworn brethren should guard possession of their 'sting' at all times", + "Atonement or Excommunication" + ], + [ + "Sworn brethren should bequeath one fifth of their income to our Order", + "Atonement or Excommunication" + ], + [ + "A known breach of any decree must be reported to The Head without prejudice", + "Death" + ] + ] + }, + "In the case of a death sentence being passed, the agent, if they admit their guilt, may be given the chance to die honourably by running a sword through their own heart, whilst if sentenced in absentia typically two experienced members of The Tail will be sent to dispatch and bury the rogue agent.", + "Excommunication is considered a great shame, and if such a sentence is passed the guilty party will first have their tattoo removed (by flaying the skin or burning it), before usually being relocated to a distant monastery or community, where they will be watched over for life.", + "Atonement might take the form of prayer, flagellation or undertaking a dangerous mission, or whatever else The Head see fit." + ] + } + ] + }, + { + "type": "entries", + "name": "Religion", + "page": 8, + "entries": [ + "The Order of the White Scorpions is a religious body who pay homage to all the Gods, but consider themselves above all servants of {@link Tyr|https://forgottenrealms.fandom.com/wiki/Tyr} the God of Justice (The Forgotten Realms). They worship him under his ancient name Arrtyr Judge Of All. Most members are therefore Lawful Good by alignment. Some brothers and sisters of the guild, usually Claws, also study theology and become Priests of Tyr.", + { + "type": "inset", + "name": "The White Purge: A Prophecy", + "entries": [ + "An ancient prophecy held within the guild foretells of a night in which the Order of The White Scorpions will be charged with the purging of every human king and commander in the realm, in order to bring an end to a corrupt era and usher in a new future for mankind. It is said that the Grandmaster knows the date of this prophecy, and will give the order if it arrives in his lifetime." + ] + } + ] + }, + { + "type": "entries", + "name": "Adventuring", + "page": 8, + "entries": [ + "Whilst not that common there are no rules preventing White Scorpions from adventuring, although it will be assumed that at least 20% of the treasure accrued will be donated to the guild (typically this can be done by depositing it at any Temple of Tyr, or wherever a member of The Claw is operating).", + "Any Scorpion adventuring will be expected to uphold the guild's values of delivering justice, fighting evil and corruption wherever they go, whilst remaining incognito, above and beyond any other goals.", + "In some cases adventuring may form part of an acolyte's training (for those that select White Scorpion as a background - page 8), allowing them to develop important combat, stealth and killing skills that they can later dedicate to the guild's cause.", + "As per the Duties, Rules & Regulations, a Scorpion must inform the guild of its movements whilst adventuring, and of course drop what they're doing in case of an assignment. Killing of monsters, beasts or known evil creatures does not necessitate approval of Arrtyr in the form of a Necrodictum." + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 2: Trainee Assassin (Background)", + "page": 9, + "entries": [ + { + "type": "statblock", + "tag": "background", + "source": "TWSAGUF", + "name": "Trainee Assassin", + "page": 9 + } + ] + }, + { + "type": "section", + "name": "Chapter 3: Prominent Guild Members", + "page": 11, + "entries": [ + { + "name": "Xenia Zanetti (Nightsting)", + "type": "entries", + "entries": [ + { + "type": "statblock", + "tag": "creature", + "source": "TWSAGUF", + "name": "Xenia Zanetti (Nightsting)" + } + ] + }, + { + "name": "Oblivion", + "type": "entries", + "entries": [ + { + "type": "statblock", + "tag": "creature", + "source": "TWSAGUF", + "name": "Oblivion" + } + ] + }, + { + "name": "Ralf Foxal (The Whistler)", + "type": "entries", + "entries": [ + { + "type": "statblock", + "tag": "creature", + "source": "TWSAGUF", + "name": "Ralf Foxal (The Whistler)" + } + ] + }, + { + "name": "Granit The Pious", + "type": "entries", + "entries": [ + { + "type": "statblock", + "tag": "creature", + "source": "TWSAGUF", + "name": "Granit The Pious" + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 4: Dungeon Master's Class", + "page": 15, + "entries": [ + "So far in this tome, we've looked at how players can add depth and details to the mysterious life of a 5e D&D assassin, but what about that erudite arbitrator of the table, the Dungeon Master? A good Dungeon Master knows how to utilise his PCs' backstories to make their characters the very heart of the game, either by weaving salient details into the story, or better still basing whole adventures and campaigns around their unique history. If you have a White Scorpion at your table these Adventure Hooks should give you plenty of inspiration for dramatic events that could form the backbone of your campaign, or intriguing side shows. A White Scorpion's work is never done...", + "Players meanwhile, time to hand this book over to your DM and look away!", + { + "type": "entries", + "name": "Adventure Hooks", + "page": 15, + "entries": [ + { + "name": "A Necrodictum Arrives", + "type": "entries", + "entries": [ + "Right in the middle of an adventure a Necrodictum arrives and the character must drop everything to perform a tricky assassination. Maybe they can persuade their friends (ie. fellow PCs) to join them? Without of course telling them anything about the Scorpions." + ] + }, + { + "name": "A Shocking Necrodictum Arrives", + "type": "entries", + "entries": [ + "A Necrodictum with an unexpected name arrives, providing a fierce test of the character's loyalty to the Order. The name given might be a friend, a patron or possibly even their own mentor. It might even be the name of a fellow PC (especially if one of his fellow PCs has been behaving badly of late!)." + ] + }, + { + "name": "The Order Has Been Infiltrated", + "type": "entries", + "entries": [ + "A fellow brother, a member of The Claws, speaks a few words of the Scorpion Tongue at a night market in Waterdeep. He carries a Necrodictum bearing the name of Lord Derrik, by all accounts a good man, and says he is to help the PC access Derrik's castle. When The Claw and the Tail reconvene in the inn after the assignment the accomplice offer's the assassin a celebratory glass of wine. After a few sips the PC starts to feel woozy..." + ] + }, + { + "name": "The Order Are Being Hunted Down", + "type": "entries", + "entries": [ + "A posse of knights in crimson platemail, riding black destriers, surround the inn in which the party are sleeping and demand that they turn over the one known as \"Pale Strike\" - he is wanted for murder. The work of your PC and others of his Order has attracted unwanted attention and now local Lords are hunting them down, determined to dispatch their own version of justice. (Or perhaps more shadowy forces, an order of Drow assassins, a mercenary band of evil wizards, or agents of the Zhentarim, are being employed to hunt down and kill every White Scorpion they can find)." + ] + }, + { + "name": "The Grand Confab is Called", + "type": "entries", + "entries": [ + "Your PC must travel to one of Faerun's major cities to attend the Grand Confab (page 5) and make their report before The Cabinet of Justice.", + "Are The Masters pleased with their work? What new instructions do they have? This might be a good one to roleplay in between adventures, or else you might give the rest of the party a separate reason to travel to the same town to keep the PCs together." + ] + }, + { + "name": "The PC Stands Accused", + "type": "entries", + "entries": [ + "After breaking one or multiple of the guild's rules and regulations the PC is summoned before the Cabinet of Justice to defend themselves. Or have they been sentenced to death in absentia? In which case it's time to roll Perception and see if the PC notices those two cloaked figures following them at a distance." + ] + }, + { + "name": "A Corrupt Scorpion Must Be Eliminated", + "type": "entries", + "entries": [ + "A prominent assassin of the Order has been found guilty by the Cabinet of Justice of killing for money. Your PC is dispatched to eliminate this corruption." + ] + }, + { + "name": "A Clean Up Job is Required", + "type": "entries", + "entries": [ + "A Scorpion with a high profile public life recently carried out a Necrodictum successfully, but a personal possession of theirs was lost in their escape. Your PC must retrieve or destroy it, before it can be matched to the member in question, revealing their secret identity." + ] + }, + { + "name": "Tongues Must Be Silenced", + "type": "entries", + "entries": [ + "Someone knows too much about the Scorpions. They must be silenced one way or another." + ] + }, + { + "name": "A Scorpion Has Been Captured...", + "type": "entries", + "entries": [ + "A Scorpion has been captured by local authorities (or more sinister forces?) and is being tortured for information. They can only be expected to hold out for so long before compromising the integrity of the Order. Your PC is tasked with rescuing the Scorpion in question... or killing them, as they see fit." + ] + }, + { + "name": "The Guild's Gold Reserves Have Been Plundered", + "type": "entries", + "entries": [ + "Someone has stolen a vast chunk of the guild's top secret treasure reserves, and everything points to an inside job. The Grandmaster has come to your PC, because he is no longer sure he can trust the two other Masters, nor any of the Cabinet of Justice. The PC must act as detective and uncover the truth of this scandal." + ] + }, + { + "name": "A Special Mission is Required", + "type": "entries", + "entries": [ + "Assassin's aren't just good for killing. Their stealth and survival instincts make them ideal for delivering top secret messages (behind enemy lines), stealing items, retrieving stolen items, espionage, counter espionage, acting as an undercover bodyguard and much more. Either the Cabinet of Justice themselves, or a third party, has a mission for your PC, that requires their special set of skills. In addition they are charged with recruiting three of four accomplices (ie. the other PCs!) as they see fit in order to complete the task." + ] + }, + { + "name": "The White Purge is Called", + "type": "entries", + "entries": [ + "Word reaches the PC that The White Purge (page 7) is upon them. On the next new moon every agent in the Order will be expected to kill a local regent or military commander, including your PC. A new era is about to begin." + ] + }, + { + "name": "Who Is Oblivion?", + "type": "entries", + "entries": [ + "Could the whispers about Oblivion be true? Is he really a drow? And if so what is his motivation? Surely it can't be to call The White Purge and then usher the drow hordes up from the Underdark to attack the forces of civilisation whilst they are leaderless and vulnerable. Never trust a drow!" + ] + }, + { + "name": "Oblivion Dies", + "type": "entries", + "entries": [ + "Either naturally, or in suspicious circumstances, Oblivion is found dead. Granit The Pious is the obvious choice to be next Grandmaster, but was he named by Oblivion, according to custom, as his official successor? At any rate, Granit's unpopularity sees a bloody power struggle unfold, that could create irreperable divisions within the Order." + ] + } + ] + }, + { + "type": "entries", + "name": "The DM's Challenge", + "page": 16, + "entries": [ + "The biggest challenge of any DM with a Rogue Assassin at the game table is how to bring in the PC's storyline without isolating the rest of the party. It's definitely not easy, and certainly the best time for DM and Assassin to meet might be in a solo campaign, where the full intrigue and skullduggery of the class can be brought into play. However let's not be defeatist...", + "One thing that can work, depending on the group, is to allow the tension to ramp up between the PC and the rest of the party. It should soon be obvious that the Assassin in question has motives and loyalties that go beyond those that the rest of the party share, and this could create some memorable show downs and trust issues.", + "Otherwise try and find a way that the Adventure Hooks above could involve everyone. Mercenaries sent to kill the White Scorpion of the group might find it easier simply to take out the whole group, setting the tavern on fire and then picking them off the individual members of the party as they try to flee. Special missions might require a crack team, not a lone agent, whilst maybe a second or third member of the party might even choose to join the Order, multiclassing as a Rogue if necessary.", + "Where you follow an Adventure Hook that seems to require individual play from a PC, why not invite that PC an hour early to the game and have a mini session before the others arrive? That way no one has to be a bored spectator as Geoff disappears at night to murder an evil prince. When the rest of arrive at the session and the group game starts they might wonder why Geoff's PC is suffering from exhaustion and there's bloodstains on his hands.", + "Finally, you can't involve every PC's back story to the same extent every time. Why not take it turns to have a lead protagonist for each adventure? Run the adventure where the group are roped into rescuing a captured White Scorpion agent and then forced to swear vows of silence after what they've seen. And then in the next adventure it's time to trace the true story of the sorcerer's tiefling heritage, find the ranger's lost uncle, or protect the barbarian's village. No one minds if another PC takes a front seat for a while in the story arc, as long as it's not the same PCs every time." + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 5: Author's Note, Credits & Thanks", + "page": 17, + "entries": [ + "The purpose of this 5th edition Dungeons & Dragons supplement is to enhance the experience of playing a Rogue Assassin by adding backstory, flavour and customisation to your PC. One of the most iconic archetypes in the game, it is also one of the most problematic to credibly assimilate into an adventuring party, and one challenge I wanted to address in creating The White Scorpions was to imagine a guild of assassins of good alignment, so that they can more readily partake in your typical D&D adventure (ie. the saving of the universe from the forces of evil!).", + "Hopefully with the inside scoop on this vigilante Order you're now well equipped to do just that, and even if you do take a perverse enjoyment of slipping your \"sting\" laden with scorpion venom into the ribs of your opponent and then slitting their throat and watching their body slump lifeless to the floor, then you can convince yourself it's all in the name of justice. Now if you'll excuse me, it seems like a letter has arrived from the Grandmaster...", + { + "name": "About the Author", + "type": "entries", + "entries": [ + "Duncan Rhodes rolled his first d20 some time in the late '80s, falling in love with the game the moment he felled his first orc. After a two decade hiatus from roleplaying, where he pretended to be vaguely cool, he rediscovered his passion in 2015 and has been busy catching up with all the new rules and possibilities ever since. He is currently based in Barcelona, where he enjoys running both a local travel guide and international travel blog... although not as much as he enjoys updating his new roleplaying blog: {@link Hipstersanddragons.com|https://www.hipstersanddragons.com/}" + ] + }, + { + "name": "Special Thanks", + "type": "entries", + "entries": [ + "Special thanks to Michael Bailey who patiently read and pointed out errors in an earlier version of this guide, to Cornel-Peter Rodenbusch who contributed several ideas to the book, and most of all to Juan Jose Fernandez to setting me on the assassin's path back into the darkest corners of the multiverse. Thanks too to Julia Rozwens, Phillip Wisniewski and Mark Medvegy for co-starring with my own PC, Xenia 'Nightsting' Zanetti, in so many great adventures.", + "All errors within are the author's own." + ] + }, + { + "name": "Special Credit", + "type": "entries", + "entries": [ + "The professional interior of this ebook was made possible by the technological wizardry of The Homebrewery.", + "The cover art was realised by Createforu.", + "Additional art sourced from stock images, creative commons and other images I believe to be copyright free. If I have erred please contact me on duncan@hipstersanddragons.com" + ] + }, + { + "name": "Request", + "type": "entries", + "entries": [ + "This content took considerable time and effort to design, write and produce, so I would kindly ask all readers to refrain from making it available online for free.", + "The only legal market place to obtain this content is the DM's Guild, where for the price of a coffee you can access all the information within. If you have accessed and enjoyed this guide without paying for it, please consider going to the market place and paying the author his due, so that he can dedicate more time to making content such as this. Many thanks." + ] + }, + { + "name": "Copyright", + "type": "entries", + "entries": [ + "DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.", + "All other original material in this work is copyright 2017 by Duncan Rhodes and published under the Community Content Agreement for Dungeon Masters Guild.", + "Any distribution, reproduction or unauthorized use of the material contained herein is prohibited without the express written permission of Wizards of the Coast and Duncan Rhodes.", + "©2017." + ] + } + ] + } + ] + } + ] +} diff --git a/book/Raiders of the Serpent Sea; Player's Guide Free.json b/book/Raiders of the Serpent Sea; Player's Guide Free.json index 8b76b111f2..01655e730a 100644 --- a/book/Raiders of the Serpent Sea; Player's Guide Free.json +++ b/book/Raiders of the Serpent Sea; Player's Guide Free.json @@ -918,7 +918,7 @@ { "name": "Languages", "entries": [ - "You can speak Common." + "You can speak {@language Common|PHB}." ], "type": "entries" } @@ -1082,7 +1082,7 @@ { "name": "Languages", "entries": [ - "You can speak Common." + "You can speak {@language Common|PHB}." ], "type": "entries" } @@ -1808,7 +1808,7 @@ { "type": "item", "name": "Tool Proficiencies:", - "entry": "One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} of your choice" + "entry": "One type of {@filter artisan's tools|items|miscellaneous=mundane|type=artisan's tools} of your choice" }, { "type": "item", diff --git a/class/J.R. Raffles; The Ghost.json b/class/J.R. Raffles; The Ghost.json index 796c79a5f2..f4b23ec96b 100644 --- a/class/J.R. Raffles; The Ghost.json +++ b/class/J.R. Raffles; The Ghost.json @@ -13,8 +13,7 @@ "p4535992" ], "version": "2022.05.30", - "url": "https://www.dmsguild.com/product/332415/The-Ghost-a-5e-Class", - "targetSchema": "1.9.2" + "url": "https://www.dmsguild.com/product/332415/The-Ghost-a-5e-Class" } ], "optionalFeatureTypes": { @@ -342,7 +341,7 @@ "additionalFromBackground": true, "default": [ "(a) a {@item scholar's pack|phb}, (b) a {@item explorer's pack|phb}", - "(a) a {@item Playing Card Set|phb|deck of playing or divining cards} or (b) an {@filter musical instrument|items|miscellaneous=mundane|type=instrument} or (c) an one set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}" + "(a) a {@item Playing Card Set|phb|deck of playing or divining cards} or (b) an {@filter musical instrument|items|miscellaneous=mundane|type=instrument} or (c) an one set of {@filter artisan's tools|items|miscellaneous=mundane|type=artisan's tools}" ], "goldAlternative": "{@dice 3d4 × 10|3d4 × 10|Starting Gold}", "defaultData": [ diff --git a/class/KibblesTasty; Inventor.json b/class/KibblesTasty; Inventor.json index f6efae9ae8..4c76655240 100644 --- a/class/KibblesTasty; Inventor.json +++ b/class/KibblesTasty; Inventor.json @@ -17,8 +17,7 @@ "DrGoo282" ], "version": "2.2.3", - "url": "https://www.kthomebrew.com/s/Inventor223.pdf", - "targetSchema": "1.0.0" + "url": "https://www.kthomebrew.com/s/Inventor223.pdf" } ], "optionalFeatureTypes": { @@ -350,7 +349,7 @@ ], "tools": [ "{@item thieves' tools|PHB}", - "one other {@filter tool|items|type=tools} of your choice" + "one other {@filter tool|items|miscellaneous=mundane|type=tools;artisan's tools} of your choice" ], "skills": [ { @@ -10835,7 +10834,7 @@ "entries": [ "An Inventor is fundamentally someone that understands and regularly interacts with magic, leading to the ability to apply this knowledge as spell casters, but how you want to approach your Inventor's spell casting is up to you.", "Feel free to explore other approaches in coordination with your DM. From a functional standpoint, the only requirement would be that you have a defined material or focus for the spell.", - "Consider for some spells that perhaps your {@filter Artisan's Tools|items|Type=artisan's tools} are your focus, or perhaps a specific item you've made is your material component for a spell. Perhaps instead of a {@item component pouch|PHB} that simply contains all the material components you could need for your spells, you have an \"Inventor's Tool Belt\" that contains the various spellcasting assistance contraptions you've made to cast your spells. For the purposes of mechanics, the only thing that matters is that if functions the same way, and is used consistently." + "Consider for some spells that perhaps your {@filter artisan's tools|items|miscellaneous=mundane|type=artisan's tools} are your focus, or perhaps a specific item you've made is your material component for a spell. Perhaps instead of a {@item component pouch|PHB} that simply contains all the material components you could need for your spells, you have an \"Inventor's Tool Belt\" that contains the various spellcasting assistance contraptions you've made to cast your spells. For the purposes of mechanics, the only thing that matters is that if functions the same way, and is used consistently." ] } ] diff --git a/class/Middle Finger of Vecna; Alchemist Redux.json b/class/Middle Finger of Vecna; Alchemist Redux.json index fe885ddcaa..13e06f337a 100644 --- a/class/Middle Finger of Vecna; Alchemist Redux.json +++ b/class/Middle Finger of Vecna; Alchemist Redux.json @@ -1,4 +1,5 @@ { + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", "_meta": { "sources": [ { @@ -6,15 +7,15 @@ "abbreviation": "MFoV", "full": "Complete Alchemist Redux", "authors": [ + "Mage Hand Press", "Middle Finger of Vecna" ], "convertedBy": [ "LL", "Lxran#2292" ], - "version": "1.0", - "url": "http://mfov.magehandpress.com/2019/01/alchemist-redux.html", - "targetSchema": "1.0.0" + "version": "2.0", + "url": "https://store.magehandpress.com/products/complete-alchemist" } ], "optionalFeatureTypes": { @@ -294,12 +295,12 @@ ], "startingProficiencies": { "weapons": [ - "Simple", - "Bomb" + "simple", + "{@item bomb|DMG|bombs}" ], "tools": [ - "Herbalism Kit", - "Alchemist's Supplies" + "{@item Herbalism kit|PHB}", + "{@item Alchemist's Supplies|PHB}" ], "armor": [ "light" @@ -1649,7 +1650,13 @@ "level": 1, "entries": [ "At 1st level, you can create volatile alchemical bombs using your {@item alchemist's supplies|phb}. Whenever you take a short or long rest, you can create a number of bombs equal to 10 plus twice your alchemist level. The cost of materials necessary to create these bombs is negligible. The statistics of a bomb are shown in the Bombs sidebar. After 24 hours, an unused bomb becomes inert", - "Instead of making an attack with a bomb using the {@action Attack} action, once per turn you can take the {@action Use an Object} action to prime a bomb with explosive reagents and throw it, increasing the bombs explosive potential and allowing you to deal additional damage. When you do so, you can add your Intelligence modifier, instead of Dexterity, to the bombs damage roll. Additionally, when you throw a bomb in this way, its damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6}).", + { + "type": "entries", + "name": "Priming Bombs", + "entries": [ + "Instead of making an attack with a bomb using the {@action Attack} action, once per turn you can take the {@action Use an Object} action to prime a bomb with explosive reagents and throw it, increasing the bombs explosive potential and allowing you to deal additional damage. When you do so, you can add your Intelligence modifier, instead of Dexterity, to the bombs damage roll. Additionally, when you throw a bomb in this way, its damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ] + }, { "type": "entries", "name": "Saving Throws", diff --git a/collection/Gregory Marks; DDAL00-13 Knuckleheads & Other Such Curiosities A Travelers' Guide to Icewind Dale.json b/collection/Gregory Marks; DDAL00-13 Knuckleheads & Other Such Curiosities A Travelers' Guide to Icewind Dale.json new file mode 100644 index 0000000000..2eee92b91b --- /dev/null +++ b/collection/Gregory Marks; DDAL00-13 Knuckleheads & Other Such Curiosities A Travelers' Guide to Icewind Dale.json @@ -0,0 +1,5279 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "KaOSCaTGtID", + "abbreviation": "KaOSCaTGtID", + "full": "DDAL00-13 Knuckleheads & Other Such Curiosities A Travelers' Guide to Icewind Dale", + "color": "aaeeee", + "url": "https://www.dmsguild.com/product/328568/DDAL0013-Knuckleheads--Other-Such-Curiosities-A-Travelers-Guide-to-Icewind-Dale", + "authors": [ + "Gregory Marks", + "Shawn Merwin", + "Alan Patrick", + "Travis Woodall" + ], + "convertedBy": [ + "Eldrazi Elk" + ], + "version": "1.0.0" + } + ], + "status": "wip", + "dateAdded": 1675028645, + "dateLastModified": 1675028645 + }, + "monster": [ + { + "name": "Air Weird", + "source": "KaOSCaTGtID", + "page": 95, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 39, + "formula": "6d8 + 12" + }, + "speed": { + "walk": 40, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 14, + "dex": 17, + "con": 15, + "int": 8, + "wis": 12, + "cha": 8, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Auran" + ], + "cr": "3", + "trait": [ + { + "name": "Air Form", + "entries": [ + "The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The weird is {@condition invisible}." + ] + }, + { + "name": "Unusual Nature", + "entries": [ + "The weird doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Weird Limitations", + "entries": [ + "The weird can't move outside of the confines of the area to which it's bound." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6 + 3}) bludgeoning damage." + ] + }, + { + "name": "Suffocating Vortex", + "entries": [ + "The weird whips and swirls around a Medium or smaller creature whose space it occupies. The creature must succeed on a {@dc 12} Strength saving throw or be {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained} six inches off the ground and the weird can't grapple another target. At the start of each of its turns, the {@condition grappled} creature begins to suffocate and can't hold its breath." + ] + } + ], + "traitTags": [ + "Unusual Nature" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "AU" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "invisible", + "restrained" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "Weirds are elementals bound to specific locations\u2014usually to act as guardians against interlopers", + { + "name": "Good and Evil Weirds", + "type": "entries", + "entries": [ + "Weirds have no inherent concept of good and evil. However, a weird bound to a hallowed or profane source of their element takes on the nature of the site, becoming neutral good or neutral evil.", + "A neutral good weird prefers to frighten trespassers away rather than kill them, while a neutral evil weird delights in tormenting their victims with their associated element: a fire weird burns their prey while an earth weird crushes them or buries them alive. An area protected by a neutral evil-aligned weird can be targeted with a {@spell bless} spell, which causes the weird to lose its evil alignment." + ] + }, + { + "name": "Weird Limitations", + "type": "entries", + "entries": [ + "Weirds are unable to move outside of the locations to which they're bound. Air weirds typically safeguard secrets held at the top of tall towers, earth weirds guard the richest chambers of prosperous mines, and fire weirds mighty forges owned by rich lords." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Earth Weird", + "source": "KaOSCaTGtID", + "page": 96, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 30, + "burrow": 30 + }, + "str": 18, + "dex": 9, + "con": 15, + "int": 8, + "wis": 12, + "cha": 8, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Terran" + ], + "cr": "3", + "trait": [ + { + "name": "Earth Glide", + "entries": [ + "The weird can burrow through nonmagical, unworked earth and stone. While doing so, the weird doesn't disturb the material it moves through." + ] + }, + { + "name": "Uneven Terrain", + "entries": [ + "The ground in a 10-foot radius around the weird is difficult terrain to all creatures except earth weirds." + ] + }, + { + "name": "Unusual Nature", + "entries": [ + "The weird doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Weird Limitations", + "entries": [ + "The weird can't move outside of the confines of the area to which it's bound." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The weird uses its Localized Earthquake and makes an attack." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Localized Earthquake", + "entries": [ + "The weird slams into the ground, causing a small localized quake in a 10-foot radius around it. Creatures in the area must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "traitTags": [ + "Unusual Nature" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "T" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "prone" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "Weirds are elementals bound to specific locations\u2014usually to act as guardians against interlopers", + { + "name": "Good and Evil Weirds", + "type": "entries", + "entries": [ + "Weirds have no inherent concept of good and evil. However, a weird bound to a hallowed or profane source of their element takes on the nature of the site, becoming neutral good or neutral evil.", + "A neutral good weird prefers to frighten trespassers away rather than kill them, while a neutral evil weird delights in tormenting their victims with their associated element: a fire weird burns their prey while an earth weird crushes them or buries them alive. An area protected by a neutral evil-aligned weird can be targeted with a {@spell bless} spell, which causes the weird to lose its evil alignment." + ] + }, + { + "name": "Weird Limitations", + "type": "entries", + "entries": [ + "Weirds are unable to move outside of the locations to which they're bound. Air weirds typically safeguard secrets held at the top of tall towers, earth weirds guard the richest chambers of prosperous mines, and fire weirds mighty forges owned by rich lords." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Feral Goliath Warrior", + "source": "KaOSCaTGtID", + "page": 88, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "goliath" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item hide armor|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 27, + "formula": "5d8 + 5" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 14, + "con": 13, + "int": 8, + "wis": 11, + "cha": 9, + "skill": { + "stealth": "+6", + "survival": "+2" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "languages": [ + "Giant" + ], + "cr": "1", + "trait": [ + { + "name": "Brute", + "entries": [ + "A melee weapon deals one extra die of its damage when the goliath warrior hits with it (included in the attack)." + ] + }, + { + "name": "Surprise Attack", + "entries": [ + "If the goliath warrior surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack." + ] + } + ], + "action": [ + { + "name": "Morningstar", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage." + ] + }, + { + "name": "Javelin", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage in melee or 5 ({@damage 1d6 + 2}) piercing damage at range." + ] + } + ], + "traitTags": [ + "Brute" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "GI" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW", + "RW", + "THW" + ] + }, + { + "name": "Fire Weird", + "source": "KaOSCaTGtID", + "page": 96, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 58, + "formula": "9d8 + 18" + }, + "speed": { + "walk": 40 + }, + "str": 9, + "dex": 17, + "con": 15, + "int": 8, + "wis": 12, + "cha": 8, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "cold" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Ignan" + ], + "cr": "3", + "trait": [ + { + "name": "Fire Form", + "entries": [ + "The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) fire damage." + ] + }, + { + "name": "Illumination", + "entries": [ + "The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet." + ] + }, + { + "name": "Unusual Nature", + "entries": [ + "The weird doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Weird Limitations", + "entries": [ + "The weird can't move outside of the confines of the area to which it's bound." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The weird uses its Fiery Dash and makes an attack." + ] + }, + { + "name": "Touch", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) fire damage." + ] + }, + { + "name": "Fiery Dash", + "entries": [ + "The weird moves half its speed without provoking opportunity attacks. Each 5-foot area that the weird leaves is filled with fire with that lasts until the end of the end of the weird's next turn. A creature that enters a space or starts its turn there catches fire; until a creature takes an action to douse the fire, the creature takes 4 ({@damage 1d8}) fire damage at the start of each of each of its turns. {@h}3 ({@damage 1d6 + 3}) bludgeoning damage." + ] + }, + { + "name": "Suffocating Vortex", + "entries": [ + "The weird whips and swirls around a Medium or smaller creature whose space it occupies. The creature must succeed on a {@dc 12} Strength saving throw or be {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained} six inches off the ground and the weird can't grapple another target. At the start of each of its turns, the {@condition grappled} creature begins to suffocate and can't hold its breath." + ] + } + ], + "traitTags": [ + "Illumination", + "Unusual Nature" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "IG" + ], + "damageTags": [ + "B", + "F" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "Weirds are elementals bound to specific locations\u2014usually to act as guardians against interlopers", + { + "name": "Good and Evil Weirds", + "type": "entries", + "entries": [ + "Weirds have no inherent concept of good and evil. However, a weird bound to a hallowed or profane source of their element takes on the nature of the site, becoming neutral good or neutral evil.", + "A neutral good weird prefers to frighten trespassers away rather than kill them, while a neutral evil weird delights in tormenting their victims with their associated element: a fire weird burns their prey while an earth weird crushes them or buries them alive. An area protected by a neutral evil-aligned weird can be targeted with a {@spell bless} spell, which causes the weird to lose its evil alignment." + ] + }, + { + "name": "Weird Limitations", + "type": "entries", + "entries": [ + "Weirds are unable to move outside of the locations to which they're bound. Air weirds typically safeguard secrets held at the top of tall towers, earth weirds guard the richest chambers of prosperous mines, and fire weirds mighty forges owned by rich lords." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Frost Chimera", + "source": "KaOSCaTGtID", + "page": 88, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 19, + "dex": 11, + "con": 19, + "int": 3, + "wis": 14, + "cha": 10, + "skill": { + "perception": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 18, + "languages": [ + "understands Draconic but can't speak it" + ], + "cr": "6", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage." + ] + }, + { + "name": "Horns", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Frost Breath {@recharge 5}", + "entries": [ + "The dragon head exhales frost in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 31 ({@damage 7d8}) cold damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "CS", + "DR" + ], + "damageTags": [ + "C", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ] + }, + { + "name": "Frost Giant Frozen Berserker", + "source": "KaOSCaTGtID", + "page": 89, + "size": [ + "H" + ], + "type": "giant", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "winter's armament" + ] + } + ], + "hp": { + "average": 161, + "formula": "14d12 + 70" + }, + "speed": { + "walk": 40 + }, + "str": 23, + "dex": 9, + "con": 21, + "int": 9, + "wis": 10, + "cha": 12, + "save": { + "str": "+9", + "con": "+8", + "wis": "+3" + }, + "skill": { + "athletics": "+12", + "intimidation": "+4", + "perception": "+3" + }, + "passive": 13, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "cold" + ], + "languages": [ + "Giant" + ], + "cr": "11", + "trait": [ + { + "name": "Reckless", + "entries": [ + "At the start of its turn, the frost giant frozen berserker gains advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn." + ] + }, + { + "name": "Winter's Armament", + "entries": [ + "The frost giant frozen berserker's rage encases it magical ice, granting it magical armor and weapons. If its armor or weapons are destroyed, the frost giant frozen berserker can regrow them by using a bonus action." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giant makes three spiked gauntlet attacks." + ] + }, + { + "name": "Spiked Gauntlet", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d8 + 9}) slashing damage." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage." + ] + } + ], + "reaction": [ + { + "name": "Strength from Pain {@recharge 6}", + "entries": [ + "As a reaction to taking damage, the frost giant frozen berserker regains 20 hit points." + ] + } + ], + "traitTags": [ + "Reckless" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "GI" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW", + "RCH", + "RW" + ], + "fluff": { + "entries": [ + "In the farthest reaches of the north, the harsh environment allows some frost giants to rise to new heights, developing additional skills.", + { + "name": "Frost Giant Frozen Berserker", + "type": "entries", + "entries": [ + "Some frost giants are filled with anger at interloping humanoids, predatory white dragons, and frustration with being forced to the edges of the world. These giants offer their prayers to Auril, the merciless goddess of cold and winter. If they are worthy the Frostmaiden grants them a shard of red ice filled with her cold anger. Upon swallowing the shard, the frost giants manifest their rage as plates of icy spike armor festooned with jagged icicles that erupt from under their skin. Embracing their inner rage, the frost giant frozen berserker vents their fury on anyone that crosses their path." + ] + } + ] + } + }, + { + "name": "Frost Giant Storm Singer", + "source": "KaOSCaTGtID", + "page": 89, + "size": [ + "H" + ], + "type": "giant", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "patchwork armor" + ] + } + ], + "hp": { + "average": 126, + "formula": "12d12 + 48" + }, + "speed": { + "walk": 40 + }, + "str": 23, + "dex": 9, + "con": 19, + "int": 9, + "wis": 10, + "cha": 16, + "save": { + "con": "+7", + "wis": "+3", + "cha": "+6" + }, + "skill": { + "athletics": "+9", + "deception": "+6", + "performance": "+6", + "perception": "+3" + }, + "passive": 13, + "immune": [ + "cold" + ], + "languages": [ + "Common", + "Giant" + ], + "cr": "7", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The frost giant storm singer is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It has the following bard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell dancing lights}", + "{@spell minor illusion}", + "{@spell prestidigitation}", + "{@spell thunderclap|XGE}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell cure wounds}", + "{@spell heroism}", + "{@spell ice knife|XGE}", + "{@spell speak with animals}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell animal messenger}", + "{@spell shatter}", + "{@spell warding wind|XGE}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell bestow curse}", + "{@spell hypnotic pattern}" + ] + }, + "4": { + "slots": 3, + "spells": [ + "{@spell freedom of movement}", + "{@spell hallucinatory terrain}" + ] + }, + "5": { + "slots": 2, + "spells": [ + "{@spell cone of cold}", + "{@spell scrying}" + ] + }, + "6": { + "slots": 1, + "spells": [ + "{@spell true seeing}" + ] + } + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Rally", + "entries": [ + "As a bonus action, the frost giant storm singer can magically end the {@condition charmed} and {@condition frightened} conditions on itself and each creature of its choice that it sees within 30 feet of it." + ] + }, + { + "name": "Warrior's Song (2/Day)", + "entries": [ + "As a bonus action, the frost giant storm singer can give an ally that it sees advantage on their next attack roll." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giant makes two longspear attacks." + ] + }, + { + "name": "Longspear", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) slashing damage." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI" + ], + "damageTags": [ + "B", + "S" + ], + "damageTagsSpell": [ + "C", + "N", + "P", + "T" + ], + "spellcastingTags": [ + "CB" + ], + "miscTags": [ + "MW", + "RCH", + "RW" + ], + "conditionInflictSpell": [ + "charmed", + "deafened", + "incapacitated" + ], + "fluff": { + "entries": [ + "In the farthest reaches of the north, the harsh environment allows some frost giants to rise to new heights, developing additional skills.", + { + "name": "Frost Giant Storm Singer", + "type": "entries", + "entries": [ + "Skalds of the frost giant jarls, frost giant storm singers are part entertainer, part warrior. They sing rousing songs that rally their allies, direct warriors to the weakest part of a foes' lines, and sing the blessings of the Thrym, the frost giant deity, upon the brave. " + ] + } + ] + } + }, + { + "name": "Frost Ooze", + "source": "KaOSCaTGtID", + "page": 90, + "size": [ + "L" + ], + "type": "ooze", + "alignment": [ + "U" + ], + "ac": [ + 8 + ], + "hp": { + "average": 85, + "formula": "10d10 + 30" + }, + "speed": { + "walk": 10, + "climb": 10 + }, + "str": 16, + "dex": 6, + "con": 16, + "int": 1, + "wis": 6, + "cha": 1, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 8, + "immune": [ + "cold", + "lightning", + "slashing", + "thunder" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "prone" + ], + "cr": "4", + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The ooze can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Freezing Form", + "entries": [ + "A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) cold damage." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Unusual Nature", + "entries": [ + "The ooze doesn't require sleep." + ] + } + ], + "action": [ + { + "name": "Pseudopod", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 16 ({@damage 3d10}) cold damage and if the target is a creature, it's {@condition grappled} (escape DC 14). Until this grapple ends, the target is {@condition restrained} and the ooze can't constrict another target." + ] + }, + { + "name": "Freeze Solid", + "entries": [ + "A creature that the ooze has {@condition grappled} must succeed on a {@dc 13} Constitution saving throw, taking 9 ({@damage 2d8}) cold damage on a failed save, or half as much on a successful one. If this the creature is reduced to 0 hit points, it's {@condition petrified}\u2014frozen solid." + ] + } + ], + "reaction": [ + { + "name": "Split", + "entries": [ + "When the ooze is subjected to cold or slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original pudding's rounded down. New oozes are one size smaller than the original ooze." + ] + } + ], + "traitTags": [ + "Amorphous", + "Spider Climb", + "Unusual Nature" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "B", + "C" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "fluff": { + "entries": [ + "These oozes are typically found in caverns and ruins beneath the ice." + ] + } + }, + { + "name": "Garundah", + "isNamedCreature": true, + "isNpc": true, + "source": "KaOSCaTGtID", + "page": 91, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "goblinoid" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item leather armor|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 21, + "formula": "6d6" + }, + "speed": { + "walk": 30 + }, + "str": 8, + "dex": 14, + "con": 10, + "int": 14, + "wis": 8, + "cha": 8, + "skill": { + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "languages": [ + "Common", + "Goblin" + ], + "cr": "1", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Garundah is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell fire bolt}", + "{@spell mending}", + "{@spell prestidigitation}" + ] + }, + "1": { + "slots": 2, + "spells": [ + "{@spell burning hands}", + "{@spell feather fall}", + "{@spell shield}" + ] + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Nimble Escape", + "entries": [ + "Garundah can take the Disengage or Hide action as a bonus action on each of its turns." + ] + } + ], + "action": [ + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "GO" + ], + "damageTags": [ + "P", + "S" + ], + "damageTagsSpell": [ + "F" + ], + "spellcastingTags": [ + "CW" + ], + "miscTags": [ + "MW", + "RNG", + "RW" + ] + }, + { + "name": "Half-White Dragon Veteran", + "source": "KaOSCaTGtID", + "page": 91, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": { + "average": 65, + "formula": "10d8 + 20" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 13, + "con": 14, + "int": 10, + "wis": 11, + "cha": 10, + "skill": { + "athletics": "+5", + "perception": "+2" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "cold" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "5", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Heavy Crossbow", + "entries": [ + "{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage." + ] + }, + { + "name": "Frost Breath {@recharge 5}", + "entries": [ + "The veteran exhales cold in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 24 ({@damage 7d6}) cold damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "C", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RNG", + "RW" + ] + }, + { + "name": "Ice Snake", + "source": "KaOSCaTGtID", + "page": 91, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 22, + "formula": "5d8" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 14, + "con": 11, + "int": 7, + "wis": 10, + "cha": 8, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "cold" + ], + "cr": "1", + "trait": [ + { + "name": "Heated Body", + "entries": [ + "A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) cold damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The snake makes two attacks: one with its bite and one with its tail." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 3 ({@damage 1d6}) cold damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 3 ({@damage 1d6}) cold damage." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "C", + "P" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Isarr Kronenstrom", + "isNamedCreature": true, + "isNpc": true, + "source": "KaOSCaTGtID", + "page": 91, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item hide armor|PHB}" + ] + } + ], + "hp": { + "average": 117, + "formula": "18d8 + 36" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 16, + "con": 15, + "int": 14, + "wis": 15, + "cha": 16, + "skill": { + "athletics": "+6", + "intimidation": "+6", + "perception": "+5", + "stealth": "+6", + "survival": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Common" + ], + "cr": "8", + "trait": [ + { + "name": "Blood Frenzy", + "entries": [ + "Isarr has advantage on melee attack rolls against any creature that doesn't have all its hit points." + ] + }, + { + "name": "Indomitable (3/Day)", + "entries": [ + "Isarr can reroll a saving throw he fails. He must use the new roll." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": [ + "Isarr has advantage on Wisdom (Perception) checks that rely on hearing or smell." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Isarr makes three melee attacks." + ] + }, + { + "name": "Sickle", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, plus 13 ({@damage 2d12}) piercing damage if a target has no allies it can see within 10 feet of it." + ] + }, + { + "name": "Heavy Crossbow", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 100/400 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW", + "RNG", + "RW" + ] + }, + { + "name": "Risian Spirit", + "source": "KaOSCaTGtID", + "page": 92, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 67, + "formula": "9d8 + 27" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 16, + "con": 16, + "int": 12, + "wis": 14, + "cha": 15, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "fire", + "lightning", + "necrotic", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "cr": "5", + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The Risian spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Risian spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Heat Drain", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d8 + 3}) cold damage. The target must succeed on a {@dc 14} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." + ] + }, + { + "name": "Freezing Curse", + "entries": [ + "The Risian spirit targets a creature within 10 feet of it that has been dead for no longer than 1 minute. The target's body is frozen solid. Before it can be raised from the dead, the freezing curse must be removed by remove curse, greater restoration, wish, or similar magic." + ] + } + ], + "traitTags": [ + "Incorporeal Movement", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "C", + "O" + ], + "miscTags": [ + "HPR", + "MW" + ] + }, + { + "name": "Snow Golem", + "source": "KaOSCaTGtID", + "page": 93, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 66, + "formula": "7d10 + 28" + }, + "speed": { + "walk": 20 + }, + "str": 18, + "dex": 8, + "con": 18, + "int": 3, + "wis": 11, + "cha": 1, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "immune": [ + "cold", + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "5", + "trait": [ + { + "name": "Cold Absorption", + "entries": [ + "Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The golem's weapon attacks are magical." + ] + }, + { + "name": "Meltable Form", + "entries": [ + "If subjected to fire damage, the golem creates a pool of frigid water in a 10-foot radius around it. Creatures other than the golem that enter this pool or start their turn within it must succeed on a {@dc 16} Dexterity saving throw or fall {@condition prone}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The golem makes two melee attacks or one melee attack and a Frosty Breath attack." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Frosty Breath", + "entries": [ + "The golem exhales a blast of icy shards in a 15-foot cone. Each creature in that area must make a {@dc 16} Dexterity saving throw, taking 27 ({@damage 6d8}) cold damage on a failed save, or half as much damage on a successful one. In addition, the water surrounding the golem freezes solid; any creature standing in the water that fails a {@dc 16} Strength saving throw is {@condition restrained} (escape {@dc 16})." + ] + } + ], + "traitTags": [ + "Damage Absorption", + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "C" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "fluff": { + "entries": [ + "These unusual golems are typically created by accident, rather than on purpose.", + "{@b Garments Bring Life.} A snowman dressed in a few articles of clothing are nothing special. But when dressed in magical clothing, these snowmen are occasionally instilled with the vestiges of sentience.", + "{@b Golems Bring Servitude.} A creature that wears the garment that brought the golem to life is able to control it." + ] + } + }, + { + "name": "Snow Shark", + "alias": [ + "Northern Bulette" + ], + "source": "KaOSCaTGtID", + "page": 94, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 94, + "formula": "9d10 + 45" + }, + "speed": { + "walk": 40, + "burrow": { + "number": 40, + "condition": "(snow and ice only)" + } + }, + "str": 19, + "dex": 11, + "con": 21, + "int": 2, + "wis": 10, + "cha": 5, + "skill": { + "perception": "+6" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "passive": 16, + "resist": [ + "cold" + ], + "cr": "5", + "trait": [ + { + "name": "Ice Walk", + "entries": [ + "The snow shark can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The snow shark's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h} 30 ({@damage 4d12 + 4} piercing damage)." + ] + }, + { + "name": "Deadly Leap", + "entries": [ + "If the snow shark jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a {@dc 16} Strength or Dexterity saving throw (target's choice) or be knocked {@condition prone} and take 14 ({@damage 3d6 + 4}) bludgeoning damage plus 14 ({@damage 3d6 + 4}) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked {@condition prone}, and is pushed 5 feet out of the snow shark's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in the snow shark's space." + ] + } + ], + "senseTags": [ + "D", + "T" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "fluff": { + "entries": [ + "Like their more common cousins, the snow shark is a massive predator that hunts anything regardless of size. It has no fear and consumes anything it can catch and kill. They are bright white and slightly furry.", + "{@b Adapted to the Cold.} The snow shark has adapted to the frozen wilds, able to move on and through snow and ice without difficult at the expensive of its ability to burrow deeper into earth. " + ] + } + }, + { + "name": "Un-See-Lee", + "source": "KaOSCaTGtID", + "page": 94, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": { + "average": 45, + "formula": "10d4 + 20" + }, + "speed": { + "walk": 30 + }, + "str": 6, + "dex": 15, + "con": 14, + "int": 8, + "wis": 12, + "cha": 8, + "skill": { + "acrobatics": "+6", + "perception": "+3", + "stealth": "+6" + }, + "senses": [ + "blindsight 30 ft. (blind beyond this radius)" + ], + "passive": 13, + "conditionImmune": [ + "blinded" + ], + "languages": [ + "Common", + "Sylvan" + ], + "cr": "1", + "trait": [ + { + "name": "Blind Senses", + "entries": [ + "The un-see-lee can't use its blindsight while {@condition deafened} and unable to smell." + ] + }, + { + "name": "Blood Frenzy", + "entries": [ + "The un-see-lee has advantage on melee attack rolls against any creature that doesn't have all its hit points." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": [ + "The un-see-lee has advantage on Wisdom (Perception) checks that rely on hearing or smell." + ] + }, + { + "name": "Snow Camouflage", + "entries": [ + "The un-see-lee has advantage on Dexterity (Stealth) checks made to hide in snowy terrain." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The un-see-lee uses its Vomit and then makes a melee weapon attack." + ] + }, + { + "name": "Eye Poke", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can attempt another 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 the Eye Poke's blinding effect for the next 24 hours." + ] + }, + { + "name": "Vomit", + "entries": [ + "The un-see-lee belches forth a sticky, smelly goo at a creature within 30 feet who must succeed on a {@dc 12} Strength saving throw or be {@condition restrained} (escape {@dc 12})." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "restrained" + ], + "fluff": { + "entries": [ + "These loathsome fey creatures are spiteful creatures who pluck out the eyes of their quarry. Un-see-lees look like miniscule, slender elves with hollow sockets where their eyes once were.", + "{@b Cursed into Darkness.} Once beautiful, a long-forgotten archfey, having been insulted by the vain un-see-lees cursed the vain creatures of their eyes. Denying them ability to look upon themselves in the mirror was cruel and the un-see-lees exist to make the lives of others as miserable as theirs are.", + "{@b Macabre Trophy Collectors.} Un-see-lees are viciously jealous of sighted creatures and aim to inflict upon them the same curse that has befallen them. To that end, they pluck out the eyes of their prey and wear them like strands of gooey pearls." + ] + } + }, + { + "name": "Wasteling", + "source": "KaOSCaTGtID", + "page": 95, + "size": [ + "L" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 68, + "formula": "8d10 + 24" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 9, + "con": 17, + "int": 8, + "wis": 12, + "cha": 8, + "senses": [ + "darkvision 60 ft." + ], + "passive": 8, + "languages": [ + "Sylvan" + ], + "cr": "4", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the wasteling remains motionless, it is indistinguishable from a pile of refuse or wreckage." + ] + }, + { + "name": "Mimicry", + "entries": [ + "The wasteling can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom (Insight) check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wasteling makes two melee attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Wave of Junk {@recharge 5}", + "entries": [ + "The wasteling dumps junk and debris in a 15-foot cone. Creatures in the area must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone} and {@condition restrained} (escape {@dc 14})." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "S" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "fluff": { + "entries": [ + "Wastelings relish in causing despair and pain in the desperate and greedy. Wastelings look like vaguely human-shaped piles of trash, junk, and flotsam.", + "{@b Ambush Predators.} Wastelings are opportunists and hide among the wreckage of crashed or grounded ships, lost caravans, or ruins. Their favorite prey are creatures that investigate the area they've hidden in for much-needed supplies or treasure to be salvaged." + ] + } + } + ], + "spell": [ + { + "name": "Auroral Winds", + "source": "KaOSCaTGtID", + "page": 33, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a candle wrapped in silver wire" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You call the flickering lights and howling winds of the far north to fill a 30-foot-radius sphere.", + "Creatures in the area have disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing.", + "Any creature that starts its turn in the area takes", + "{@damage 6d6} radiant damage. Any creature that ends its turn in the area must succeed on a Constitution saving throw or have its speed is reduced by 10 feet until the end of their next turn. Creatures that are immune to cold are immune to this reduction in speed." + ], + "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 1d6} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Brittle", + "source": "KaOSCaTGtID", + "page": 33, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You freeze a non-magical weapon held by a creature that you can see within range, causing the weapon to become extremely brittle. The next time the weapon is used to make an attack, the creature holding it must succeed on a Dexterity saving throw or the weapon shatters and is destroyed after the attack is resolved. If the saving throw is successful, the weapon is unharmed and the spell ends." + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Buffeting Eddies", + "source": "KaOSCaTGtID", + "page": 33, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "s": true, + "m": "a tiny paper fan" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You conjure an aura of buffeting winds that surrounds you in a 5-foot radius. Until the spell ends, the aura moves with you, centered on you.", + "Any creature has disadvantage on ranged weapon attacks made against a creature within the aura.", + "Additionally, as a bonus action, you can assail one creature of your choice within the aura with a blast of wind. The creature must succeed on a Strength saving throw or be pushed 10 feet away from you and fall {@condition prone}." + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "UBA" + ], + "classes": { + "fromClassList": [ + { + "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": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Chardalyn Hide", + "source": "KaOSCaTGtID", + "page": 33, + "level": 7, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a small shard of chardalyn worth 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "This spell turns the flesh of a willing creature into crystal that is as hard as steel and repels all but the most potent spells. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. They also have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against them." + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Charm Elemental", + "source": "KaOSCaTGtID", + "page": 33, + "level": 3, + "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 an elemental you can see within range. It must make a Wisdom saving throw, and does so with advantage if 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 4th or higher level, you can target one additional elemental for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "affectsCreatureType": [ + "elemental" + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Climbing Spikes", + "source": "KaOSCaTGtID", + "page": 33, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a nail" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "Icy spikes grow from the boots and gloves of a creature you touch. Until the spell ends, the creature has advantage on any checks made to climb or maintain their balance on icy or rocky terrain, and they ignore difficult terrain created by ice or deep snow. The spell ends early if the boots or gloves are removed." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd or higher level, you can target one additional creature for each slot level above 1st." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Conjure Compass", + "source": "KaOSCaTGtID", + "page": 34, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a small stone" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You temporarily enchant a small stone to emit a gentle tug when the creature holding it faces north." + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Freezing Blast", + "source": "KaOSCaTGtID", + "page": 34, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a white dragon's scale" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A line of frigid air 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must succeed on a Constitution saving throw. A creature takes {@damage 2d10} cold damage on a failed save, or half as much damage on a successful one.", + "The ground in the area of the spell is also covered in a thick coating of slippery ice for 1 minute. The ice is difficult terrain and a creature that enters the area or starts their turn there must succeed on a Dexterity saving throw or fall {@condition prone}." + ], + "damageInflict": [ + "cold" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "constitution", + "dexterity" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Frozen Flame", + "source": "KaOSCaTGtID", + "page": 34, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a source of fire at least as large as a torch" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "The fire's flames solidify into translucent orange, red, and yellow crystals. For the duration of the spell, the fire continues to radiate heat and light without consuming fuel, and can't be extinguished by heavy winds." + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Heart of Ice", + "source": "KaOSCaTGtID", + "page": 34, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you take cold damage" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You have immunity to cold damage until the start of your next turn. Also, you regain a number of hit points equal to half of the cold damage that triggered the spell." + ], + "miscTags": [ + "HL" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Hibernate", + "source": "KaOSCaTGtID", + "page": 34, + "level": 6, + "school": "E", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of sand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "With a casual wave of your hand, a willing creature of your choice that you can see within range falls {@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 long rest and it can't be affected by this spell again until it finishes a long rest." + ], + "conditionInflict": [ + "unconscious" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Ice Barrage", + "source": "KaOSCaTGtID", + "page": 34, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure razor-sharp shards of frigid ice and fling it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes", + "{@damage 2d4} piercing damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Icicle Trap", + "source": "KaOSCaTGtID", + "page": 34, + "level": 2, + "school": "A", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of glass shaped like an icicle" + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel", + "trigger" + ] + } + ], + "entries": [ + "When you cast this spell, you create a 10-foot square area of icicles on a ceiling, doorway, or similar overhang. The icicles fall when a creature or creatures walk beneath them, dealing {@damage 4d6} piercing damage. Creatures that succeed on a Dexterity saving throw take half damage. You can set conditions for creatures that don't trigger the icicle trap, such as exempting yourself or those who say a certain password.", + "A successful Intelligence ({@skill Investigation}) check against your spell save DC recognizes the icicles as dangerous and likely to fall. The icicles are destroyed if they take 15 points of fire damage." + ], + "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 1d6} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Invigorate", + "source": "KaOSCaTGtID", + "page": 35, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "powdered silver worth at least 50 gp, which the spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You imbue up to three creatures with protection against weariness, granting them advantage on any saving throws made to resist gaining levels of {@condition exhaustion}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher level, you can target one additional creature for each slot level above 4th." + ] + } + ], + "conditionInflict": [ + "exhaustion" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + } + }, + { + "name": "Leomund's Tinier Tent", + "source": "KaOSCaTGtID", + "page": 35, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "hemisphere", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a stake and a short length of twine" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "An immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave the area.", + "The dome adjusts in area to allow you to lay down comfortably, but no other creatures can fit inside.", + "The spell fails if any other creatures are within the area. You can move through the dome freely, but 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 is transparent from the inside." + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Shackling Smite", + "source": "KaOSCaTGtID", + "page": 35, + "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 melee weapon attack during this spell's duration, your weapon emits a blast of cold air and the attack deals an extra {@damage 3d8} cold damage to the target. Additionally, the target must succeed on a Strength saving throw or be {@condition restrained} until the spell ends.", + "A creature {@condition restrained} by this spell makes another Strength saving throw at the end of each of its turns.", + "On a successful save, it is no longer {@condition restrained}." + ], + "damageInflict": [ + "cold" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength" + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + } + }, + { + "name": "Shivering Touch", + "source": "KaOSCaTGtID", + "page": 35, + "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": [ + "Make a melee spell attack against a creature you can reach. On a hit the creature becomes chilled to the bone and begin to shiver uncontrollably. While affected, the creature has disadvantage on Dexterity saving throws and attack rolls. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.", + "Creatures immune to cold or {@condition exhaustion} are immune to this spell." + ], + "conditionInflict": [ + "exhaustion" + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "constitution", + "dexterity" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + } + }, + { + "name": "Snilloc's Single Snowball", + "source": "KaOSCaTGtID", + "page": 35, + "level": 1, + "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 snowball erupts from your hand and hurtles towards the target who 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 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity" + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Snow Shoes", + "source": "KaOSCaTGtID", + "page": 35, + "level": 2, + "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 + } + } + ], + "entries": [ + "A creature that you touch becomes able to walk in snow rather than sink into it. The creature can move across and climb icy or snowy surfaces without needing to make an ability check.", + "Additionally, difficult terrain composed of ice or snow doesn't cost extra movement. A creature benefiting from this spell leaves behind no tracks or other traces of its passage and can't be tracked except by magical means." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you may affect an additional creature or extend the duration by 1 hour for each slot level above 2nd." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + } + }, + { + "name": "Thaw", + "source": "KaOSCaTGtID", + "page": 36, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You melt an area of ice and snow that you can see within range. Three 10-ft. cubes anywhere within 30 feet of you are instantaneously melted. The resulting water is not magical and will refreeze normally.", + "Instead of melting ice and snow, you may choose to instead target a single creature with 30 feet that is made of ice or snow such as an ice mephit or a simulacrum. The creature must make a Constitution saving throw. On a failed save the creature takes {@damage 3d6} fire damage, 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, you may affect an additional 10-ft. cube or increase the damage by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Winter's Mantle", + "source": "KaOSCaTGtID", + "page": 36, + "level": 4, + "school": "V", + "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": [ + "With a quick prayer, you wrap yourself in bitter cold which radiates from you in an aura with a", + "30-foot radius, inuring friendly creatures to low temperatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) makes saving throws against spells and effects that do cold damage with advantage. In addition, an affected creature deals an extra {@damage 1d4} cold damage when it hits with a weapon attack." + ], + "damageInflict": [ + "cold" + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + } + } + ], + "item": [ + { + "name": "Icemelt", + "source": "KaOSCaTGtID", + "page": 31, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This leather pouch contains {@dice 1d6 + 4} pinches of fine powder. You use an action to sprinkle a pinch of it over snow or ice. The powder instantly melts a cube of snow or ice 15-feet on a side.", + "A creature made of ice exposed to a pinch of the powder 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." + ] + }, + { + "name": "Instant Igloo", + "source": "KaOSCaTGtID", + "page": 31, + "rarity": "rare", + "wondrous": true, + "entries": [ + "You can use an action to place this 6-inch diameter snowball on the ground and speak its command word. The snowball rapidly grows into an igloo that remains until you use an action to speak the command word that dismisses it, which works only if the igloo is empty.", + "The igloo is hemispherical, with a diameter of 30 feet, with an entrance tunnel that is 5-foot high and long. A wooden door blocks entrance to the tunnel. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a {@item chime of opening}.", + "The interior of the igloo is divided into three rooms, with blankets covering the archways leading to each chamber.", + "Each creature in the area where the igloo appears must make a DC 15 Dexterity saving throw, taking {@damage 4d6} 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 igloo. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.", + "The igloo is made of snow, and its magic prevents it from being tipped over or melted due to environmental temperatures. The roof, the door, and the walls each have 50 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the igloo (this use of the spell counts as replicating a spell of 8th level or lower), repairing it entirely." + ] + } + ], + "magicvariant": [ + { + "name": "Chardalyn Armor", + "type": "GV", + "requires": [ + { + "type": "HA" + }, + { + "type": "MA" + } + ], + "excludes": { + "name": "Hide Armor" + }, + "inherits": { + "namePrefix": "Chardalyn ", + "source": "KaOSCaTGtID", + "page": 31, + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "This suit of armor is made of thin, overlapping sheets of chardalyn. While you're wearing it, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you." + ] + }, + "entries": [ + "This suit of armor is made of thin, overlapping sheets of chardalyn. While you're wearing it, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you." + ], + "rarity": "very rare" + }, + { + "name": "Trueflight Ammunition", + "type": "GV", + "requires": [ + { + "type": "A" + }, + { + "type": "AF" + } + ], + "inherits": { + "namePrefix": "Trueflight ", + "source": "KaOSCaTGtID", + "page": 31, + "rarity": "uncommon", + "entries": [ + "Ranged weapon attacks made using this ammunition ignore penalties imposed by inclement weather, such as high wind or poor visibility. Once it hits a target, the ammunition is no longer magical." + ] + }, + "entries": [ + "Ranged weapon attacks made using this ammunition ignore penalties imposed by inclement weather, such as high wind or poor visibility. Once it hits a target, the ammunition is no longer magical." + ], + "rarity": "uncommon" + } + ], + "subclass": [ + { + "name": "The Animal Spirits", + "source": "KaOSCaTGtID", + "subclassSpells": [ + "animal friendship", + "entangle", + "beast sense", + "locate animals or plants", + "conjure animals", + "water breathing", + "dominate beast", + "giant insect", + "awaken", + "insect plague" + ], + "subclassFeatures": [ + "Animal Spirits|Warlock||Animal Spirits|KaOSCaTGtID|1", + "Beast's Resilience|Warlock||Animal Spirits|KaOSCaTGtID|6", + "Beast's Savagery|Warlock||Animal Spirits|KaOSCaTGtID|10", + "Full of Spirits|Warlock||Animal Spirits|KaOSCaTGtID|14" + ], + "shortName": "Animal Spirits", + "additionalSpells": [ + { + "expanded": { + "s1": [ + "animal friendship", + "entangle" + ], + "s2": [ + "beast sense", + "locate animals or plants" + ], + "s3": [ + "conjure animals", + "water breathing" + ], + "s4": [ + "dominate beast", + "giant insect" + ], + "s5": [ + "awaken", + "insect plague" + ] + } + } + ], + "className": "Warlock", + "classSource": "PHB" + }, + { + "name": "Big Game Hunter", + "source": "KaOSCaTGtID", + "subclassFeatures": [ + "Big Game Hunter|Fighter||Big Game Hunter|KaOSCaTGtID|3", + "Cautious Attacker|Fighter||Big Game Hunter|KaOSCaTGtID|3", + "Careful Defense|Fighter||Big Game Hunter|KaOSCaTGtID|7", + "Coordinated Effort|Fighter||Big Game Hunter|KaOSCaTGtID|10", + "Beast Slayer|Fighter||Big Game Hunter|KaOSCaTGtID|15", + "All or Nothing|Fighter||Big Game Hunter|KaOSCaTGtID|18" + ], + "shortName": "Big Game Hunter", + "className": "Fighter", + "classSource": "PHB" + }, + { + "name": "Circle of Frost", + "source": "KaOSCaTGtID", + "className": "Druid", + "classSource": "PHB", + "shortName": "Frost", + "subclassFeatures": [ + "Circle of Frost|Druid||Frost|KaOSCaTGtID|2", + "Hibernation|Druid||Frost|KaOSCaTGtID|6", + "Invigorating Shelter|Druid||Frost|KaOSCaTGtID|10", + "Bitter Zephyr|Druid||Frost|KaOSCaTGtID|14" + ], + "subclassSpells": [ + "blur", + "darkness", + "elemental weapon", + "gaseous form", + "mordenkainen's faithful hound", + "otiluke's resilient sphere", + "cone of cold", + "steel wind strike|xge" + ] + }, + { + "name": "Cold Domain", + "source": "KaOSCaTGtID", + "shortName": "Cold", + "className": "Cleric", + "classSource": "PHB", + "subclassFeatures": [ + "Cold Domain|Cleric||Cold|KaOSCaTGtID|1", + "Channel Divinity: Icy Flesh|Cleric||Cold|KaOSCaTGtID|2", + "Absolute Cold|Cleric||Cold|KaOSCaTGtID|6", + "Chilling Cramps|Cleric||Cold|KaOSCaTGtID|8", + "One with the Ice|Cleric||Cold|KaOSCaTGtID|17" + ], + "subclassSpells": [ + "absorb elements", + "ice knife", + "darkness", + "gust of wind", + "elemental weapon", + "protection from energy", + "ice storm", + "conjure minor elemental", + "commune with nature", + "cone of cold" + ] + }, + { + "name": "College of Respite", + "subclassFeatures": [ + "College of Respite|Bard||Respite|KaOSCaTGtID|3", + "Reaffirming Pressure|Bard||Respite|KaOSCaTGtID|6", + "Reliable Comfort|Bard||Respite|KaOSCaTGtID|14" + ], + "source": "KaOSCaTGtID", + "shortName": "Respite", + "className": "Bard", + "classSource": "PHB" + }, + { + "name": "Frostblooded", + "source": "KaOSCaTGtID", + "className": "Sorcerer", + "classSource": "PHB", + "shortName": "Frostblooded", + "subclassSpells": [ + "armor of agathys", + "Snilloc's Snowball Swarm|xge", + "warding wind|xge", + "elemental weapon", + "hunger of hadar", + "elemental bane|xge", + "ice storm", + "cone of cold", + "control winds|xge" + ], + "subclassFeatures": [ + "Frostblooded|Sorcerer||Frostblooded|KaOSCaTGtID|1", + "Piercing Cold|Sorcerer||Frostblooded|KaOSCaTGtID|6", + "Heart of the Blizzard|Sorcerer||Frostblooded|KaOSCaTGtID|14", + "Frozen Apotheosis|Sorcerer||Frostblooded|KaOSCaTGtID|18" + ] + }, + { + "name": "Path of Crystalline Fury", + "source": "KaOSCaTGtID", + "shortName": "Crystalline Fury", + "className": "Barbarian", + "classSource": "PHB", + "subclassFeatures": [ + "Path of Crystalline Fury|Barbarian||Crystalline Fury|KaOSCaTGtID|3", + "Chardalyn Regeneration|Barbarian||Crystalline Fury|KaOSCaTGtID|6", + "Chardalyn Absorption|Barbarian||Crystalline Fury|KaOSCaTGtID|10", + "Chardalyn Perfection|Barbarian||Crystalline Fury|KaOSCaTGtID|14" + ] + }, + { + "name": "Path of the Raging Hearth", + "source": "KaOSCaTGtID", + "shortName": "Raging Hearth", + "className": "Barbarian", + "classSource": "PHB", + "subclassFeatures": [ + "Path of the Raging Hearth|Barbarian||Raging Hearth|KaOSCaTGtID|3", + "Flame-Souled|Barbarian||Raging Hearth|KaOSCaTGtID|6", + "Spark of Life|Barbarian||Raging Hearth|KaOSCaTGtID|10", + "Spiritual Conflagration|Barbarian||Raging Hearth|KaOSCaTGtID|14" + ] + }, + { + "name": "Primal Magic", + "subclassFeatures": [ + "Primal Magic|Wizard||Primal|KaOSCaTGtID|2", + "Primal Strike|Wizard||Primal|KaOSCaTGtID|6", + "Primal Shield|Wizard||Primal|KaOSCaTGtID|10", + "Refocus Energy|Wizard||Primal|KaOSCaTGtID|14" + ], + "source": "KaOSCaTGtID", + "shortName": "Primal", + "className": "Wizard", + "classSource": "PHB" + }, + { + "name": "Way of Brutality", + "subclassFeatures": [ + "Way of Brutality|Monk||Brutality|KaOSCaTGtID|3", + "Frightful Presence|Monk||Brutality|KaOSCaTGtID|6", + "Brutal Blows|Monk||Brutality|KaOSCaTGtID|11", + "Reactive Flurry|Monk||Brutality|KaOSCaTGtID|17" + ], + "source": "KaOSCaTGtID", + "shortName": "Brutality", + "className": "Monk", + "classSource": "PHB" + } + ], + "subclassFeature": [ + { + "name": "Animal Spirits", + "source": "KaOSCaTGtID", + "page": 7, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Animal Spirits", + "subclassSource": "KaOSCaTGtID", + "level": 1, + "entries": [ + "The cold climates of the frozen tundra may limit the breadth and depth of the fauna when compared to other ecosystems, but those animals have a power unmatched in other areas and their spirits often linger long after death. Some residents of the frozen lands are attuned to those spirits at a young age and they grow to learn how the spirits can provide power. The nobility, raw power, and energy provided by the animal spirits make those who use it wild and untamed themselves, revered by many but kept at a distance.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "The animal spirits let 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": "Animal Spirits Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell animal friendship}, {@spell entangle}" + ], + [ + "2nd", + "{@spell beast sense}, {@spell locate animals or plants}" + ], + [ + "3rd", + "{@spell conjure animals}, {@spell water breathing}" + ], + [ + "4th", + "{@spell dominate beast}, {@spell giant insect}" + ], + [ + "5th", + "{@spell awaken}, {@spell insect plague}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Animal Tongue|Warlock||Animal Spirits|KaOSCaTGtID|1" + } + ] + }, + { + "name": "Animal Tongue", + "source": "KaOSCaTGtID", + "page": 7, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Animal Spirits", + "subclassSource": "KaOSCaTGtID", + "level": 1, + "header": 2, + "entries": [ + "Starting at 1st level, your connection to the animal spirits gives you the ability to converse with beasts. You can speak to any beast that can hear you. While the information conveyed might be limited by the intelligence of the beast, you and the beast can share general knowledge and you can learn the beast's current condition and emotional state." + ] + }, + { + "name": "Beast's Resilience", + "source": "KaOSCaTGtID", + "page": 7, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Animal Spirits", + "subclassSource": "KaOSCaTGtID", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, your calling upon the animal spirits toughens your body. When you use an action to cast a warlock cantrip or spell, or use a warlock incantation, you can use a bonus action to add your Charisma modifier to your AC (minimum +1) and gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. You can use this ability 3 times, and then you can regain uses of this ability by completing a short or long rest." + ] + }, + { + "name": "Beast's Savagery", + "source": "KaOSCaTGtID", + "page": 7, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Animal Spirits", + "subclassSource": "KaOSCaTGtID", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, in addition to the benefits gained from Beast's Resilience (see above), you also gain another benefit. Any enemy adjacent to you can be attacked by your allies with advantage. You also gain another use of Beast's Resilience for a total of 4." + ] + }, + { + "name": "Full of Spirits", + "source": "KaOSCaTGtID", + "page": 7, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Animal Spirits", + "subclassSource": "KaOSCaTGtID", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, the many animal spirits that infuse your body give you the aspects of different creatures. You gain a swim speed and a climb speed equal to your walking speed." + ] + }, + { + "name": "Big Game Hunter", + "source": "KaOSCaTGtID", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "entries": [ + "The inhospitable north is teeming with alpha predators, huge creatures that don't need vegetation to survive: their prey are the smaller creatures that prowl the tundra. Specialized hunters make these dangerous creatures their prey, training themselves in surviving in harsh conditions, dealing with hostile terrain, and tracking the large beasts to strike at the most opportune moments. These hunters might make copious amounts of coin from selling the beasts to an interested merchant, or they might lead less experienced hunters into the territory as a guide. Regardless, when a tremendous monster is bearing down on you, having a big game hunter can be the difference between life and death." + ] + }, + { + "name": "Cautious Attacker", + "source": "KaOSCaTGtID", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "header": 2, + "entries": [ + "When you choose this archetype at 3rd level, you are specially trained to fight massive foes. Gain the following benefits against creatures of Large size or larger:", + { + "type": "list", + "items": [ + "Once during your turn, you can deal an additional 1d6 damage when you hit with a weapon attack. This increases to 1d8 at 10th level and 1d12 at 15th level.", + "You have advantage on ability checks made to escape from a grapple or avoid being trampled.", + "You have advantage on Strength or Dexterity saving throws triggered by nonmagical attacks of Huge or larger creatures.", + "Gain advantage on Intelligence (Nature) and Wisdom (Survival) checks when investigating their habitats. " + ] + } + ] + }, + { + "name": "Careful Defense", + "source": "KaOSCaTGtID", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSCaTGtID", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you know the risks of a predator's devastating attacks, and you master the art of avoiding the most dangerous blows of your opponents. When you would suffer a critical hit by a foe's melee weapon attack, you can use a reaction to make the attack a normal hit instead. In addition, if the creature is Huge or larger, you can make a weapon attack against that creature as part of the reaction." + ] + }, + { + "name": "Coordinated Effort", + "source": "KaOSCaTGtID", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSCaTGtID", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you gain the ability to maximize the coordination of attacks with your allies. When you use Action Surge, all allies within 30 feet that can hear you may make a weapon attack as a reaction." + ] + }, + { + "name": "Beast Slayer", + "source": "KaOSCaTGtID", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSCaTGtID", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you can use the extra damage dice from Cautious Attacker on each successful weapon attack rather than once per turn." + ] + }, + { + "name": "All or Nothing", + "source": "KaOSCaTGtID", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSCaTGtID", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, you learn how to make one last-ditch effort to bring down a foe. As a bonus action, you can expend up to 10 of your Hit Dice to bolster your next attack. If that attack hits, add the Hit Dice to the attack's damage. The Hit Dice are expended whether the attack hits or misses. These dice are not doubled on a critical hit. Immediately after the attack is resolved, you must make a Constitution saving throw with a DC of 10 + the number of Hit Dice expended. On a failed save, you fall unconscious with the effort for 1 minute. This ability cannot be used again until you complete a short or long rest." + ] + }, + { + "name": "Circle of Frost", + "source": "KaOSCaTGtID", + "page": 9, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSCaTGtID", + "level": 2, + "entries": [ + "Frost druids inhabit lands where long winters and icy landscapes prevail. They help creatures living in these areas survive when conditions are at their most inhospitable, preventing outsiders from coming into the arctic climes and disrupting the balance of nature. They use their druidic abilities to take the forms of polar creatures, giving them the ability to watch regional happenings from a safe vantage, and they use their magic to confuse and hinder intruders and outsiders. While they are not necessarily evil, these druids' attitudes and demeanors often reflect the harsh, barren climates in which they reside.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Spells|Druid|PHB|Frost|KaOSCaTGtID|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Coat of Frost|Druid|PHB|Frost|KaOSCaTGtID|2" + } + ] + }, + { + "name": "Circle Spells", + "source": "KaOSCaTGtID", + "page": 9, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSCaTGtID", + "level": 2, + "header": 2, + "entries": [ + "Your symbiotic link to frost 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 ray of frost} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Frost 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 Frost Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3rd", + "{@spell blur}, {@spell darkness}" + ], + [ + "5th", + "{@spell elemental weapon} (cold only), {@spell gaseous form}" + ], + [ + "7th", + "{@spell mordenkainen's faithful hound||faithful hound}, {@spell otiluke's resilient sphere||resilient sphere}" + ], + [ + "9th", + "{@spell cone of cold}, {@spell steel wind strike|xge}" + ] + ] + } + ] + }, + { + "name": "Coat of Frost", + "source": "KaOSCaTGtID", + "page": 9, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSCaTGtID", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can cover yourself in a frigid aura of cold that you can use to harm nearby enemies. 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 1d4 cold damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The cold damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level." + ] + }, + { + "name": "Hibernation", + "source": "KaOSCaTGtID", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSCaTGtID", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you and your allies gain the benefits of your connection to the restorative powers of the act of hibernation. When you and up to six creatures of your choice take a short rest, add 2 to the number of hit points regained per hit die rolled. In addition, a creature can remove one level of exhaustion at the end of the short rest." + ] + }, + { + "name": "Invigorating Shelter", + "source": "KaOSCaTGtID", + "page": 9, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSCaTGtID", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you gain the ability to protect yourself and those around you from the ravages of both fire and cold. As a bonus action, you create an aura of cool air emanating from you in a 30-foot radius. All creatures you choose in the aura have resistance to cold and fire damage for 1 minute. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest. " + ] + }, + { + "name": "Bitter Zephyr", + "source": "KaOSCaTGtID", + "page": 9, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSCaTGtID", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your connection to the harsh climates of your domain allows you to become one with the bitter north wind. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead. Each creature of your choice within 30 feet of you that you can see takes cold damage equal to 2d10 + your druid level. You also gain a fly speed equal to your walking speed for 1 minute. Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Cold Domain", + "source": "KaOSCaTGtID", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSCaTGtID", + "level": 1, + "entries": [ + "Clerics, priests, and shamans living in the harsh environments of the arctic tundra must work with the tools at their disposal. Those tools are, more often than not, bitter cold, driving snow, wicked ice, hunger, and darkness. The gods of cold represent the harshness and fragility of life on the edges of civilization and on the bleakness of freezing dark. The clerics of cold sometimes venerate that brutality and darkness, while others bow to the powers of cold as a way to respect them while holding the darkness and death at bay like the borealis lights the way", + "The gods most associated with the cold domain are those representing the elements or storms, those associated with the season of winter, or those whose uncaring natures are synonymous with death and undoing. In the Forgotten Realms, Auril, the Frostmaiden and the Goddess of Winter, is the deity most closely associated with cold. The frost giant god, Thrym, has a large, icy foot firmly in the cold domain, as does Ulutiu, a forefather of the giant pantheon that held sway over glaciers, polar environs, and creatures that dwell in the arctic.", + { + "type": "refSubclassFeature", + "subclassFeature": "Domain Spells|Cleric||Cold|KaOSCaTGtID|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cold Influence|Cleric||Cold|KaOSCaTGtID|1" + } + ] + }, + { + "name": "Domain Spells", + "source": "KaOSCaTGtID", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSCaTGtID", + "level": 1, + "header": 1, + "entries": [ + "You gain domain spells at the cleric levels listed in the Cold Domain Spells table. See the Divine Domain class feature for how domain spells work.", + { + "type": "table", + "caption": "Cold Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell absorb elements}, {@spell ice knife|xge}" + ], + [ + "3rd", + "{@spell darkness}, {@spell gust of wind}" + ], + [ + "5th", + "{@spell elemental weapon} (cold only), {@spell protection from energy}" + ], + [ + "7th", + "{@spell ice storm}, {@spell conjure minor elemental}" + ], + [ + "9th", + "{@spell commune with nature}, {@spell cone of cold}" + ] + ] + } + ] + }, + { + "name": "Cold Influence", + "source": "KaOSCaTGtID", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSCaTGtID", + "level": 1, + "header": 1, + "entries": [ + "Also starting at 1st level, choose either necrotic or radiant damage. When you cast a cantrip or spell that deals cold or your chosen damage, you can change the damage to cold or the damage type you chose at 1st level. 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 short or long rest. " + ] + }, + { + "name": "Bonus Proficiency", + "source": "KaOSCaTGtID", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSCaTGtID", + "level": 1, + "header": 1, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency in the {@skill Survival} and {@skill Nature} skills. " + ] + }, + { + "name": "Channel Divinity: Icy Flesh", + "source": "KaOSCaTGtID", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSCaTGtID", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to turn your body into chilling ice. As an action, you can turn your flesh into ice as hard as plate armor for 1 minute. Your armor class becomes 18, and a creature that hits you with a melee attack takes 1d6 cold damage. This damage becomes 3d6 cold damage at 11th level." + ] + }, + { + "name": "Absolute Cold", + "source": "KaOSCaTGtID", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSCaTGtID", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, your ability to tap into the absolute cold of the elemental planes becomes more potent. Cold damage dealt by your cleric spells and Channel Divinity options ignores resistance to cold damage. Additionally, creatures immune to cold damage are only resistant to your cold spells." + ] + }, + { + "name": "Chilling Cramps", + "source": "KaOSCaTGtID", + "page": 11, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSCaTGtID", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, when you deal cold damage to a creature, its speed is reduced by 10 feet until the start of your next turn." + ] + }, + { + "name": "One with the Ice", + "source": "KaOSCaTGtID", + "page": 11, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSCaTGtID", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, your affinity to and control of cold becomes more powerful:", + { + "type": "list", + "items": [ + "You gain immunity to cold and fire damage.", + "Your skin becomes hard as ice. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ] + } + ] + }, + { + "name": "College of Respite", + "source": "KaOSCaTGtID", + "page": 11, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Respite", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "entries": [ + "Some bards voluntarily venture to the less hospitable parts of the world, battles, or other places where suffering is prevalent. There, they use the abilities granted by their college to bring relief to those in pain.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Bard||Respite|KaOSCaTGtID|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Comforting Song|Bard||Respite|KaOSCaTGtID|3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "KaOSCaTGtID", + "page": 11, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Respite", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "header": 2, + "entries": [ + "When you join the College of Respite at 3rd level, you gain proficiency with cook's utensils and herbalism kits." + ] + }, + { + "name": "Comforting Song", + "source": "KaOSCaTGtID", + "page": 11, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Respite", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you learn how to infuse your healing spells with the power of comforting music. When you cast a spell of 1st level or higher to restore hit points to a creature, you can expend one of your uses of Bardic Inspiration and add the result of the roll to the number of hit points that the spell restores." + ] + }, + { + "name": "Reaffirming Pressure", + "source": "KaOSCaTGtID", + "page": 11, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Respite", + "subclassSource": "KaOSCaTGtID", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, when a creature within 30 feet of you that can see and hear you adds one of your Bardic Inspiration die to an ability check, attack roll, or saving throw, you can use your reaction to allow them to roll the die again. They must use the new roll." + ] + }, + { + "name": "Reliable Comfort", + "source": "KaOSCaTGtID", + "page": 11, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Respite", + "subclassSource": "KaOSCaTGtID", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you use Comforting Song, you can roll a d6 and use it instead of expending a Bardic Inspiration die." + ] + }, + { + "name": "Frostblooded", + "source": "KaOSCaTGtID", + "page": 11, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSCaTGtID", + "level": 1, + "entries": [ + "The stuff of the quasi-elemental plane of ice bleeds into the coldest places of the world. Sometimes called the Frostfell, these places alter mortals in unexpected ways, adapting them to the frigid environment and gifting them with power over ice and cold. Some powerful beings like Auril the Frostmaiden, Iborighu the Frozen King, or even the demon prince Kostchtchie guide their faithful to places where their blood will be changed as gifts to their followers. ", + { + "type": "refSubclassFeature", + "subclassFeature": "Frost Magic|Sorcerer||Frostblooded|KaOSCaTGtID|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Armor of Hoarfrost|Sorcerer||Frostblooded|KaOSCaTGtID|1" + } + ] + }, + { + "name": "Frost Magic", + "source": "KaOSCaTGtID", + "page": 11, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSCaTGtID", + "level": 1, + "header": 1, + "entries": [ + "You learn additional spells when you reach certain levels in this class, as shown on the Frost Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.", + { + "type": "table", + "caption": "Frost Magic Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell armor of Agathys}, {@spell ice knife|xge}" + ], + [ + "3rd", + "{@spell Snilloc's snowball swarm|xge}, {@spell warding wind|xge}" + ], + [ + "5th", + "{@spell elemental weapon} (cold only), {@spell hunger of Hadar}" + ], + [ + "7th", + "{@spell elemental bane|xge} (cold only), {@spell ice storm}" + ], + [ + "9th", + "{@spell cone of cold}, {@spell control winds|xge}" + ] + ] + } + ] + }, + { + "name": "Armor of Hoarfrost", + "source": "KaOSCaTGtID", + "page": 12, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSCaTGtID", + "level": 1, + "header": 2, + "entries": [ + "Your heritage has begun to show as your hair and skin turn white and are cold to the touch. Starting at 1st-level, a thin sheen of ice covers your skin such that when you aren't wearing armor, your AC equals 10 + your proficiency bonus + your Dexterity modifier." + ] + }, + { + "name": "Piercing Cold", + "source": "KaOSCaTGtID", + "page": 12, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSCaTGtID", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, when you cast a spell that deals cold damage 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 cold damage for 1 hour." + ] + }, + { + "name": "Heart of the Blizzard", + "source": "KaOSCaTGtID", + "page": 12, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSCaTGtID", + "level": 14, + "header": 2, + "entries": [ + "When you achieve 14th-level, you can spend 5 sorcery points as a bonus action to magically transform yourself and everything you are wearing or carrying into a cloud of swirling snow and ice. You have a flying speed of 20 feet and can enter and occupy the space of another creature. In this form, you have resistance to nonmagical damage and immunity to cold damage. You gain advantage on Strength, Dexterity, and Constitution saving throws and can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You cannot fall and remain hovering in the air even when stunned or otherwise incapacitated. While in this form you cannot talk, manipulate objects, cast spells, or attack other than to hurl ice.", + "On your turn as an action, you can hurl a chuck of ice as a ranged spell attack against a target. On a hit, the target takes 3d6 bludgeoning damage.", + "You remain in this form for 1 minute. It ends early if you are incapacitated, you die, or you dismiss it as a bonus action." + ] + }, + { + "name": "Frozen Apotheosis", + "source": "KaOSCaTGtID", + "page": 12, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSCaTGtID", + "level": 18, + "header": 2, + "entries": [ + "At 18th-level you become one with the cold as your body becomes infused with elemental ice. You have immunity to cold damage, no longer age, and can't be aged magically. In addition, you no longer need to breathe or consume food or water. " + ] + }, + { + "name": "Path of Crystalline Fury", + "source": "KaOSCaTGtID", + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Crystalline Fury", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "entries": [ + "While nonmagical, chardalyn\u2014the crystalline substance created by the artifact {@i Crenshinibon}\u2014 easily accepts magic. By infusing their bodies with chardalyn, these barbarians gain the ability to harness and use the energy of spells used against them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Chardalyn Infusion|Barbarian||Crystalline Fury|KaOSCaTGtID|3" + } + ] + }, + { + "name": "Chardalyn Infusion", + "source": "KaOSCaTGtID", + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Crystalline Fury", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you infuse your body with jagged shards of chardalyn. These shards of chardalyn augment your unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normally for an unarmed strike. While raging, you can use a bonus action to make one unarmed attack against a target within 5 feet of you. " + ] + }, + { + "name": "Chardalyn Regeneration", + "source": "KaOSCaTGtID", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Crystalline Fury", + "subclassSource": "KaOSCaTGtID", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, the chardalyn enables you to absorb the magical energy of spells. If you succeed on a saving throw against a spell cast upon you while you're raging, you can use your reaction to regain a number of hit points equal to the spell's level times your proficiency modifier once the spell's effects have been applied. You can use this ability only once per rage.", + "Further, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ] + }, + { + "name": "Chardalyn Absorption", + "source": "KaOSCaTGtID", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Crystalline Fury", + "subclassSource": "KaOSCaTGtID", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you can absorb spells cast upon you and unleash them upon your foes. While raging, if you succeed on a saving throw against a spell that targets only you, you can absorb the spell as a reaction. The spell has no effect, other than to be absorbed. Before your rage ends, you can cast the absorbed spell using 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. You can absorb a spell in this way once perrage, and the absorbed spell is lost if not cast before the end of the rage." + ] + }, + { + "name": "Chardalyn Perfection", + "source": "KaOSCaTGtID", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Crystalline Fury", + "subclassSource": "KaOSCaTGtID", + "level": 14, + "header": 2, + "entries": [ + "Upon reaching 14th level, you have mastered your bond with the chardalyn. You can use the Spell Absorption class feature twice per rage.", + "Also, the damage die for your unarmed strike increases to 1d10." + ] + }, + { + "name": "Path of the Raging Hearth", + "source": "KaOSCaTGtID", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Raging Hearth", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "entries": [ + "The barbarians of the world are known best for protecting their friends and families through aggression, killing enemies made of flesh and blood before they attack. From ferocious beasts to encroaching harbingers of corrupt civilization, most barbarians solve problems with the sharp edge of a blade. Barbarians from the lands of ice and snow still protect their clans with weapons; the weather and other natural obstacles, however, are just as dangerous as savage beasts. Barbarians tasked with the protection of their clans must be prepared to deal with all sorts of danger, whether it be marauding yetis or sudden ice storms. The fire of survival burns strong within them and they spreadthat heat to their clanmates.", + { + "type": "refSubclassFeature", + "subclassFeature": "Surge of Heat|Barbarian||Raging Hearth|KaOSCaTGtID|3" + } + ] + }, + { + "name": "Surge of Heat", + "source": "KaOSCaTGtID", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Raging Hearth", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "header": 1, + "entries": [ + "When you choose this path at 3rd level, you gain the ability to channel fire through your attacks. For the duration of your rage, the first attack that hits on each of your turns does an additional 1d4 fire damage. At 11th level, the fire damage increases to 1d8. " + ] + }, + { + "name": "Flame-Souled", + "source": "KaOSCaTGtID", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Raging Hearth", + "subclassSource": "KaOSCaTGtID", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you gain resistance to cold and fire damage while you are raging. In addition, allies within five feet of you gain resistance to cold damage while you rage as well." + ] + }, + { + "name": "Spark of Life", + "source": "KaOSCaTGtID", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Raging Hearth", + "subclassSource": "KaOSCaTGtID", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, as a reaction, you can expend one use of your rage to provide comfort and healing to your allies within 30 feet. When you expend the rage, the chosen creature can immediately spend a number of hit dice up to your Constitution modifier (minimum 1) to regain hit points as if it had taken a short rest. Alternatively, the creature can remove one level of exhaustion instead of spending hit dice to regain hit points. Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Spiritual Conflagration", + "source": "KaOSCaTGtID", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Raging Hearth", + "subclassSource": "KaOSCaTGtID", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, if you are reduced to 0 hp, your inner flame explodes in an aura around you. You are at 1 hp instead. In addition, creatures you choose within 30 feet gain temporary hit points equal to half your barbarian level. Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Primal Magic", + "source": "KaOSCaTGtID", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSCaTGtID", + "level": 2, + "entries": [ + "Arcane magic practiced by the native creatures of the frozen arctic lands is primitive and raw, yet no less esoteric and powerful than the most learned and practiced sage-wizards of the civilized cities of Faerun. The carefully cured and crafted spellbooks of the wizards of the civilized lands would freeze and shatter on the frozen tundra. The wizards of those wild lands created their spells on cured animal skins or other natural surfaces, burning the runes rather than using fancy ink. The magic is infused with the raw emotions of fear and hate, passion and power, isolation and connection.", + { + "type": "refSubclassFeature", + "subclassFeature": "Martial Training|Wizard||Primal|KaOSCaTGtID|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Primal State|Wizard||Primal|KaOSCaTGtID|2" + } + ] + }, + { + "name": "Martial Training", + "source": "KaOSCaTGtID", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSCaTGtID", + "level": 2, + "header": 2, + "entries": [ + "When you choose this arcane tradition at 2nd level, you gain proficiency in light armor and all simple weapons, and you gain proficiency in Constitution saving throws." + ] + }, + { + "name": "Primal State", + "entries": [ + "Starting at 2nd level, you can enter a primal state that lasts for 1 minute. When you are in this primal state, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).", + "You make Constitution saving throws to maintain concentration on a spell with advantage.", + "You make melee spell attacks against adjacent creatures with advantage." + ] + }, + "You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses of it when you finish a long rest." + ], + "source": "KaOSCaTGtID", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSCaTGtID", + "level": 2, + "header": 1 + }, + { + "name": "Primal Strike", + "source": "KaOSCaTGtID", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSCaTGtID", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you gain ferocious melee attacks when in the primal state. When you use an action to cast a spell or cantrip that is a melee spell attack, you can also make a melee weapon attack as part of that action. If that attack hits, in addition to normal damage, you deal extra force damage equal to your Intelligence modifier. " + ] + }, + { + "name": "Primal Shield", + "source": "KaOSCaTGtID", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSCaTGtID", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you learn how to use your magic to defend yourself in close-quarter battles. When you are hit by a melee attack from an adjacent foe, you can use your reaction to expend a spell slot of 3rd level or higher. Doing so gives you resistance to bludgeoning, piercing, or slashing damage against that attack. Expending a slot of 5th level or higher gives you resistance to all damage against that attack." + ] + }, + { + "name": "Refocus Energy", + "source": "KaOSCaTGtID", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSCaTGtID", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you lose concentration on a wizard spell because of damage taken in combat, you can use a reaction to channel that energy into an immediate attack. When a Constitution saving throw is failed to maintain concentration, make a melee spell attack against an adjacent enemy as a reaction. If that attack hits, deal 1d6 force damage for each level that the spell lost was cast at. You may not choose to automatically fail the concentration check." + ] + }, + { + "name": "Way of Brutality", + "source": "KaOSCaTGtID", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "entries": [ + "While most monks hone their abilities through years of strict discipline and practice, others find less onerous ways of developing their craft. Monks of the Way of Brutality are mean and love to fight dirty.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Monk||Brutality|KaOSCaTGtID|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dirty Fighting|Monk||Brutality|KaOSCaTGtID|3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "entries": [ + "At 3rd level, you gain proficiency in the {@skill Intimidation} skill." + ], + "source": "KaOSCaTGtID", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "header": 1 + }, + { + "name": "Dirty Fighting", + "entries": [ + "At 3rd level, you learn how to fight dirty. Whenever you hit a creature with an attack granted by 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 blinded until the end of your next turn.", + "It must succeed on a Constitution saving throw or be unable to breathe or vocalize until the end of your next turn.", + "It must succeed on a Strength saving throw or have its speed reduce to 5 feet until the end of your next turn." + ] + }, + "Alternatively, you can use your Flurry of Blows to make a ranged weapon attack against a target within 30 feet with an improvised weapon\u2014such as a mug of ale, a chair, or any other similarly sized object you can reach. The attack uses your Martial Arts die for damage, regardless of what you attack with." + ], + "source": "KaOSCaTGtID", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSCaTGtID", + "level": 3, + "header": 1 + }, + { + "name": "Frightful Presence", + "source": "KaOSCaTGtID", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSCaTGtID", + "level": 6, + "header": 2, + "entries": [ + "Upon reaching 6th level, you are able to manipulate the ki in others to strike them with fear. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn." + ] + }, + { + "name": "Brutal Blows", + "source": "KaOSCaTGtID", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSCaTGtID", + "level": 11, + "header": 2, + "entries": [ + "At 11th level, you learn how to place your blows for maximum effect. When you hit a creature with an attack granted by your Flurry of Blows, the attack deals an additional die of damage." + ] + }, + { + "name": "Reactive Flurry", + "source": "KaOSCaTGtID", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSCaTGtID", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, when a creature provokes an opportunity attack from you, you can use your Flurry of Blows as a reaction." + ] + } + ], + "background": [ + { + "name": "Arctic Guide", + "source": "KaOSCaTGtID", + "skillProficiencies": [ + { + "perception": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "vehicles (air)": true, + "vehicles (water)": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Perception}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Your choice of land or water vehicles, {@item navigator's tools|phb}" + }, + { + "type": "item", + "name": "Equipment", + "entry": ": backpack, 50 ft. of hemp rope, grappling hook, snowshoes, cold weather clothing, and a thank you letter from someone you rescued" + } + ] + }, + { + "name": "Feature \u2013 Go to Ground", + "type": "entries", + "entries": [ + "You have a nose for where people are likely to run to when in danger. You are adept at guessing the paths a panicked individual might take or where they might seek shelter. When in the wilderness you always find a relatively safe place to rest if such a place exists." + ], + "data": { + "isFeature": true + } + }, + { + "type": "entries", + "entries": [ + { + "type": "table", + "colLabels": [ + "d8", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I like nature more than people" + ], + [ + "2", + "I want to see what is over the next horizon. " + ], + [ + "3", + "If you say I can't, I will prove you wrong." + ], + [ + "4", + "I collect a token to remember each place I have been. " + ], + [ + "5", + "Keeping active keeps me alive. I love getting my hands dirty. " + ], + [ + "6", + "I like to wake up early so I can see the sunrise over a new horizon." + ], + [ + "7", + "My smile gets bigger the more I think I am danger. " + ], + [ + "8", + "I love animals." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Reliable: I strive to be the rock everyone else can rely on. (Lawful)" + ], + [ + "2", + "Thrill Seeker: I enjoy pitting myself against the most difficult challenge nature can offer. (Chaotic)" + ], + [ + "3", + "Life First: Every life matters. (Good)" + ], + [ + "4", + "Greed: Loved ones will pay anything to save their lost family. (Evil)" + ], + [ + "5", + "Curious: Seeing new things is what really motivates me. (Any)" + ], + [ + "6", + "Independent: I do this job because it takes me far from my family. (Chaotic)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "1 I was once rescued from the wild and I want to pay back that debt." + ], + [ + "2", + "Everyone is worth saving." + ], + [ + "3", + "Guiding and saving others is just the job I do." + ], + [ + "4", + "Relying on others is the difference between and death in the artic. I won't let you down" + ], + [ + "5", + "I can never forget the ones I didn't rescue." + ], + [ + "6", + "I feel closer to my god when in the wild." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "d6", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I sometimes take chances I shouldn't." + ], + [ + "2", + "I thrive on the adoration of those I save." + ], + [ + "3", + "I am in it for the rewards offered up by the grateful." + ], + [ + "4", + "Other's foolish risks anger me." + ], + [ + "5", + "There is a particular terrain where something bad once happened and I secretly fear returning to." + ], + [ + "6", + "If I had to choose between myself and my charge, I choose myself every time." + ] + ] + } + ] + } + ], + "fluff": { + "entries": [ + "You are at one with the frozen wilds from the Sea of Moving Ice to the Reghed Glacier. Others look to you to get them safely to where they are going, but also to hunt for and rescue those who have gone missing. You are trained at following tracks, climbing the high ice, and surviving in the frozen wilderness. As the Rime threatens, you are needed even more to find those trapped in the building snows. " + ] + }, + "startingEquipment": [ + { + "_": [ + "Hempen Rope (50 feet)|phb", + "Snowshoes|idrof", + "Clothing, cold weather|idrof", + { + "special": "backpack" + }, + { + "special": "thank you letter from someone you rescued" + } + ] + } + ] + } + ], + "variantrule": [ + { + "name": "Afflictions", + "source": "KaOSCaTGtID", + "type": "section", + "entries": [ + "The elements suffer a wide range of negative effects to the living.", + "Afflictions in Icewind Dale are dangerous, but not completely unavoidable.", + "{@spell Lesser restoration} removes one affliction and {@spell greater restoration} removes all afflictions affecting a creature. Alternatively, all afflictions are removed from a creature at the end of a long rest, provided the long rest is completed outside of the environment that caused it.", + { + "name": "Difficulty Class", + "type": "entries", + "entries": [ + "The terrain and weather presented here should be a challenge regardless of tier. To facilitate this, the DCs and damage of the effects are determined by the ease of the task and the tier of the characters, as outlined in the table below. For example, the saving throw for glittersnow (an easy Constitution save) would be 9 for a group of 1st level characters, but 15 for a group of 20th level characters.", + { + "type": "table", + "caption": "Difficulty Class by Tier", + "colLabels": [ + "Tier", + "Easy", + "Average", + "Difficult" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "1", + "9", + "11", + "13" + ], + [ + "2", + "11", + "13", + "15" + ], + [ + "3", + "13", + "15", + "17" + ], + [ + "4", + "15", + "17", + "19+" + ] + ] + } + ] + }, + { + "name": "Mundane Afflictions", + "type": "entries", + "entries": [ + "Characters exposed to the elements can suffer a wide range of negative effects.", + { + "name": "Exhaustion by Exposure", + "type": "entries", + "entries": [ + "Exposure to the cold can cause a wide range of afflictions that incur levels of exhaustion. After being exposed, a creature must succeed on an average Constitution saving throw or gain a level of exhaustion. Each condition provides when this saving throw is made and the manner in which the levels of exhaustion are removed." + ] + }, + { + "type": "entries", + "entries": [ + { + "name": "Altitude Sickness", + "type": "entries", + "entries": [ + "At the end of each hour spent above 8,000 feet in elevation. Levels of exhaustion gained from altitude sickness can't be removed until the creature completes a long rest at elevations below 8,000 feet." + ] + }, + { + "name": "Hypothermia", + "type": "entries", + "entries": [ + "At the end of each hour spent in frigid temperatures, or at the end of each minute spent in frigid water. Characters wearing wet clothing make saving throws to avoid hypothermia with disadvantage. These levels of exhaustion can't be removed until the creature completes a long rest in a warm and dry environment." + ] + }, + { + "name": "Wet Lung", + "type": "entries", + "entries": [ + "At the end of each hour spent in a wet, cold environment at altitudes in excess of 8,000 feet. The character suffers ragged breathing and fits of wracking coughing\u2014automatically failing any Dexterity ({@skill Stealth}) checks that rely on remaining unheard. Further, characters suffering from wet lung make future saving throws to resist exhaustion with disadvantage. These levels of exhaustion can't be removed until the creature spends a tenday in a warm and dry environment." + ] + } + ] + }, + { + "name": "Frostbite", + "type": "entries", + "entries": [ + "Characters with exhaustion caused by exposure to cold risk frostbite\u2014especially if they're not wearing the proper clothing. At the end of each hour the character must succeed on an average Constitution saving throw or suffer the effects of frostbite. Frostbitten characters make Dexterity- or Strengthbased ability checks, attack rolls, and saving throws with disadvantage.", + "Frostbitten creatures are cured by {@spell lesser restoration} or similar magic or with a successful DC 13 Wisdom ({@skill Medicine}) check made upon completing a long rest.", + "Creatures who have four or more levels of exhaustion caused by exposure to the cold are also prone to unusual behavior:", + { + "name": "Terminal Burrowing", + "type": "entries", + "entries": [ + "Creatures demonstrating this behavior seek out small, enclosed spaces that don't offer substantive shelter from the cold\u2014furniture, snow, etc." + ] + }, + { + "name": "Paradoxical Undressing", + "type": "entries", + "entries": [ + "As the body succumbs to the cold, blood rushes back into extremities causing false sensations of warmth. In response, creatures discard articles of clothing\u2014further endangering themselves." + ] + } + ] + }, + { + "name": "Snow Blindness", + "type": "entries", + "entries": [ + "Snow and ice reflect the sun's light\u2014blinding the unprepared. After each hour spent traversing a snowy area on a sunny day, a creature must succeed on an {@b easy} Constitution saving throw or be blinded until the creature spends an hour outside of it. Characters wearing snow goggles or similar eye protection automatically succeed on the saving throw." + ] + } + ] + }, + { + "name": "Magical Afflictions", + "type": "entries", + "entries": [ + "The presence of magic and otherworldly creatures creates unique dangers in the form of the following afflictions:", + { + "name": "Frost Rot", + "type": "entries", + "entries": [ + "This affliction is caused when a creature suffers necrotic damage while possessing one or more levels of exhaustion caused by exposure. The extremities (typically the hands) become black and covered with festering sores. Weapon attacks and spell attacks from spells with somatic components are made with disadvantage. This affliction lasts until the levels of exhaustion are removed." + ] + }, + { + "name": "Living Spells", + "type": "entries", + "entries": [ + "Though extremely rare, living spells (see {@i Eberron: Rising from the Last War}) are occasionally found wandering the wilds of Icewind Dale. These spells are almost always derived from spells that deal cold damage\u2014like ray of frost, cone of cold, and ice storm. In the Forgotten Realms, creatures such as this are usually ancient remnants of the Netherese Empire's terrible magic." + ] + }, + { + "name": "Madness", + "type": "entries", + "entries": [ + "The brutal environment can provoke madness in those who succumb to its influences (see {@i Dungeon Master's Guide}).", + { + "name": "Cabin Fever", + "type": "entries", + "entries": [ + "While not necessarily caused by exposure to the wilds of Icewind Dale, those cloistered in confined spaces for a prolonged period of time risk this unusual malady. For every 24 hours spent in such a space, a creature must succeed on an {@b average} Charisma saving throw. On a failure, they gain a long-term madness which causes them to attempt to escape their confinement\u2014using violence if necessary." + ] + }, + { + "name": "Blind Rage", + "type": "entries", + "entries": [ + "Creatures suffering from snow blindness are known to succumb to violent outbursts. After each hour spent suffering from snow blindness, the creature must succeed on an {@b easy} Wisdom saving throw or gain a short-term madness which drives them to angrily attack nearby creatures with melee weapons attacks." + ] + }, + { + "name": "Howling Laughter", + "type": "entries", + "entries": [ + "The incessant, howling winds of Icewind Dale accompanied by the seemingly endless expanses of snow and ice instills fatalistic laughter in its victims. After each hour spent wandering the wastes, each creature must succeed on a {@b difficult} Charisma saving throw or gain a shortterm madness which causes them to sit down and refuse to budge\u2014all while laughing hysterically." + ] + } + ] + } + ] + } + ] + } + ] +} diff --git a/collection/KajaGrae; Fang Dragons.json b/collection/KajaGrae; Fang Dragons.json index c06c4f7c7d..efd8901473 100644 --- a/collection/KajaGrae; Fang Dragons.json +++ b/collection/KajaGrae; Fang Dragons.json @@ -14,8 +14,7 @@ ], "version": "2022.08.12", "color": "4d2611", - "url": "https://www.gmbinder.com/share/-M-0Zv5sg7zp2gLntCYV", - "targetSchema": "1.7.0" + "url": "https://www.gmbinder.com/share/-M-0Zv5sg7zp2gLntCYV" } ], "dateAdded": 1657961727, @@ -27,7 +26,7 @@ "name": "FangDragonsLairActionsFangDragon", "source": "KGFD", "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "On initiative count 20 (losing initiative ties), the fang dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", { "type": "list", "items": [ @@ -38,7 +37,7 @@ } ], "regionalEffects": [ - "The region containing a legendary fang dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: Jagged Spires.", + "The region containing a legendary fang dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", { "type": "list", "items": [ @@ -174,7 +173,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}22 ({@damage 2d12 + 9}) piercing damage and the target must succeed on a {@dc 24} Constitution saving throw or its Constitution score is reduced by {@dice 1d4}. The target dies if this reduces its Constitution to 0.Otherwise, the reduction lasts until the target finishes a short or long rest." + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}22 ({@damage 2d12 + 9}) piercing damage and the target must succeed on a {@dc 24} Constitution saving throw or its Constitution score is reduced by {@dice 1d4}. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." ] }, { @@ -344,6 +343,13 @@ "type": "entries" } ] + }, + { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] } ], "images": [ @@ -511,7 +517,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}22 ({@damage 2d12 + 9}) piercing damage and the target must succeed on a {@dc 24} Constitution saving throw or its Constitution score is reduced by {@dice 1d4}. The target dies if this reduces its Constitution to 0.Otherwise, the reduction lasts until the target finishes a short or long rest." + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}22 ({@damage 2d12 + 9}) piercing damage and the target must succeed on a {@dc 24} Constitution saving throw or its Constitution score is reduced by {@dice 1d4}. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." ] }, { @@ -681,6 +687,13 @@ "type": "entries" } ] + }, + { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] } ], "images": [ @@ -820,7 +833,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d12 + 7}) piercing damage and the target must succeed on a {@dc 21} Constitution saving throw or its Constitution score is reduced by {@dice 1d3}. The target dies if this reduces its Constitution to 0.Otherwise, the reduction lasts until the target finishes a short or long rest." + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d12 + 7}) piercing damage and the target must succeed on a {@dc 21} Constitution saving throw or its Constitution score is reduced by {@dice 1d3}. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." ] }, { @@ -986,6 +999,13 @@ "type": "entries" } ] + }, + { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] } ], "images": [ @@ -1111,7 +1131,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage and the must succeed on a {@dc 18} Constitution saving throw or the target's Constitution score is reduced by {@dice 1d2}.The target dies if this reduces its Constitution to 0.Otherwise, the reduction lasts until the target finishes a short or long rest." + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage and the must succeed on a {@dc 18} Constitution saving throw or the target's Constitution score is reduced by {@dice 1d2}.The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." ] }, { @@ -1226,6 +1246,13 @@ "type": "entries" } ] + }, + { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] } ], "images": [ @@ -1324,7 +1351,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage and the must succeed on a {@dc 13} Constitution saving throw or the target's Constitution score is reduced by 1. The target dies if this reduces its Constitution to 0.Otherwise, the reduction lasts until the target finishes a short or long rest." + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage and the must succeed on a {@dc 13} Constitution saving throw or the target's Constitution score is reduced by 1. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." ] } ], @@ -1411,6 +1438,13 @@ "type": "entries" } ] + }, + { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] } ], "images": [ @@ -1562,7 +1596,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}23 ({@damage 2d12 + 10}) piercing damage and the target must succeed on a {@dc 26} Constitution saving throw or its Constitution score is reduced by {@dice 1d6}. The target dies if this reduces its Constitution to 0.Otherwise, the reduction lasts until the target finishes a short or long rest." + "{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}23 ({@damage 2d12 + 10}) piercing damage and the target must succeed on a {@dc 26} Constitution saving throw or its Constitution score is reduced by {@dice 1d6}. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." ] }, { @@ -1750,6 +1784,13 @@ "type": "entries" } ] + }, + { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] } ], "images": [ @@ -1926,7 +1967,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}23 ({@damage 2d12 + 10}) piercing damage and the target must succeed on a {@dc 26} Constitution saving throw or its Constitution score is reduced by {@dice 1d6}. The target dies if this reduces its Constitution to 0.Otherwise, the reduction lasts until the target finishes a short or long rest." + "{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}23 ({@damage 2d12 + 10}) piercing damage and the target must succeed on a {@dc 26} Constitution saving throw or its Constitution score is reduced by {@dice 1d6}. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." ] }, { @@ -2114,6 +2155,13 @@ "type": "entries" } ] + }, + { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] } ], "images": [ @@ -2189,7 +2237,7 @@ { "name": "Languages", "entries": [ - "Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character." + "Your character can speak, read, and write {@language Common|PHB} and one other language that you and your DM agree is appropriate for the character." ], "type": "entries" }, @@ -2252,7 +2300,14 @@ }, "fluff": { "entries": [ - "Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars,and still others find themselves adrift, with no clear calling in life." + "Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars,and still others find themselves adrift, with no clear calling in life.", + { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] + } ], "images": [ { @@ -2355,6 +2410,14 @@ ] }, { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] + }, + { + "name": "Credits", "type": "entries", "entries": [ "Art and item designed by {@link Kajagrae|https://www.gmbinder.com/share/-M-0Zv5sg7zp2gLntCYV}. Please credit if you repost elsewhere." @@ -2415,6 +2478,13 @@ { "type": "refSubclassFeature", "subclassFeature": "Cunning Hunter|Barbarian|PHB|Path of the Furious Maw|KGFD|3|KGFD" + }, + { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] } ] }, @@ -2546,6 +2616,13 @@ { "type": "refSubclassFeature", "subclassFeature": "Draconic Resilience|Sorcerer|PHB|Draconic Bloodline (Fang)|KGFD|1|KGFD" + }, + { + "name": "IMPORTANT NOTE", + "type": "inset", + "entries": [ + "This work has been improved and integrated into the \"{@b Legacy of Dragons}\" collection it is advisable to look at that collection instead of this one." + ] } ] }, diff --git a/collection/Team Brievary; An Introduction to the Seishin Isles.json b/collection/Team Brievary; An Introduction to the Seishin Isles.json index 2179202bd2..29328736bc 100644 --- a/collection/Team Brievary; An Introduction to the Seishin Isles.json +++ b/collection/Team Brievary; An Introduction to the Seishin Isles.json @@ -13,7 +13,8 @@ "p4535992" ], "version": "2024.06.16", - "url": "https://www.reddit.com/r/DnDHomebrew/comments/ttwla9/an_introduction_to_the_seishin_isles_volume_3/" + "url": "https://www.reddit.com/r/DnDHomebrew/comments/ttwla9/an_introduction_to_the_seishin_isles_volume_3/", + "color": "33F6FF" } ], "dateAdded": 1604252046, @@ -355,7 +356,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and one language of your choice." + "You can speak, read, and write {@language Common|PHB} and one language of your choice." ], "type": "entries" }, @@ -483,7 +484,7 @@ "name": "Ability Score Increase", "type": "entries", "entries": [ - "Your Wisdom score increases by 2." + "Your Strength score increases by 2, and your Charisma score increases by 1." ] }, { @@ -504,7 +505,7 @@ "name": "Size", "type": "entries", "entries": [ - "Half-oni are between 7 and 8 feet tall and weigh between 200 and 400 pounds. Your size is Mediu" + "Half-oni are between 7 and 8 feet tall and weigh between 200 and 400 pounds. Your size is Medium." ] }, { @@ -545,7 +546,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Giant." + "You can speak, read, and write {@language Common|PHB} and {@language Giant|PHB}." ], "type": "entries" }, @@ -577,6 +578,7 @@ } ], "traitTags": [ + "Powerful Build", "Uncommon Race" ], "languageProficiencies": [ @@ -740,7 +742,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Sylvan." + "You can speak, read, and write {@language Common|PHB} and {@language Sylvan|PHB}." ], "type": "entries" }, @@ -989,7 +991,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Sylvan." + "You can speak, read, and write {@language Common|PHB} and {@language Sylvan|PHB}." ], "type": "entries" } @@ -1187,7 +1189,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Sylvan." + "You can speak, read, and write {@language Common|PHB} and {@language Sylvan|PHB}." ], "type": "entries" } @@ -1367,7 +1369,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and and one language of your choice" + "You can speak, read, and write {@language Common|PHB} and and one language of your choice" ], "type": "entries" } @@ -2356,6 +2358,10 @@ "Elemental Mastery|Monk|PHB|Wu Jen|SEIISL|17" ], "subclassSpells": [ + "frostbite", + "lightning lure", + "ray of frost", + "fire bolt", { "className": "Sorcerer", "classSource": "PHB" @@ -2511,7 +2517,7 @@ "level": 3, "header": 1, "entries": [ - "When you join the College of Geishas at 3rd level, you gain proficiency with poisoner's kits.", + "When you join the College of Geishas at 3rd level, you gain proficiency with {@item poisoner's kit|PHB}.", "If you're proficient with a simple weapon, you can use it as a spellcasting focus for your bard spells." ], "toolProficiencies": [ @@ -2672,7 +2678,7 @@ "type": "entries", "name": "Spell Known of 1st Level and Higher", "entries": [ - "You know three 1st-level {@filter sorcerer spells|spells|class=sorcerer} of your choice, two of which you must choose from the conjuration and evocation spells on the sorcerer spell list." + "You know three 1st-level {@filter sorcerer spells|spells|level=1|class=sorcerer} of your choice, two of which you must choose from the conjuration and evocation spells on the sorcerer spell list." ] }, { @@ -2899,7 +2905,11 @@ }, { "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Paladin|PHB|Shugenja|SEIISL|3|SEIISL" + "subclassFeature": "Channel Divinity: Eternal Calm|Paladin|PHB|Shugenja|SEIISL|3|SEIISL" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity: Primordial Hand|Paladin|PHB|Shugenja|SEIISL|3|SEIISL" }, { "type": "refSubclassFeature", @@ -2994,7 +3004,7 @@ ] }, { - "name": "Channel Divinity", + "name": "Channel Divinity: Eternal Calm", "source": "SEIISL", "className": "Paladin", "classSource": "PHB", @@ -3002,27 +3012,27 @@ "subclassShortName": "Shugenja", "level": 3, "header": 1, + "consumes": { + "name": "Channel Divinity" + }, "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", - { - "type": "options", - "entries": [ - { - "type": "entries", - "name": "Eternal Calm", - "entries": [ - "You can use your Channel Divinity to repel the creatures of the elements. As an action, Each elemental 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 {@condition Frightened} for 1 minute or until it takes any damage. " - ] - }, - { - "type": "entries", - "name": "Primordial Hand", - "entries": [ - "You can use your Channel Divinity to send a burst of healing energy to one out of your reach. As a bonus action you can draw from your lay on hands pool to restore a number of Hit Points to a creature you can see within 30 ft., up to the maximum amount remaining in your pool." - ] - } - ] - } + "You can use your Channel Divinity to repel the creatures of the elements. As an action, Each elemental 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 {@condition Frightened} for 1 minute or until it takes any damage." + ] + }, + { + "name": "Channel Divinity: Primordial Hand", + "source": "SEIISL", + "className": "Paladin", + "classSource": "PHB", + "subclassSource": "SEIISL", + "subclassShortName": "Shugenja", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "You can use your Channel Divinity to send a burst of healing energy to one out of your reach. As a bonus action you can draw from your lay on hands pool to restore a number of Hit Points to a creature you can see within 30 ft., up to the maximum amount remaining in your pool." ] }, { diff --git a/collection/Vorpal Dice Press; Variant Fighter.json b/collection/Vorpal Dice Press; Variant Fighter.json index dfc1eeff57..d4e5f97a2b 100644 --- a/collection/Vorpal Dice Press; Variant Fighter.json +++ b/collection/Vorpal Dice Press; Variant Fighter.json @@ -34,7 +34,7 @@ "page": 1, "entries": [ "You've learned several martial {@filter maneuvers|optionalfeatures|feature type=mv}. You learn two maneuvers of your choice. Your maneuver options are detailed at the end of the class description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 3rd, 7th, 10th, 15th, and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. 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:", - "{@b Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)}", + "{@b Maneuver save DC} = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)", "Whenever you use a maneuver, you can trigger its superiority option which is described in the maneuver. You can do this a number of times equal to your proficiency bonus. You regain all expended uses after a long rest." ] } @@ -2867,6 +2867,9 @@ "subclassShortName": "Templar (Variant Fighter)", "page": 22, "level": 3, + "consumes": { + "name": "Channel Divinity" + }, "entries": [ "You have the ability to channel divine energy and produce a magical effect. You start with one such effect: Gift. 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. The DC for these effects is {@b 8 + your proficiency bonus + your Charisma modifier}.", "At 6th level, you can use your Channel Divinity twice between rests.", @@ -2884,6 +2887,9 @@ "page": 22, "level": 6, "header": 2, + "consumes": { + "name": "Channel Divinity" + }, "entries": [ "You have the ability to channel divine energy and produce a magical effect. You start with one such effect: Gift. 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. The DC for these effects is {@b 8 + your proficiency bonus + your Charisma modifier}.", "At 6th level, you can use your Channel Divinity twice between rests.", diff --git a/creature/Lubyak; Hololive 5e Creature Collection.json b/creature/Lubyak; Hololive 5e Creature Collection.json index aa59d8db50..8ea7c0e51f 100644 --- a/creature/Lubyak; Hololive 5e Creature Collection.json +++ b/creature/Lubyak; Hololive 5e Creature Collection.json @@ -1028,7 +1028,7 @@ ] }, { - "name": "Good Morning Motherf-\u2014--ers", + "name": "Good Morning Motherfuckers", "entries": [ "Coco has advantage on Initiative rolls." ] diff --git a/creature/Web Community; Community Humanoid Orc,Goblin,Hobgoblin Creature Collection.json b/creature/Web Community; Community Humanoid Orc,Goblin,Hobgoblin Creature Collection.json index bb30b20c02..b46949cc02 100644 --- a/creature/Web Community; Community Humanoid Orc,Goblin,Hobgoblin Creature Collection.json +++ b/creature/Web Community; Community Humanoid Orc,Goblin,Hobgoblin Creature Collection.json @@ -13,8 +13,7 @@ "p4535992" ], "version": "2021.10.01", - "url": "https://github.com/TheGiddyLimit/homebrew", - "targetSchema": "1.7.0" + "url": "https://github.com/TheGiddyLimit/homebrew" } ], "dateAdded": 1633111364, diff --git a/feat/Web Community; Community Homebrew Feat.json b/feat/Web Community; Community Homebrew Feat.json index eebb61efa9..502b4c7fdb 100644 --- a/feat/Web Community; Community Homebrew Feat.json +++ b/feat/Web Community; Community Homebrew Feat.json @@ -36,8 +36,8 @@ { "type": "list", "items": [ - "{@optfeature Diamond Dust|COMOptionalFeatures}. When you take the Dragonborn Breath Weapon action, you can expend one superiority die to increse its range and damage. The range of the Breath Weapon is doubled and every damage dice turns into the superiority die used. Example: if your Breath Weapon normally deals {@dice 4d6} damage, has 15 ft. cone range and the expended superiority die is a d10, when you use this maneuver, the Breath Weapon would instead deal {@dice 4d10} damage and have 30 ft. cone range.", - "{@optfeature Spectral Wings|COMOptionalFeatures}. When you fall from any height, you can expend your superiority die and use your reaction to protect yourself from any fall damage. When you do so, your falling rate becomes 60 ft per round until you land. The first time you hit a creature with an attack before landing, you can add your superiority die to the damage." + "{@optfeature Diamond Dust|COMOptFeat}. When you take the Dragonborn Breath Weapon action, you can expend one superiority die to increse its range and damage. The range of the Breath Weapon is doubled and every damage dice turns into the superiority die used. Example: if your Breath Weapon normally deals {@dice 4d6} damage, has 15 ft. cone range and the expended superiority die is a d10, when you use this maneuver, the Breath Weapon would instead deal {@dice 4d10} damage and have 30 ft. cone range.", + "{@optfeature Spectral Wings|COMOptFeat}. When you fall from any height, you can expend your superiority die and use your reaction to protect yourself from any fall damage. When you do so, your falling rate becomes 60 ft per round until you land. The first time you hit a creature with an attack before landing, you can add your superiority die to the damage." ] }, { diff --git a/item/Web Community; Community Items Collection.json b/item/Web Community; Community Items Collection.json index c3d7721f69..886536383a 100644 --- a/item/Web Community; Community Items Collection.json +++ b/item/Web Community; Community Items Collection.json @@ -2020,7 +2020,6 @@ "attachedSpells": [ "enervation" ], - "hasFluffImages": true, "fluff": { "images": [ { @@ -2065,7 +2064,6 @@ "attachedSpells": [ "healing word" ], - "hasFluffImages": true, "fluff": { "images": [ { @@ -2126,7 +2124,6 @@ "sacred flame", "toll the dead" ], - "hasFluffImages": true, "fluff": { "images": [ { @@ -2157,7 +2154,6 @@ "entries": [ "This ceramic jar is full of spiders that are magically put to sleep. When the jar shutters, the spiders erupt and attack the nearest creature. You can throw a jar of spiders and treat it as a ranged touch attack with a range increment of 10 feet. A direct hit deals {@dice 1d4} points of bludgeoning damage and a swarm of insects (spiders) appears on the point the jar shattered. The swarm rolls initiative and attacks the closest creature. At the end of each of the swamis tums, there's a 50 percent ({@dice 1d2}) chance that the swarm disperses." ], - "hasFluffImages": true, "fluff": { "images": [ { @@ -2199,7 +2195,6 @@ ] } ], - "hasFluffImages": true, "fluff": { "images": [ { @@ -2267,7 +2262,6 @@ "attachedSpells": [ "enervation" ], - "hasFluffImages": true, "fluff": { "images": [ { @@ -2439,7 +2433,6 @@ } ] }, - "hasFluffImages": true, "bonusWeapon": "+2", "charges": 3, "recharge": "dusk", @@ -2499,8 +2492,7 @@ } } ] - }, - "hasFluffImages": true + } }, { "name": "Nemesis", @@ -2580,89 +2572,7 @@ } } ] - }, - "hasFluffImages": true - }, - { - "name": "Nemesis (ITA)", - "source": "COMItems", - "baseItem": "glaive|phb", - "page": 0, - "type": "M", - "rarity": "unknown", - "weight": 6, - "value": 50000, - "weaponCategory": "martial", - "property": [ - "H", - "R", - "2H" - ], - "dmg1": "1d10", - "dmgType": "S", - "reqAttune": "by a creature of non-good alignment", - "entries": [ - "Quest'arma di onice splendidamente lavorata ospita un'entità intelligente e sempre affamata legata al suo potere oscuro", - "Ha le seguenti proprietà aggiuntive", - { - "name": "Senziente", - "type": "entries", - "entries": [ - "L'arma è un'entità senziente e caotica con un'intelligenza di 16, una saggezza di 12, una forza di 12, una destrezza di 18, una costituzione di 12 e un carisma di 18. Ha udito e visione oscura fino a un raggio di 60 piedi. Ha udito e scurovisione fino a un raggio di 60 metri. Quest'arma è in grado di comprendere l'abissale e il comune e può comunicare telepaticamente con chiunque la impugni. Mentre siete in sintonia con essa, l'arma comprende anche tutte le lingue che conoscete" - ] - }, - { - "name": "Legata al piano mortale", - "type": "entries", - "entries": [ - "L'arma non può essere portata fuori dal piano mortale in cui si trova, deve essere fisicamente presente in ogni momento. Ciò significa che non può essere evocata, o teletrasportata, o invocata in alcun modo SENZA IL SUO PORTATORE, può essere rubata e/o separata con metodi tradizionali dal suo portatore, non può essere messa in oggetti magici come la borsa di contenimento, ma può essere messa in un classico forziere." - ] - }, - { - "name": "Divorare i deboli", - "type": "entries", - "entries": [ - "Per ogni creatura uccisa in battaglia l'arma si carica di uno slot, per ogni giorno in cui l'arma non uccide niente fuori o durante una battaglia scende di uno slot, (questo significa che è possibile evitare la perdita di uno slot uccidendo anche piccoli animali).", - "Subisce inoltre i seguenti effetti sul numero di slot attualmente disponibili:", - { - "type": "list", - "items": [ - "Tra 1-2 slots l'arma è in difficoltà e perde la capacità di essere {@i Senziente} e si comporta come una normale {@item glaive|PHB}.", - "Tra 3-4 slots è in uno stato normale.", - "Tra 5-6 slots l'arma è considerata magica.", - "Tra 7-8 slots l'arma è considerata magica e aggiunge un +1 al tiro per colpire e al danno.", - "Tra 9-10 slots l'arma è considerata magica, aggiunge un +1 al tiro per colpire e al danno, con un'attacco bonus di {@damage 1d6} danno necrotico." - ] - } - ] - }, - { - "name": "Aura oscura", - "type": "entries", - "entries": [ - "Mentre si brandisce l'arma sguainata, si emana un'aura d'ombra che conferisce vantaggio alle prove di Carisma (intimidazione)" - ] - }, - { - "name": "Personalità", - "type": "entries", - "entries": [ - "L'arma a una personalità con cui è possibile interagire ai più risulta fredda e distaccata con una tonalità triste." - ] - } - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/5ZEbugX.jpg" - } - } - ] - }, - "hasFluffImages": true + } }, { "name": "Staff of the Starwardens", @@ -2741,8 +2651,113 @@ "type": "entries" } ] - }, - "hasFluffImages": true + } + }, + { + "name": "Sting of Steel", + "source": "COMItems", + "type": "M", + "rarity": "uncommon", + "baseItem": "dagger|PHB", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "entries": [ + "If an acolyte survives the Tomb of Scorpions ceremony they are given a specially crafted dagger, referred to as their \"sting\". This dagger has a poison chamber in the hilt and a groove in the centre of the blade, which runs from the bottom of the hilt to the tip, where a fine web of incisions help distribute the poison once a hit a scored.", + "When a button on the inside of the hilt is pressed with the thumb it releases one dose of poison onto the blade (in game terms this is a free action as it requires a fraction of a second to perform). The blade is coated with venom for one minute, before drying, or until the wielder scores a successful attack. The chamber can hold five doses of poison at a time, and can be easily refilled.", + "Some stings are ornately decorated with gems or carvings of scorpions, others are completely plain. Many are handed down over the years from assassin to assassin, so that many stings are hundreds of years old.", + "Losing your blade is considered both a great shame and a danger to the secrecy of the Order. Any such incident must be reported to the Cabinet of Justice immediately, and great lengths should be undergone to recover the weapon. ", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Note}: When scoring a hit with their \"sting\" the DC of the Deatherstalker Venom saving throw goes up from 13 to 15, as this especially designed blade allows for maximum chance of the poison entering the victim's bloodstream." + ] + } + ], + "page": 9, + "basicRules": true, + "tier": "major", + "bonusWeapon": "+1", + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/t6ohnrB.jpg" + } + } + ], + "entries": [ + { + "name": "Credits", + "type": "inset", + "entries": [ + "Reference {@link Rules by Hipster & Dragon|https://www.dmsguild.com/product/224166/The-White-Scorpions-Assassins-Guild}. Please credit if you repost elsewhere.", + "Art and item designed by {@link More Throwables|https://www.reddit.com/r/UnearthedArcana/comments/cz6208/more_throwables_four_new_throwable_items_akin_to/}. Please credit if you repost elsewhere." + ] + } + ] + } + }, + { + "name": "Deathstalker Scorpion Venom (vial)", + "type": "GV", + "weight": 1, + "rarity": "uncommon", + "wondrous": false, + "reqAttune": false, + "value": 3000, + "source": "COMItems", + "entries": [ + "Deathstalker Venom is harvested from an aggressive species of scorpion by the same name whose potent sting paralyses even medium-sized mammals, and kills their own smaller prey (insects, mice and amphibians) in a matter of seconds.", + "These commonly occuring scorpions are usually pale or sand-coloured. They live in deserts, scrublands and temperate forests and can be found in these terrains on a DC15 Intelligence (Nature) or Wisdom (Survival) check after 1d6 hours of searching. On a successful check you find 1d4 scorpions. It takes one day to harvest one highly concentrated dose from a single scorpion, and to harvest this dose you must coerce the live scorpion into expressing its poison four times over 24 hours. Half a dose can be harvested from a recently dead scorpion. To perform this operation successfully follow the rules laid out for harvesting poison in p258 of the DMG, making one check per dose.", + "Deathstalker Venom is an injury poison that must enter the bloodstream to take effect, usually via the coating of a slashing or piercing weapon. A creature subjected to Deathstalker Poison must make a DC 13 Constitution saving throw. On a failed save it is paralysed for up to one minute and takes 1d6 poison damage. The affected creature may repeat the save on the end of each of its turns, and if successful is no longer paralysed. If the victim passes its initial save they take half damage with no additional ill effects.", + "Due to their preparation for their initiation ceremony (see page 7) agents of the White Scorpions become immune to the effects of Deathstalker Venom.", + { + "type": "inset", + "name": "Optional Poison Rule", + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Double dose}: A creature struck by the same poison for a second time within a minute makes future saving throws against the effects of that poison with disadvantage.", + "{@b Size matters}: Large creatures have advantage when saving against any non-magical poison (consider that a large creature has maybe 3-5 times the body weight of a medium one, so the benefits of a higher constitution alone are not enough to reflect any realism in this regard), whilst at the DM's discretion huge and gargantuan creatures are immune to non-magical poisons in normal doses. Tiny creatures suffer disadvantage on poison saving throws." + ] + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/sHrjK7V.png" + } + } + ], + "entries": [ + { + "name": "Credits", + "type": "inset", + "entries": [ + "Reference {@link Rules by Hipster & Dragon|https://www.dmsguild.com/product/224166/The-White-Scorpions-Assassins-Guild}. Please credit if you repost elsewhere.", + "Art and item designed by {@link More Throwables|https://www.reddit.com/r/UnearthedArcana/comments/cz6208/more_throwables_four_new_throwable_items_akin_to/}. Please credit if you repost elsewhere." + ] + } + ] + } } ], "itemGroup": [ diff --git a/language/Web Community; Community Homebrew Languages.json b/language/Web Community; Community Homebrew Languages.json new file mode 100644 index 0000000000..9baec7b404 --- /dev/null +++ b/language/Web Community; Community Homebrew Languages.json @@ -0,0 +1,185 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "COMLanguage", + "abbreviation": "COMLanguage", + "full": "Community HomeBrew SubRaces Collection", + "authors": [ + "A collection derived from the web community (Reddit,Pinterest,DmsGuild,ecc.). For credits, authors are provided with a web link in the entity description" + ], + "convertedBy": [ + "p4535992" + ], + "version": "2024.07.10", + "url": "https://github.com/TheGiddyLimit/homebrew" + } + ], + "dateAdded": 1604252046, + "dateLastModified": 1692564844, + "_dateLastModifiedHash": "08e5a30663" + }, + "language": [ + { + "name": "Arachnos", + "source": "COMLanguage", + "type": "rare", + "typicalSpeakers": [ + "{@race Spidara|COMRaces}" + ], + "script": "Elvish", + "entries": [ + "Arachnos is a fluid and fast spoken language, where the inflections put on syllables and words are very important to the meaning. These characteristics sometimes carry over when spidarans speak other languages, with them speaking too fast and using inflections in ways that may not sound right to others." + ], + "fonts": [ + "https://github.com/TheGiddyLimit/homebrew/raw/master/_font/COMLanguage/Arachnos.otf" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://www.dafont.com/img/preview/h/a/handmades1.png" + } + } + ] + } + }, + { + "name": "Doggish", + "dialects": [ + "Wolf" + ], + "source": "COMLanguage", + "type": "exotic", + "typicalSpeakers": [ + "{@race Dogfolk|DogFolkRace}", + "{@creature Winter Wolf|MM|winter wolves}", + "{@creature Wolf|MM|winter wolves}", + "{@creature Dire Wolf|MM|winter wolves}" + ], + "script": "none", + "entries": [ + "Doggish is a spoken language only, a series of barks and growls." + ] + }, + { + "name": "Aeramanu", + "source": "COMLanguage", + "type": "exotic", + "typicalSpeakers": [ + "{@creature aarakocra|PHB}", + "{@race Aeramanu|CDR}" + ], + "script": "none", + "entries": [ + "Aeramanu speech is punctuated with chirps, which they use to add meaning to their words much as humans use facial expressions. However, this can lead to miscommunication when other races fail to pick up on these cues." + ] + }, + { + "name": "Wuxian", + "source": "COMLanguage", + "type": "exotic", + "typicalSpeakers": [ + "{@race Oni|BBHR}" + ], + "script": "exotic", + "entries": [ + "Wuxian is a strange tongue, one that tends to ignore traits of other languages, such as writing words as symbols instead of letters." + ] + }, + { + "name": "Pandaren", + "source": "COMLanguage", + "type": "exotic", + "typicalSpeakers": [ + "{@race Pandaren|BBHR}" + ], + "script": "Chinese", + "entries": [ + "Pandaren is an exotic-sounding language, similar to modern-day chinese." + ] + }, + { + "name": "Saurian", + "source": "COMLanguage", + "type": "exotic", + "typicalSpeakers": [ + "{@race Saurian|SaurianRace}" + ], + "script": "exotic", + "entries": [ + "The saurian dialect of Draconic is obvious to other speakers of the language and unless you learn Draconic again from another source, your speech in Draconic will always be notable for its saurian idiosyncrasies." + ] + }, + { + "name": "Merfolk Extended", + "source": "COMLanguage", + "type": "standard", + "typicalSpeakers": [ + "{@filter merfolk|bestiary|source=GGR|tag=any race;merfolk}", + "{@race Merfolk|TeyasGuidetoAile}" + ], + "script": "Merfolk", + "entries": [ + "Merfolk is a language that can only be spoken while in water and is extremely difficult for non Mer to hear." + ] + }, + { + "name": "Dwarvish", + "source": "COMLanguage", + "type": "exotic", + "typicalSpeakers": [ + "{@filter dwarves|bestiary|type=humanoid|tag=any race;dwarf}", + "{@race Nezumi|SEIISL}" + ], + "script": "Dwarvish", + "entries": [ + "The Nezumi dialect is almost its own language, full of snapping and squeaking, yet it is written in Dwarven and there are enough words in common to make communication possible." + ] + }, + { + "name": "Nerglish", + "source": "COMLanguage", + "type": "exotic", + "typicalSpeakers": [ + "{@race Murgul|LEGDRAG}" + ], + "script": "Triton", + "entries": [ + "Nerglish is the murgul's guttural language. Those who speak Draconic can understand it." + ] + }, + { + "name": "Scorpion Tongue", + "source": "COMLanguage", + "type": "secret", + "typicalSpeakers": [ + "Members of the 'White Scorpions' guild", + "{@creature assassin||assassins}", + "{@class rogue||rogues}" + ], + "script": "exotic", + "entries": [ + "After formally joining the White Scorpions, new members of the Order learn a cant specific to the White Scorpions, allowing them to identify each other with turns of phrases - ones that might seem mundane to an unacquainted listener but which demonstrate membership of the guild to those familiar with the patter. This cant also has codewords for many common words to do with their work, and can be used - in the same way thieves' cant is used - to deliver veiled messages and communicate basic instructions. See p.96 of the Player's Handbook for more info on how this cant can be used between two speakers.", + "{@b Rules:} In gaming terms PCs automatically replace the Rogue's thieves' cant with Scorpion Tongue if they select the Trainee Assassin background on page 8. Otherwise ask your DM if you can swap it, or select Scorpion Tongue as a language if your class or background allows you to choose an extra one.", + "If your PC is unable or unwilling to do either, they are assumed to have mastered only the very basics of the Scorpion Tongue in their training and must roll a DC10 Intelligence check to identify themselves using this cant without raising suspicion, or to understand a simple message (verbal or written) from another member, such as a rendez vous. This would raise to DC15 for understanding something slightly harder, like a rendez vous with condition attached (\"meet at the Cathedral and bring an axe\"), and DC20 for anything more complex. They are unable to write a coherent coded message." + ] + }, + { + "name": "Sembian", + "source": "COMLanguage", + "typicalSpeakers": [ + "Chondathan ethnic group", + "Tethyrian ethnic group" + ], + "script": "Thorass", + "entries": [ + "Sembia was a young country of considerable wealth and prosperity governed by its merchants. It was located on the north-western coast of the Sea of Fallen Stars in central Faerûn, which put it in the path of many trade routes. Although they suffered over a century of subjugation at the hands of the returned Netherese Empire, with only the cities of Urmlaspyr and Daerlun maintaining their independence,[2] they once again became wealthy, independent collection of city-states following the second collapse of the imperial magocracy in 1487 DR.", + "Sembians were not particularly war-like, preferring to pursue mercantile endeavors and work as mercenaries or adventurers.[4] Their long tradition of commerce and trade unified Sembia during their entire existence, particularly while as a vassal-state of Netheril." + ] + } + ] +} diff --git a/optionalfeature/Web Community; Community Homebrew Optional Features.json b/optionalfeature/Web Community; Community Homebrew Optional Features.json index f23649ec5d..f8014449e8 100644 --- a/optionalfeature/Web Community; Community Homebrew Optional Features.json +++ b/optionalfeature/Web Community; Community Homebrew Optional Features.json @@ -3,8 +3,8 @@ "_meta": { "sources": [ { - "json": "COMOptionalFeatures", - "abbreviation": "COMOptionalFeatures", + "json": "COMOptFeat", + "abbreviation": "COMOptFeat", "full": "Community HomeBrew Optional Features Collection", "authors": [ "A collection derived from the web community (Reddit,Pinterest,DmsGuild,ecc.). For credits, authors are provided with a web link in the entity description" @@ -18,6 +18,9 @@ "targetSchema": "1.6.3" } ], + "optionalFeatureTypes": { + "OPTFEAT:COMOptFeat": "Community HomeBrew Optional Features" + }, "dateAdded": 1604252046, "dateLastModified": 1671646965, "_dateLastModifiedHash": "c2eed1a76b" @@ -25,9 +28,9 @@ "optionalfeature": [ { "name": "Diamond Dust", - "source": "COMOptionalFeatures", + "source": "COMOptFeat", "featureType": [ - "MV" + "OPTFEAT:COMOptFeat" ], "prerequisite": [ { @@ -49,9 +52,9 @@ }, { "name": "Spectral Wings", - "source": "COMOptionalFeatures", + "source": "COMOptFeat", "featureType": [ - "MV" + "OPTFEAT:COMOptFeat" ], "prerequisite": [ { @@ -70,6 +73,106 @@ ] } ] + }, + { + "name": "Nine-Tailed Heir", + "source": "COMOptFeat", + "featureType": [ + "OPTFEAT:COMOptFeat" + ], + "prerequisite": [ + { + "race": [ + { + "name": "Kitsune" + } + ] + } + ], + "additionalSpells": [ + { + "innate": { + "1": { + "daily": { + "1": [ + "disguise self|phb" + ] + } + }, + "3": { + "daily": { + "1": [ + "charm person|phb" + ] + } + }, + "5": { + "daily": { + "1": [ + "invisibility|phb" + ] + } + }, + "7": { + "daily": { + "1": [ + "blur|phb" + ] + } + }, + "9": { + "daily": { + "1": [ + "sleep|phb" + ] + } + }, + "11": { + "daily": { + "1": [ + "spirit shroud|tce" + ] + } + }, + "13": { + "daily": { + "1": [ + "confusion|phb" + ] + } + }, + "15": { + "daily": { + "1": [ + "greater invisibility|phb" + ] + } + }, + "17": { + "daily": { + "1": [ + "dominate person|phb" + ] + } + } + }, + "ability": "inherit" + } + ], + "entries": [ + "You are blessed with multiple tails, which increase in number as you gain experience. Starting at 3rd level, and every two levels thereafter, you grow an additional tail (up to a maximum of four additional tails, unless you have gained this feat twice).", + "Each additional tail grants you an additional spell you can cast.", + "You can cast {@spell disguise self|PHB}, starting at 3rd level you can cast {@spell charm person|PHB} , at 5th level you can cast {@spell invisibility|PHB}, at 7th level you can cast {@spell blur|PHB}, at 9th level you can cast {@spell sleep|PHB} at a spell level that is equal to your proficiency bonus with this trait, at 11th level you can cast {@spell spirit shroud|TCE}, at 13th level you can cast {@spell confusion|PHB}, at 15th level you can cast {@spell greater invisibility|PHB}, and at 17th level you can cast {@spell dominate person|PHB}.", + "You can cast these spells once with this trait and regain the ability to do so after finishing a long rest. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice).", + "When you cast {@spell produce flame|PHB}, you instead create a number of flames equal to your number of kitsune tails, which hover close around you. When you hurl one of these flames, the rest of the flames (if any) will remain for the next minute or until you cast this spell again. Provided you have enough flames, you can hurl a flame as part of casting the spell, as an action, or as a bonus action. If you hurl a flame as a bonus action, its damage dice become d4, unless you hurl it as part of a quickened cast.", + { + "name": "Special", + "type": "entries", + "entries": [ + "You can gain this feat twice. Each time you gain it the maximum number of extra tails you can grow increases by 4." + ] + } + ] } ] } diff --git a/race/Benjamin Huffman; Saurian Race.json b/race/Benjamin Huffman; Saurian Race.json index 70e0f59185..543698d936 100644 --- a/race/Benjamin Huffman; Saurian Race.json +++ b/race/Benjamin Huffman; Saurian Race.json @@ -15,8 +15,7 @@ ], "version": "2.0", "color": "a39853", - "url": "https://www.dmsguild.com/product/203521/Saurian-an-Original-Race-for-DD-5e", - "targetSchema": "1.7.0" + "url": "https://www.dmsguild.com/product/203521/Saurian-an-Original-Race-for-DD-5e" } ], "optionalFeatureTypes": { @@ -97,7 +96,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Draconic. The saurian dialect of Draconic is obvious to other speakers of the language and unless you learn Draconic again from another source, your speech in Draconic will always be notable for its saurian idiosyncrasies." + "You can speak, read, and write {@language Common|PHB} and {@language Draconic|PHB}. The {@language Saurian|COMLanguage} dialect of Draconic is obvious to other speakers of the language and unless you learn Draconic again from another source, your speech in Draconic will always be notable for its saurian idiosyncrasies." ], "type": "entries" }, @@ -108,8 +107,8 @@ { "type": "list", "items": [ - "{@optfeature Intimidating Size|SaurianRace}.", - "{@optfeature Primordial Resilience|SaurianRace}." + "{@feat Intimidating Size|SaurianRace}.", + "{@feat Primordial Resilience|SaurianRace}." ] } ], @@ -131,7 +130,8 @@ "languageProficiencies": [ { "common": true, - "draconic": true + "draconic": true, + "saurian": true } ], "age": { @@ -139,6 +139,7 @@ "max": 1000 }, "traitTags": [ + "Powerful Build", "Uncommon Race" ], "fluff": { @@ -560,7 +561,7 @@ ], "toolProficiencies": [ { - "anyArtisansTool": 1 + "any": 1 } ], "fluff": { @@ -852,13 +853,10 @@ } } ], - "optionalfeature": [ + "feat": [ { "name": "Intimidating Size", "source": "SaurianRace", - "featureType": [ - "RACE:SAU" - ], "prerequisite": [ { "race": [ @@ -868,6 +866,11 @@ ] } ], + "ability": [ + { + "str": 1 + } + ], "entries": [ "Your towering stature is unsettling to others. You gain the following benefits:", { @@ -890,9 +893,6 @@ { "name": "Primordial Resilience", "source": "SaurianRace", - "featureType": [ - "RACE:SAU" - ], "prerequisite": [ { "race": [ @@ -902,6 +902,11 @@ ] } ], + "ability": [ + { + "con": 1 + } + ], "entries": [ "The reign of the saurian empire was so long because its warriors could not be broken. You have inherited a measure of your ancestors' resilience. You gain the following benefits:", { diff --git a/race/Blackbandos Homebrew; Races.json b/race/Blackbandos Homebrew; Races.json index 9034560d47..fc5dd40525 100644 --- a/race/Blackbandos Homebrew; Races.json +++ b/race/Blackbandos Homebrew; Races.json @@ -117,7 +117,8 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common, and Wuxian. Wuxian is a strange tongue, one that tends to ignore traits of other languages, such as writing words as symbols instead of letters." + "You can speak, read, and write {@language Common|PHB}, and {@language Wuxian|COMLanguage}.", + "Wuxian is a strange tongue, one that tends to ignore traits of other languages, such as writing words as symbols instead of letters." ], "type": "entries" }, @@ -238,7 +239,8 @@ "type": "entries", "name": "Languages", "entries": [ - "You can speak, read, and write {@language Common}, {@language Pandaren|BBHR}, and {@language Sylvan}. {@language Pandaren|BBHR} is an exotic-sounding language, similar to modern-day chinese." + "You can speak, read, and write {@language Common}, {@language Pandaren|BBHR}, and {@language Sylvan}.", + "{@language Pandaren|BBHR} is an exotic-sounding language, similar to modern-day chinese." ] } ], @@ -268,15 +270,26 @@ ], "additionalSpells": [ { - "prepared": { + "innate": { + "3": { + "daily": { + "1": [ + "disguise self|phb" + ] + } + }, + "5": { + "daily": { + "1": [ + "suggestion|phb" + ] + } + } + }, + "ability": "cha", + "known": { "1": [ - "minor illusion|phb" - ], - "3": [ - "disguise self|phb" - ], - "5": [ - "suggestion|phb" + "minor illusion#c" ] } } diff --git a/race/Clockwork Dragon; Races.json b/race/Clockwork Dragon; Races.json index 7e61d20580..a89ad4e8c6 100644 --- a/race/Clockwork Dragon; Races.json +++ b/race/Clockwork Dragon; Races.json @@ -13,8 +13,7 @@ "p4535992" ], "version": "2020.12.10", - "url": "https://dm-clockwork-dragon.tumblr.com/PublishedWork", - "targetSchema": "1.0.0" + "url": "https://dm-clockwork-dragon.tumblr.com/PublishedWork" } ], "dateAdded": 1587495146, @@ -94,7 +93,7 @@ { "name": "Languages", "entries": [ - "Common, Aeramanu, and your choice of one other." + "{@language Common|PHB}, {@language Aeramanu|COMLanguage}, and your choice of one other." ], "type": "entries" }, @@ -308,7 +307,7 @@ { "name": "Languages", "entries": [ - "Common, and your choice of two others." + "{@language Common|PHB}, and your choice of two others." ], "type": "entries" } @@ -503,7 +502,7 @@ { "name": "Languages", "entries": [ - "Common and a choice of one other." + "{@language Common|PHB} and a choice of one other." ], "type": "entries" } @@ -715,7 +714,7 @@ { "name": "Languages", "entries": [ - "Common, and your choice of two others." + "{@language Common|PHB}, and your choice of two others." ], "type": "entries" } @@ -980,7 +979,7 @@ { "name": "Languages", "entries": [ - "You can Speak, Read, and Write Common, Celestial, and Draconic." + "You can Speak, Read, and Write {@language Common|PHB}, {@language Celestial|PHB}, and {@language Draconic|PHB}." ], "type": "entries" } @@ -1178,7 +1177,7 @@ { "name": "Languages", "entries": [ - "Common and a choice of one other." + "{@language Common|PHB} and a choice of one other." ], "type": "entries" }, @@ -1394,7 +1393,7 @@ { "name": "Languages", "entries": [ - "You can Speak, Read, and Write Common, and one other language of your choice." + "You can Speak, Read, and Write {@language Common|PHB}, and one other language of your choice." ], "type": "entries" } @@ -1566,7 +1565,7 @@ { "name": "Languages", "entries": [ - "You can Speak, Read, and Write Common, and one other language of your choice." + "You can Speak, Read, and Write {@language Common|PHB}, and one other language of your choice." ], "type": "entries" }, @@ -1783,7 +1782,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common, Qualith, Deep Speech, And and one language of your choice known by your host race." + "You can speak, read, and write {@language Common|PHB}, {@language Qualith|VGM}, {@language Deep Speech|PHB}, And and one language of your choice known by your host race." ], "type": "entries" }, @@ -1978,11 +1977,15 @@ { "name": "Languages", "entries": [ - "Common and Aquan." + "{@language Common|PHB} and {@language Primordial|PHB|Aquan}." ], "type": "entries" } ], + "traitTags": [ + "Powerful Build", + "Uncommon Race" + ], "languageProficiencies": [ { "common": true, @@ -2149,7 +2152,7 @@ { "name": "Languages", "entries": [ - "You can Speak, Read, and Write Common and Sylvan and can converse with plants as if you shared a language." + "You can Speak, Read, and Write {@language Common|PHB} and {@language Sylvan|PHB} and can converse with plants as if you shared a language." ], "type": "entries" } @@ -2233,7 +2236,7 @@ } }, { - "name": "Silverbrow (human Variant)", + "name": "Silverbrow (Human Variant)", "source": "CDR", "ability": [ { @@ -2287,7 +2290,7 @@ { "name": "Draconic Resistance", "entries": [ - "You are resistant to cold damage, and have advantage on saving throws made against magical effects." + "You are resistant to {@damage cold} damage, and have advantage on saving throws made against magical effects." ], "type": "entries" }, @@ -2308,7 +2311,7 @@ { "name": "Graceful Levitation", "entries": [ - "You can cast the feather fall spell on yourself once per day, however you cannot target additional creatures when using this feature." + "You can cast the {@spell feather fall|PHB} spell on yourself once per day, however you cannot target additional creatures when using this feature." ], "type": "entries" }, @@ -2322,7 +2325,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Draconic." + "You can speak, read, and write {@language Common|PHB} and {@language Draconic|PHB}." ], "type": "entries" } @@ -2341,6 +2344,20 @@ "deception": true } ], + "additionalSpells": [ + { + "innate": { + "1": { + "daily": { + "1": [ + "feather fall|phb" + ] + } + } + }, + "ability": "cha" + } + ], "fluff": { "entries": [ { @@ -2454,7 +2471,7 @@ { "name": "Languages", "entries": [ - "Common and a choice of one other." + "{@language Common|PHB} and a choice of one other." ], "type": "entries" }, diff --git a/race/D&D 4ed; Dark Sun Races.json b/race/D&D 4ed; Dark Sun Races.json index 86c391f4bd..0373981d4c 100644 --- a/race/D&D 4ed; Dark Sun Races.json +++ b/race/D&D 4ed; Dark Sun Races.json @@ -109,7 +109,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Primordial." + "You can speak, read, and write {@language Common|PHB} and {@language Primordial|PHB}." ], "type": "entries" }, @@ -347,7 +347,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Dwarvish." + "You can speak, read, and write {@language Common|PHB} and {@language Dwarvish|PHB}." ], "type": "entries" } @@ -519,7 +519,7 @@ { "name": "Languages", "entries": [ - "You can speak Common. You cannot read this language unless a background gives you that trait." + "You can speak {@language Common|PHB}. You cannot read this language unless a background gives you that trait." ], "type": "entries" } diff --git a/race/DM Tuz; Slime Folk Variant 2023.json b/race/DM Tuz; Slime Folk Variant 2023.json new file mode 100644 index 0000000000..8b72516ecd --- /dev/null +++ b/race/DM Tuz; Slime Folk Variant 2023.json @@ -0,0 +1,862 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "DMTuzSlimeFolkVariant2023", + "abbreviation": "TuzSF2", + "full": "Slime Folk Variant 2023", + "authors": [ + "DM Tuz", + "Niels de Jong" + ], + "convertedBy": [ + "p4535992" + ], + "version": "2.0", + "url": "https://drive.google.com/file/d/1e863Mxqamm9eLCeh4YwGiXjBTJqycHhk/view" + } + ], + "dateAdded": 1721573469, + "dateLastModified": 1721573469 + }, + "race": [ + { + "name": "Slime Folk Variant 2023", + "source": "DMTuzSlimeFolkVariant2023", + "page": 0, + "ability": [ + { + "con": 2 + } + ], + "size": [ + "M" + ], + "creatureTypes": [ + "humanoid", + "ooze" + ], + "speed": 25, + "darkvision": 0, + "traitTags": [ + "Uncommon Race", + "Natural Weapon" + ], + "toolProficiencies": [ + { + "disguise kit": true + } + ], + "languageProficiencies": [ + { + "common": true, + "undercommon": true + } + ], + "age": { + "mature": 6, + "max": 200 + }, + "entries": [ + "Your oozelike nature gives you plents of advantages, some of which are determined by your subrace.", + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Constitution Score increases by 2." + ] + }, + { + "type": "entries", + "name": "Age", + "entries": [ + "Slime Folk mature within the first six years of their life, but can mature quicker if plenty of nourishment is available. Once matured, they live up to 200 years, though some Slime Folk are known live way past this age." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Slime folk's friendly demeanor and eagerness to please others have them lean towards being good aligned, but trusting nature makes them easy to manipulate. Their flexible personalities causes them to neither prefer law or chaos, instead they prefer to go with the flow of a given situation." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 25 feet. " + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Slime Folk vary widely in size between 4 to 7 feet. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Engulf", + "entries": [ + "Instead of grappling a creature with your arms, you can take hold of a creature with your oozelike body. When grappling you can use your Constitution in place of your Strength. Additionally, as an action you can attempt to engulf an object or creature of your size or smaller within 5 ft. of yourself. The creature must succeed a Dexterity saving throw or be grappled by you. A creature grappled this way is partially engulfed in your body and {@condition restrained} for the duration of the grapple. You can have one creature or object grappled this way at a time. The DC is equal to 8 + your proficiency modifier + your Constitution modifier." + ] + }, + { + "type": "entries", + "name": "Ooze Nature", + "entries": [ + "You are considered both an ooze and a humanoid. You can be affected by a game effect if it works on either of these creature types." + ] + }, + { + "type": "entries", + "name": "Pseudopod", + "entries": [ + "You have a natural weapon attack that deals {@dice 1d6} + your Strength modifier acid damage instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Amorphus", + "entries": [ + "You can move through a space as narrow as 1 foot wide without squeezing. If any equipment you're holding or carrying is larger than the space you are attempting to pass through, it gets left behind." + ] + }, + { + "type": "entries", + "name": "Natural Disguise", + "entries": [ + "Your own body becomes a usable {@item disguise kit|PHB} that you are proficient with and only you can use. You can only use this {@item disguise kit|PHB} to disguise yourself, as you change your own features and colors to take a new appearance. This allows you to pass as a normal human." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read and write {@language Common|PHB}, {@language Undercommon|PHB}." + ] + }, + { + "type": "entries", + "name": "Subraces", + "entries": [ + "Slime Folk come in several shapes and colors. More importantly, they come in different types. Choose one of the following subraces to determine your exact slime folk nature: Alchemical, Eldritch, Feral, and Mnemonic." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "fluff": { + "_raceFluff": { + "name": "Slime Folk Variant 2023", + "source": "DMTuzSlimeFolkVariant2023" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xh54yAr.png" + }, + "title": "Base Slime Folk \u2014 QueenChikkibug" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wP5b0LH.png" + }, + "title": "Alchemical Slime Folk \u2014 QueenChikkibug" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FoGXUv8.png" + }, + "title": "Eldritch Slime Folk \u2014 QueenChikkibug" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/kZ7pm8m.png" + }, + "title": "Feral Slime Folk \u2014 QueenChikkibug" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/l8FtaDs.png" + }, + "title": "Mnemonic Slime Folk \u2014 QueenChikkibug" + } + ] + } + } + ], + "subrace": [ + { + "name": "Alchemical", + "source": "DMTuzSlimeFolkVariant2023", + "raceName": "Slime Folk Variant 2023", + "raceSource": "DMTuzSlimeFolkVariant2023", + "ability": [ + { + "int": 1 + } + ], + "resist": [ + { + "choose": { + "from": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ] + } + } + ], + "additionalSpells": [ + { + "ability": "int", + "known": { + "1": [ + "acid splash", + "ray of frost", + "fire bolt", + "shocking grasp", + "poison spray" + ] + } + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Alchemical", + "entries": [ + "" + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Intelligence Score increases by 1." + ] + }, + { + "type": "entries", + "name": "Alchemical Makeup", + "entries": [ + "Your inner balance of alchemical components grant you unique perks. Choose one of the following damage types: acid, cold, fire, lightning, poison. You are resistant to the chosen damage type. Additionally you learn one of the following cantrips depending on the chosen damage type:", + { + "type": "table", + "colLabels": [ + "Dragon", + "Damage Type" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Acid", + "{@spell acid splash}" + ], + [ + "cold", + "{@spell ray of frost}" + ], + [ + "fire", + "{@spell fire bolt}" + ], + [ + "lightning", + "{@spell shocking grasp}" + ], + [ + "poison", + "{@spell poison spray}" + ] + ] + }, + "Intelligence is your spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Alchemical Adaption", + "entries": [ + "Your knowledge about your inner alchemy is vast and you learned to adapt and alter your inner chemistry. You can change your inner chemistry by consuming 50 gp worth of arcane material components and change your resistance and exchange the corresponding cantrip to the new one according to your new resistance of your Alchemical Makeup trait after one minute of digestion. Changing your inner chemistry might change the color of your body to reflect your change. Once you use this feature, you can't use it again until you have finished a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "fluff": { + "entries": [ + "Driven by their endless curiosity, the Alchemical Slime Folk revel in experimentation. They emerged recently as more slime folk made their home in sprawling cities and encountered the many arcane marvels city life has to offer.", + "Their alchemical nature manifests in vibrant colors that these peculiar Slime Folk feature, which might shift and adapt with their elemental balance of their bodies. Unique even among other Slime Folk, their sense of taste is highly refined, able to determine the components and nature of a material by thoroughly handling it. This innate ability for analysis allows alchemical slime girls to feed their ceaseless curiosity.", + "Focused on their pursuit of knowledge, the Alchemical Slime Folk are scatterbrained, but smarter and more analytical than other Slime Folk. Their bodies contain alchemical components which is a frequent subject of the Alchemical Slime Folk's studies. As a result of that, they gained an understanding of their unique anatomy and learned to shift their alchemical composure to favor one elemental balance over the others.", + { + "type": "hr" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wP5b0LH.png" + }, + "title": "QueenChikkibug" + } + ], + "_appendRaceFluff": { + "name": "Slime Folk Variant 2023", + "source": "DMTuzSlimeFolkVariant2023" + } + } + }, + { + "name": "Eldritch", + "source": "DMTuzSlimeFolkVariant2023", + "raceName": "Slime Folk Variant 2023", + "raceSource": "DMTuzSlimeFolkVariant2023", + "ability": [ + { + "cha": 1 + } + ], + "darkvision": 60, + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Eldritch", + "entries": [ + "" + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Charisma score increases by 1." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "Your eyes are adapted to the darkness, 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": "Stretchy Tendrils", + "entries": [ + "On your turn, the reach of your unarmed strike and melee weapon attack with a range of 5 ft., as well as spells with a range of touch, have a range of 10 ft." + ] + }, + { + "type": "entries", + "name": "Flexibility", + "entries": [ + "You have advantage on checks to escape grapples and restraints." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "fluff": { + "entries": [ + "Rising from the depths of the Underdark, Eldritch Slime Folk have a much more unearthly appearance, modeling after their abyssal neighbors.", + "As well, due to their habitat, these Slime Folk are far more flexible in both mind and body than the usual, their gelatin is almost rubberlike, and their nature much calmer.", + "Their adaptability makes them natural charmers, due to their attunement to the nature of the abyss; compared to what they've seen in the Underdark, the workings of the human mind are easy to comprehend.", + { + "type": "hr" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FoGXUv8.png" + }, + "title": "QueenChikkibug" + } + ], + "_appendRaceFluff": { + "name": "Slime Folk Variant 2023", + "source": "DMTuzSlimeFolkVariant2023" + } + } + }, + { + "name": "Feral", + "source": "DMTuzSlimeFolkVariant2023", + "raceName": "Slime Folk Variant 2023", + "raceSource": "DMTuzSlimeFolkVariant2023", + "ability": [ + { + "str": 1 + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Feral", + "entries": [ + "" + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Strength score increases by 1." + ] + }, + { + "type": "entries", + "name": "Digestion", + "entries": [ + "At the beginning of your turn you can deal {@dice 1d6} acid damage to a creature engulfed by you." + ] + }, + { + "type": "entries", + "name": "Consume", + "entries": [ + "When taking a short rest, you can eat one creature of your size or one size larger that is not a construct, elemental, or undead, if you do, you gain an additional hit dice that you have to spend during that short rest. If the devoured creature is a large creature or larger, you roll twice on the gained hit dice and choose the higher result. Consuming a creature will nourish you for one day. You can use this trait equal to half of your proficiency modifier (rounded down) before you have to finish a long rest to use it again." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "fluff": { + "entries": [ + "Subject to their basest instincts, Feral Slime Folk forego the desire to socialize in favor of experiencing new, interesting things to ingest. Lurking in caves and forests far from civilization, these slime folk will hunt for any meal of interest, whether it be small animals, monsters, or even humanoids.", + "As they are able to quickly digest and absorb food, they are rarely starving: they just focus on the experience and taste.", + { + "type": "hr" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/kZ7pm8m.png" + }, + "title": "QueenChikkibug" + } + ], + "_appendRaceFluff": { + "name": "Slime Folk Variant 2023", + "source": "DMTuzSlimeFolkVariant2023" + } + } + }, + { + "name": "Mnemonic", + "source": "DMTuzSlimeFolkVariant2023", + "raceName": "Slime Folk Variant 2023", + "raceSource": "DMTuzSlimeFolkVariant2023", + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Mnemonic", + "entries": [ + "" + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Wisdom score increases by 1." + ] + }, + { + "type": "entries", + "name": "Read Memories", + "entries": [ + "Touching a creature allows you to read the memories of a creature. As an action, you can touch a creature in your reach and have it make a Wisdom saving throw. On a failed save you read the memories of the creature, learning of one specific memory important to the creature (DMs discression), or a specific memory of your choosing (for example the creature's memories about meeting another character). The DC is equal to 8 + your Wisdom modifier + your proficiency modifier. Once you use trait you can't use it again until you finish a short or long rest.", + "Oozes, Plants, and Undead creatures automatically succeed the saving throw." + ] + }, + { + "type": "entries", + "name": "Adopt Memories", + "entries": [ + "When you successfully read the thoughts of a creature, you obtain some of its memories and skills. When you do, you can choose one of the following boons:", + { + "type": "list", + "items": [ + "You learn to speak and write one language the creature speaks.", + "You become proficient in using a tool that the creature is proficient with.", + "You become proficient in wielding a weapon the creature is proficient with.", + "You become proficient with one skill the creature is proficient with." + ] + }, + "You retain the the boon until you use this trait again, or you finish a long rest." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "fluff": { + "entries": [ + "Enigmatic and withdrawn, the Mnemonic Slime Folk stand in stark contrast to their other cousins. While their origins are unknown, a lineage with the mysterious Oblex ooze is suspected, with whom the Mnemonic Slime Folk share many traits.", + "Mnemonic Slime Folk are natural mind readers, as they are able to tap into the memories of cognitive beings by a single touch of their gelatinous bodies. A trait which makes the Mnemonic Slime Folk empathic and more thoughtful than their cousins.", + "The Mnemonic Slime Folk understand the weight of an ability to delve into the inner being of another creature. While physical boundaries are a hard concept to grasp for them, they recognize secrets and personal memories as something better left untouched. This makes Mnemonic Slime Folk appear unapproachable at first, but once those initial barriers are breached, their relation to the other affable Slime Folk becomes more than apparent.", + { + "type": "hr" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/l8FtaDs.png" + }, + "title": "QueenChikkibug" + } + ], + "_appendRaceFluff": { + "name": "Slime Folk Variant 2023", + "source": "DMTuzSlimeFolkVariant2023" + } + } + } + ], + "raceFluff": [ + { + "name": "Slime Folk Variant 2023", + "source": "DMTuzSlimeFolkVariant2023", + "entries": [ + "{@italic \"Don't be afraid, I am a friendly ooze!\"}", + "The exact nature and origin of these strange humanoids is a mystery to today's sages. The Slime Folk's records of their limited history are oral traditions, which are frustratingly inconsistent as records vary widely from one colony to the next and usually taken at face value by the Slime Folk who do not seem to care to verify any of these tales.", + "Leading theories about the Slime Folk's origins range from being Juiblex's errant creation, the result of an accident of magical refuse, or a simple aberrant mutation from the underdark. What can be agreed is that the Slime Folk have a lineage with the monstrous oozes around the world, with whom they share many properties. They live between the surface and the depths of the underdark in sprawling colonies that house hundreds of Slime Folk.", + "The Slime Folk are always willing to lend a helping hand, their social reach and habitats remain as spread out and flexible as their amorphous bodies.", + { + "type": "entries", + "name": "Cozy Company", + "entries": [ + "Excitable, curious, friendly, and affectionate are all common descriptions for the average Slime Folk. They are constantly starved for stimulation, which is found in abundance on the surface. They revel in the many things they find outside of their homes and find themselves very quickly attached to any passersby who keeps them company. Slime Folk are straight forward and docile creatures, commonly preferring the path of least resistance in their decision making. Only dire circumstances will force them to forgo their desire to please others.", + "However, the Slime Folk's amicable nature can be a blessing as well as a curse. For one their malleable form left them with a skewered or almost absent sense of physical space or boundaries, for another their innate naivete and forgiving nature can lead them to be easily taken advantage of by manipulators. Even Slime Folk who have been repeatedly wronged and hurt might withdraw temporarily, but will eventually heal." + ] + }, + { + "type": "entries", + "name": "Physiology", + "entries": [ + "The form of the Slime Folk body is gelatinous, flexible matter: similar to their ooze relatives, they are able to bend, squeeze, morph, and adjust far beyond the capabilities of other typical humanoids. This however, doesn't make their bodies immune to damage from blunt trauma or exhaustion. Enough damage to their physical form will lead their bodies to lose stability and consistency.", + "Slime Folk vary wildly in size, in spirit with their flexible nature. Commonly they average around the size relative colors manifesting in patterns or gradients.", + "Being an ooze, the Slime Folk can taste with the entirety of their body their sense is selective to prevent overstimulation. Further, the Slime Folk are able to store large amounts of fluids and food in their body, which can drastically morph and expand their size.", + "Slime Folk have a symbiotic relationship with humanity, whose males they are able to reproduce with. This ensures that there are mutations in the genome, which allows them to evolve. Because of this Slime Folk will generally take on a female form, both in their disguise and in their true form.", + "The children of such unions can become either human or Slime Folk, with the latter being disguised as human children until they choose otherwise. to a human, though outliers towards the either extreme are not uncommon. Their gelatinous bodies have a translucent sheen that can range from clear to murks and feature a variety of colors. Some rare specimens might feature several" + ] + }, + { + "type": "entries", + "name": "Slime Folk Names", + "entries": [ + "Slime Folk commonly do not see the need for names for one another within their colonies. But as contact with the surface world was made and the concept of names got introduced to the Slime Folk it became a trend that quickly caught on. Slime Folk choose their own names and know little about the deeper meaning and importance of names which they see as surface level accessories. This has lead to many of the Slime Folk's chosen names to be whimsical, tongue-in-cheek, or nonsensical.", + "Names like Bubbles, Icky, Lemon and Elizablob are very popular.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Male Names:", + "entry": "Androop, Augoostus, Blobert, Crooze, Droopy, Elijam, Fargrime, Goobert, Hooey, Isastretch, Jiggle-Jack, Keigel, Loo, Murmy-Marc, Neebs, Oozeborne, Quiscus, Raggidy, Slick, Tarvis, Ulabog, Virool, Warmire, Xerbles, Yambo, Zeta" + }, + { + "type": "item", + "name": "Female Names:", + "entry": "Amorpha, Bubbles, Chartar, Dribble, Elizablob, Felicitar, Goondula, Haggles, Icky, Jammy, Karambrine, Lemon, Mucy, Oozmerelda, Pudding, Queque, Ramba, Slimantha, Tarbitha, Uppa, Victaria, Wobblarella, Xana, Ylla, Zayamorph" + } + ] + } + ] + } + ] + } + ], + "feat": [ + { + "name": "Bouncy", + "source": "DMTuzSlimeFolkVariant2023", + "prerequisite": [ + { + "race": [ + { + "name": "Slime Folk" + } + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "You learned to capitalize on your flexible form and tap into your ooze ancestry to shrug off blows and impacts.", + { + "type": "list", + "items": [ + "Increase your Constitution score by 1, to a maximum of 20.", + "When jumping you can use your Constitution score in place of your Strength score to determine how far and high you can jump and you increase both by 10 feet.", + "When you take the {@action dodge} action you become resistant to bludgeoning damage until the beginning of your next turn.", + "When you take bludgeoning damage, you can use your reaction to gain resistance to bludgeoning damage until the end of your next turn. If you use this feature to gain resistance to bludgeoning damage caused by falling, you do not fall prone after landing. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest." + ] + } + ] + }, + { + "name": "Luminescence", + "source": "DMTuzSlimeFolkVariant2023", + "prerequisite": [ + { + "race": [ + { + "name": "Slime Folk" + } + ] + } + ], + "resist": [ + "radiant" + ], + "entries": [ + "Your gelatinous body developes an innate bioluminescence as well as the ability to control it.", + { + "type": "list", + "items": [ + "As an action you can glow and emit 20 ft. of bright light and additional 20 ft. of dim light. As a bonus action on each of your turns, you can regulate how much light you give off, reducing the bright light and dim light to up to a minimum of 5 ft. each. You can end emitting light altogether as a bonus action.", + "As an action you can emit a powerful flash of light. Each creature within 20 ft. of you must succeed a Constitution saving throw or be blinded until the end of your next turn. The DC is equal to 8 + your Constitution modifier + your proficiency bonus. Once you use this feature, you can't use an action to emit bright light or use this feature again until you have finished a short or long rest.", + "You gain resistance to radiant damage." + ] + } + ] + }, + { + "name": "Vibration Sense", + "source": "DMTuzSlimeFolkVariant2023", + "prerequisite": [ + { + "race": [ + { + "name": "Slime Folk" + } + ] + } + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "entries": [ + "Oozes are known to perceive the world by sensing the tiniest vibrations in the air. You learned to tap into your ooze heritage to develope a limited vibration sense.", + { + "type": "list", + "items": [ + "You have advantage on Perception skill checks that don't rely on smell.", + "You gain tremorsense, letting you detect vibrations within 10 ft. of yourself. You can see invisible foes within that range if you both touch the ground.", + "As an action, you can focus your senses to gain blindsight, allowing you to perceive your surroundings within 30 ft. of yourself without relying on sight, until the end of your turn." + ] + } + ] + }, + { + "name": "Spawn oF Juiblex", + "source": "DMTuzSlimeFolkVariant2023", + "prerequisite": [ + { + "race": [ + { + "name": "Slime Folk" + } + ] + } + ], + "additionalSpells": [ + { + "ability": "con", + "known": { + "1": [ + "acid splash|phb#c" + ] + } + } + ], + "entries": [ + "Your faint relation to Juiblex becomes apparent, as your fiendish traits manifest.", + { + "type": "list", + "items": [ + "The first time on a turn you hit with a pseudopod attack, it deals {@dice 2d6} acid damage instead of {@dice 1d6}.", + "A creature that start its turn grappled by you must succeed a Constitution saving throw or be poisoned until the end of your next turn. The DC is equal to 8 + your Constitution modifier + your proficiency bonus. You can suppress this effect at will.", + "You gain a climbing speed equal to half of your walking speed and can use it to climb difficult surfaces, including upside down on ceilings without needing to make an ability check.", + "You learn the {@spell Acid Splash|PHB} cantrip. Constitution is your spellcasting ability to cast the spell." + ] + } + ] + }, + { + "name": "Memory Thief", + "source": "DMTuzSlimeFolkVariant2023", + "prerequisite": [ + { + "race": [ + { + "name": "Slime Folk", + "subrace": "Mnemonic" + } + ] + } + ], + "entries": [ + "You gain the following benefits:", + { + "type": "list", + "items": [ + "Whenever you successfully engulf a creature, you can use a bonus action to use your Read Memories trait against the creature for as long as it is engulfed by you.", + "When you successfully read the mind of a creature you have engulfed, you can steal some of its memories and leave the creature's memories drained for one minute. A creature that has its memories drained must whenever it makes an attack roll, saving throw, or skill check, roll a d4 and subtract the number rolled from the attack roll, saving throw, or skill check. The creature makes a Wisdom saving throw at the end of each of its turns, ending the effect on a success. After draining a creature's memories this way, you add 1d4 to all your attack rolls, saving throws, and skill checks for 1 minute.", + "You can use your {@i Read Memories} trait one additional-time before you have to take a short or long rest to use it again. Once a creature successfully saves against this trait it becomes immune to it for 1 hour." + ] + } + ] + }, + { + "name": "Hungry Hungry Goo", + "source": "DMTuzSlimeFolkVariant2023", + "prerequisite": [ + { + "race": [ + { + "name": "Slime Folk", + "subrace": "Feral" + } + ] + } + ], + "entries": [ + "Your deepen your primal appetite. Your hunger drives you forward, giving you the following benefits:", + { + "type": "list", + "items": [ + "You can engulf creatures that are one size larger than you.", + "When you hit a creature with a pseudopod attack, you can use a bonus action to attempt to grapple the same creature as a bonus action until the end of your turn.", + "When a creature fails its saving throw against your Engulf trait, you can move into its space to trap it in your body instead. The engulfed creature can't breathe and is restrained. While engulfing a creature or object, your speed is halved. When you move, the engulfed creature or object moves with you. You can only have one creature or object engulfed this way at a time. A trapped creature can try to escape by taking an action to make a Strength check (same DC as for Engulf). On a success, the creature escapes and enters a space of its choice within 5 feet of you." + ] + } + ] + }, + { + "name": "Ooze Potion", + "source": "DMTuzSlimeFolkVariant2023", + "prerequisite": [ + { + "race": [ + { + "name": "Slime Folk", + "subrace": "Alchemical" + } + ] + } + ], + "ability": [ + { + "int": 1 + } + ], + "toolProficiencies": [ + { + "alchemist's supplies": true + } + ], + "entries": [ + "Hours upon hours of self-experimentation granted you a deep understanding of your own alchemical make up. You learned to mix and match alchemical ingredients in your own body. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Intelligence score by 1, to a maximum of 20.", + "Your own body becomes a usable set of {@item alchemist's supplies|PHB} only you are proficient with.", + "After finishing a long rest you can spend a number of hit dice equal to your Constitution modifier, and create a healing potion from your own body for each die spend. A creature can use an action or bonus action to drink the potion and regain hit points equal to your hit die roll plus your character level. These potions last for 24 hours before losing their effect." + ] + } + ] + }, + { + "name": "Mimic Kin", + "source": "DMTuzSlimeFolkVariant2023", + "prerequisite": [ + { + "race": [ + { + "name": "Slime Folk", + "subrace": "Eldritch" + } + ] + } + ], + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + "You pushed the limits of your own malleability and un-locked a new potential to reshape your own body. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Charisma score by 1, to a maximum of 20.", + "You have advantage on any ability check you make to create a visual disguise.", + "You can use an action to change your shape and appearance, to decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other characteristics for one hour. You can appear as a member of another race, appear as a beast or plant, or as an object, though none of your statistics change. Your new appearance must have the same size category as you, meaning you can't change your form into a small animal or large object for example. When you take damage, become incapacitated, or die, you return into your original form. You can use a bonus action to transform back into your original form. Once you use this feature, you must finish a short or long rest before you can use it again." + ] + } + ] + } + ] +} diff --git a/race/Heroes from the Dark Realm; Race Collection.json b/race/Heroes from the Dark Realm; Race Collection.json index cdf7699fc4..c9b4731cd0 100644 --- a/race/Heroes from the Dark Realm; Race Collection.json +++ b/race/Heroes from the Dark Realm; Race Collection.json @@ -105,7 +105,8 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and one extra language of your choice. Vrylokas who seek to leverage their arcane ancestry learn Draconic, while the more martially inclined often learn the language of an hostile race or group." + "You can speak, read, and write {@language Common|PHB} and one extra language of your choice.", + "Vrylokas who seek to leverage their arcane ancestry learn {@language Draconic|PHB}, while the more martially inclined often learn the language of an hostile race or group." ], "type": "entries" } @@ -271,7 +272,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and one extra language of your choice." + "You can speak, read, and write {@language Common|PHB} and one extra language of your choice." ], "type": "entries" } @@ -383,7 +384,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and one extra language of your choice." + "You can speak, read, and write {@language Common|PHB} and one extra language of your choice." ], "type": "entries" } diff --git a/race/Kobold Press; Unlikely Heroes.json b/race/Kobold Press; Unlikely Heroes.json index 6da0e13418..a52d211053 100644 --- a/race/Kobold Press; Unlikely Heroes.json +++ b/race/Kobold Press; Unlikely Heroes.json @@ -99,7 +99,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Dwarvish and your choice between Common and Undercommon." + "You can speak, read, and write {@language Dwarvish|PHB} and your choice between {@language Common|PHB} and {@language Undercommon|PHB}." ], "type": "entries" }, @@ -907,7 +907,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common." + "You can speak, read, and write {@language Common|PHB}." ], "type": "entries" } @@ -1081,7 +1081,8 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Goblin. The written form of the dust goblin dialect of Goblin is pictographic and capable of remarkable subtlety, though it is largely impenetrable to outsiders." + "You can speak, read, and write {@language Common|PHB} and {@language Goblin|PHB}.", + "The written form of the dust goblin dialect of Goblin is pictographic and capable of remarkable subtlety, though it is largely impenetrable to outsiders." ], "type": "entries" } @@ -1311,7 +1312,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and one of the four elemental languages (Auran, Aquan, Ignan, or Terran). The elemental language must conform to your siraati." + "You can speak, read, and write {@language Common|PHB} and one of the four elemental languages ({@language Primordial|PHB|Auran}, {@language Primordial|PHB|Aquan}, {@language Primordial|PHB|Ignan}, or {@language Primordial|PHB|Terran}). The elemental language must conform to your siraati." ], "type": "entries" } @@ -1506,7 +1507,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Sylvan." + "You can speak, read, and write {@language Common|PHB} and {@language Sylvan|PHB}." ], "type": "entries" } @@ -1687,7 +1688,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Abyssal and Common." + "You can speak, read, and write {@language Abyssal|PHB} and {@language Common|PHB}." ], "type": "entries" } @@ -1830,7 +1831,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Giant." + "You can speak, read, and write {@language Common|PHB} and {@language Giant|PHB}." ], "type": "entries" } @@ -2010,7 +2011,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Aquan and Common." + "You can speak, read, and write {@language Primordial|PHB|Aquan} and {@language Common|PHB}." ], "type": "entries" } diff --git a/race/Niels de Jong; Homebrew Races.json b/race/Niels de Jong; Homebrew Races.json new file mode 100644 index 0000000000..54285c9f25 --- /dev/null +++ b/race/Niels de Jong; Homebrew Races.json @@ -0,0 +1,1318 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "NDJRaces", + "abbreviation": "NDJRaces", + "full": "Niels de Jong; HomeBrew Races Collection", + "authors": [ + "Niels de Jong" + ], + "convertedBy": [ + "p4535992" + ], + "version": "2024.07.18", + "url": "https://discord.gg/yDzMFuBKXt" + } + ], + "dateAdded": 1604252046, + "dateLastModified": 1719177751, + "_dateLastModifiedHash": "cef0ca0d26" + }, + "item": [ + { + "name": "Brooch of The Harpy", + "source": "NDJRaces", + "tier": "major", + "rarity": "uncommon", + "wondrous": true, + "reqAttune": "by a Harpy", + "reqAttuneTags": [ + { + "race": "Harpy (Siren Blooded)" + } + ], + "weight": 0.5, + "value": 35000, + "entries": [ + "This magical brooch allows harpies to enhance the effects of their magical voice, as well as the combat prowess of their claws. While attuned to it, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on Persuasion checks made with your voice.", + "Targets who successfully save against the luring song trait are no longer immune for 24 hours against the effects caused by your luring song, but instead gain advantage on saving throws against your luring song for that duration. Targets that break free and are within range must make the saving throw again when you use your action to continue the song, or become affected by your luring song again.", + "Your claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "Once per turn, when you hit a creature with your claws, it becomes wounded. Wounded creatures take 1d4 necrotic damage at the start of their turn for each time they have been wounded, and cannot regain hit points. A wounded creature can make a DC 15 Constitution saving throw at the end of its turns, ending the effect of all such wounds on itself on a success. A wounded creature, or a creature within 5 feet of it, can also end such wounds on it by making a successful DC 15 Wisdom (Medicine) check as an action." + ] + } + ] + }, + { + "name": "Double Crossbow", + "source": "NDJRaces", + "type": "R", + "rarity": "none", + "weight": 18, + "value": 5000, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "LD", + "2H" + ], + "range": "60/240", + "dmg1": "1d8", + "dmgType": "P", + "ammoType": "crossbow bolt|phb", + "entries": [ + "A double crossbow can fire up to two bolts per shot, and counts as a heavy crossbow; except it deals 1d8 damage or 2d8 damage with both bolts loaded, has 60/240 Range, and those without the Crossbow Expert feat must spend a bonus action to load the second bolt.", + "If both bolts have a bonus or effect, then both stack on the attack." + ] + }, + { + "name": "Kanabo of the Oni-Blooded", + "source": "NDJRaces", + "baseItem": "greatclub|phb", + "type": "M", + "rarity": "rare", + "reqAttune": "by a Half-Oni", + "reqAttuneTags": [ + { + "race": "Half-Oni" + } + ], + "weight": 10, + "value": 5000, + "weaponCategory": "simple", + "property": [ + "2H", + "R", + "L" + ], + "dmg1": "1d8", + "dmgType": "B", + "entries": [ + "This weapon allows half-oni to tap into their oni-heritage, and temporarily take on the form of a full blooded oni. This magic greatclub counts as a monk weapon. When you use your Regeneration racial trait, you can roll the hit dice without actually spending them, and you regain the ability to use this racial trait again after finishing a short or long rest.", + "{@b Oni Form.} While the kanabo is on your person, you can use your action to change into an oni-like form for 1 minute. Everything that you are wearing and carrying changes size with you. Any item that you drop returns to normal size at once. Once this transformation has been used, it cannot be used again until the next dawn. While transformed this way, you gain the following characteristics for the duration:", + { + "type": "list", + "items": [ + "The kanabo is now a Large weapon that deals 4d6 bludgeoning damage, and also has the reach property.", + "Your height is now 10 feet and you weigh 700 pounds. Your size is Large and your creature type is Giant.", + "You gain temporary hit points equal to 1d8 + twice your level for the duration of this transformation.", + "Whenever you make a Strength check or saving throw, you can roll one d8 and add the number rolled to the Strength check or saving throw." + ] + } + ] + } + ], + "race": [ + { + "name": "Kitsune", + "source": "NDJRaces", + "ability": [ + { + "dex": 1, + "cha": 1, + "choose": { + "from": [ + "cha", + "dex", + "str", + "con", + "int", + "wis" + ], + "count": 1 + } + } + ], + "size": [ + "M" + ], + "speed": { + "walk": 30 + }, + "entries": [ + "All kitsune gain the following traits.", + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Dexterity score increases by 1, your Charisma score increases by 1, and one ability score of your choice increases by 1." + ] + }, + { + "name": "Age", + "type": "entries", + "entries": [ + "Most kitsune have lifespans similar to half-elves. They look young for their age, and remain fit until they are very old." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Kitsune tend to be neutral, or of alignments with a neutral component, but often have good tendencies." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Kitsune are as tall as humans. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "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": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being charmed, and magic can't put you to sleep." + ], + "type": "entries" + }, + { + "name": "Foxfire", + "entries": [ + "You know the {@spell dancing lights|PHB} and {@spell produce flame|PHB} cantrips, and you can also hurl {@spell produce flame|PHB} its flames as a melee spell attack. You do not require components to cast these spells nor the {@optfeature Nine-Tailed Heir|COMOptFeat} spells. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice)." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You know the {@language Common|PHB} and {@language Sylvan|PHB} languages." + ], + "type": "entries" + }, + { + "name": "Subraces", + "entries": [ + "Choose one of the following subraces; Shifter or Kitsunemimi." + ], + "type": "entries" + } + ], + "darkvision": 60, + "traitTags": [ + "Uncommon Race" + ], + "languageProficiencies": [ + { + "common": true, + "sylvan": true + } + ], + "additionalSpells": [ + { + "known": { + "1": [ + "dancing lights|phb#c", + "produce flame|phb#c" + ] + }, + "ability": "inherit" + } + ], + "fluff": { + "entries": [ + "Kitsune are a vulpine race known for their love of both trickery and art. They are divided into two groups; the shifter and the kitsunemimi.", + { + "type": "list", + "items": [ + "{@b Shifters} have two main forms; that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox.", + "{@b Kitsunemimi} on the other hand can't shape change, and are born as a hybrid between human and fox, and look mostly human aside from having fox ears and a tail. Kitsunemimi are considered blessed, as they all are able to grow multiple tails, which only a few shifters can. Kitsunemimi and shifters in human form tend toward quickness and lithe beauty." + ] + }, + "Despite having a penchant for deception, kitsune prize loyalty and make true companions. Kitsune delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking wisdom from both the living and spirits. Most kitsune have amber, golden, or brilliant blue eyes, while shifters in their true forms are usually covered with a downy coat of auburn fur, though some kitsune are born with white fur and pale eyes. Kitsune society is enigmatic, as kitsune prize loyalty among friends, but delight in good-natured mischief and trickery. They take pleasure in the pursuit of creative arts and in all forms of competition, especially the telling of stories interwoven with tall tales and falsehoods. Kitsune living in mixed-race societies often hide their true natures and pose as humans in public. Children born between a kitsune and a member of a different race will usually result in full blooded kitsune, or in a rare few cases as the other parent's corresponding race.", + { + "name": "Kitsune Names", + "entries": [ + "Kitsune names are usually similar to those of the local humans, however the following popular names are often used:", + { + "entries": [ + { + "name": "Male Names", + "entries": [ + "Ikari, Imhakaru, Kyrsaku, Namkitu, Yanyeeku" + ], + "type": "entries" + }, + { + "name": "Female Names", + "entries": [ + "Ayaki, Jiyoki, Kyomi, Miyaro, Shinyai, Yulai" + ], + "type": "entries" + } + ], + "type": "entries" + } + ], + "type": "entries" + }, + { + "name": "Note", + "entries": [ + "This race is been printed from \"Niels de Jong\" on the book \"{@link Legacy of Dragons|https://www.kickstarter.com/projects/nielsdejong/legacy-of-the-dragon-a-dragon-themed-supplement-for-5e}\" " + ], + "type": "inset" + }, + { + "name": "Credits", + "entries": [ + "Art and item designed by {@link Unknown|}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/t7WSbSq.jpg" + } + } + ] + } + }, + { + "name": "Minos", + "source": "NDJRaces", + "ability": [ + { + "str": 2, + "choose": { + "from": [ + "cha", + "dex", + "str", + "con", + "int", + "wis" + ], + "count": 1 + } + } + ], + "size": [ + "M" + ], + "speed": { + "walk": 30 + }, + "entries": [ + "All minos gain the following traits.", + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Strength score increases by 2, and one other ability score of your choice increases by 1." + ] + }, + { + "name": "Age", + "type": "entries", + "entries": [ + "Minos have lifespans similar to humans, but often look young for their age, and remain fit until a very old age." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "With community and unselfish cooperation at the center of their culture, as well as their overall gregarious nature, most minos tend toward good and lawful alignments." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Minos are known for their great size, standing around 8 feet tall on average. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "name": "Gregarious", + "entries": [ + "You gain proficiency in the Animal Handling and Persuasion skills. " + ], + "type": "entries" + }, + { + "name": "Horns", + "entries": [ + "Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.", + "Provided you haven't moved during your current turn, you can make an attack with your horns as a bonus action, but afterwards your speed is 0 until the end of the current turn." + ], + "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": "Weapon Training", + "entries": [ + "You gain proficiency with the {@item greataxe|PHB}, {@item maul|PHB}, and {@item double crossbow|NDJRaces}. A double crossbow can fire up to two bolts per shot, and counts as a heavy crossbow; except it deals 1d8 damage or 2d8 damage with both bolts loaded, has 60/240 Range, and those without the Crossbow Expert feat must spend a bonus action to load the second bolt. If both bolts have a bonus or effect, then both stack on the attack." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common|PHB} and one other language of your choice." + ], + "type": "entries" + }, + { + "name": "Optional Rule: Bigger is Better", + "type": "inset", + "entries": [ + "If you have the Powerful Build racial trait, you can wield weapons that are one size category larger than you and that you are proficient with, and attack with them without having disadvantage on your attack rolls due to the size difference, but if so you can't add your proficiency bonus on attack rolls with these weapons. At 5th level, provided you are proficient with them, you can add half your proficiency bonus on attack rolls with these weapons. Larger weapons multiply their damage dice by each size category they increase beyond Medium (a Large greataxe would deal 2d12 damage). You can only find or buy Large weapons at your DM's discretion." + ] + } + ], + "traitTags": [ + "Uncommon Race", + "Powerful Build", + "Natural Weapon" + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "skillProficiencies": [ + { + "animal handling": true, + "persuasion": true + } + ], + "weaponProficiencies": [ + { + "greataxe|phb": true, + "maul|phb": true, + "heavy crossbow|phb": true + } + ], + "fluff": { + "entries": [ + "Minotaur blooded, or simply called minos, have both human and minotaur blood running through their veins, but are their own separate race. While they do have horns, their faces look human, their skin is hairless, and they are generally attractive. Despite their size, they are mostly peaceful, and prefer a life of farming in closely knit minos communities. Many minos are wary of strangers, as their gregarious nature has often been taken advantage of in the past, yet they usually give strangers the benefit of the doubt. Minos are known for their hospitality, strong sense of honor and dedication, and consider ungratefulness and deceitfulness to be great sins. Despite their hospitality, minos tend to keep their communities as homogeneous as possible, only fully accepting fellow minos or humans with whom they share ethnic characteristics, as well as those who proven themselves to be friends of the minos. They act so out of a pragmatic belief that diversity leads to adversity, and seek to prevent future conflicts this way. Regardless whether this is true or not, their communities are well known for their unity, stability, and productivity, even while those of other people around them rise and fall. Despite this pragmatic outlook, they are well known for their genuine kindness and charity, and they've been known to sell their food at lower prices to those in need. Minos do however mix with other races, usually with those adopted by minos parents, with their children being born as small build minos. It is also not uncommon for a minos husband to have multiple wives, as there are often more minos women than men. Those that decide to adventure, instead of living a life of farming, make use of their greater physical prowess in battle. While minos can be down-to-earth to a fault, they're well known for their genuine kindness and loyalty, and often help those who truly need it. Minos keep domesticated animals, and often ride larger beasts instead of horses; like bears, woolly Rhinoceros, or mammoths.", + "Minos are also well known for their size, granting them the nickname \"friendly horned giants\". However, should they be pressed, they can quickly prove themselves to be more than capable of defending themselves. They strongly believe in the right of self-defense, and often carry a double crossbow. While they tend towards lawful alignments, they are also highly suspicious of large governments, especially those of humans, and they often strive to decentralize power as much as possible. This is because they strongly believe that power corrupts, especially power granted to those who do not live among the common folk. If a threat does arrive, smaller minos communities often band together to form a united front, but only until the threat has been sufficient dealt with.", + "{@b Minos are not related to the medium sized minotaurs that can be found across the multiverse, but instead have the blood of the larger more monstrous minotaur running through their veins, granting them greater physique.}", + { + "name": "Minos Names", + "entries": [ + "Minos names are similar to those of the local indigenous humans, which is likely due to their shared ancestry." + ], + "type": "entries" + }, + { + "name": "Note", + "entries": [ + "This race is been printed from \"Niels de Jong\" on the book \"{@link Legacy of Dragons|https://www.kickstarter.com/projects/nielsdejong/legacy-of-the-dragon-a-dragon-themed-supplement-for-5e}\" " + ], + "type": "inset" + }, + { + "name": "Credits", + "entries": [ + "Art and item designed by {@link Unknown|}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Vh98JR5.jpg" + } + } + ] + } + }, + { + "name": "Harpy (Siren Blooded)", + "source": "NDJRaces", + "ability": [ + { + "dex": 2, + "cha": 1 + } + ], + "size": [ + "M" + ], + "speed": { + "walk": 25, + "fly": 40 + }, + "entries": [ + "All harpies gain the following traits.", + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Dexterity score increases by 2, and your Charisma score increases by 1." + ] + }, + { + "name": "Age", + "type": "entries", + "entries": [ + "Harpies have lifespans similar to humans, but often look young for their age, and remain fit until a very old age." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Due to their comely nature, harpies tend to be good aligned, though the \"wild\" ones tend to be more neutral." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Harpies tend to be lightly build. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 25 feet." + ] + }, + { + "name": "Flight", + "entries": [ + "You have a flying speed of 40 feet. {@b To use this speed, you can't be wearing medium or heavy armor.}" + ], + "type": "entries" + }, + { + "name": "Enthralling Singer", + "entries": [ + "You have advantage on Performance checks made with your voice. You also have advantage on melee attack rolls against creatures that are charmed by you." + ], + "type": "entries" + }, + { + "name": "Luring Song", + "entries": [ + "You can use your action to start singing a luring song. You can stop singing at any time, but you must use your action at the start of each of your subsequent turns to continue singing or you will automatically stop singing. While singing this song, your movement speed becomes 0, and you are unable to cast spells with Verbal components. While you are singing this song, every non-harpy humanoid of your choice within range that can hear it must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be charmed by you until the song ends. This song can affect targets within 15 times your proficiency bonus in feet from you. A target charmed this way is incapacitated and ignores all other songs. If the target is more than 5 feet away from you, it must move on its turn towards you by the most direct route. It doesn't avoid opportunity attacks, but it will not move through dangerous terrain that it can see. The target can make the saving throw again at the end of its turns, and with advantage whenever it takes damage from you or your allies (but not from the wounded effect). On a success, the target is immune to being charmed this way for the next 24 hours." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common|PHB} and one other language of your choice." + ], + "type": "entries" + }, + { + "name": "Item: Brooch of the Harpy", + "type": "inset", + "entries": [ + "A Harpy can wield the magical weapon {@item Brooch of the Harpy|NDJRaces} at your DM's discretion." + ] + } + ], + "traitTags": [ + "Uncommon Race", + "Natural Weapon" + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "fluff": { + "entries": [ + "Descendants from the monstrous harpies and unfortunate male thylean sirens (see {@i Odyssey of the Dragonlords Player's Guide} page 34), these self proclaimed harpies have carved a place in the world for themselves by allying themselves with humans as scouts and messengers, taking advantage of their flight to fill out niche professions that are harder for humans to perform. While there are male harpies, which is not the case with full blooded harpies, they are not as numerous as female harpies are. Therefor it is common for a male harpy to have multiple spouses, and not uncommon for female harpies to seek out partners among other races, often among humans. The children of a harpy and another race will always be born as harpies. There is a belief among harpies that children born between a harpy and another race will often become more \"domesticated\", while those who aren't are often more \"wild\", which causes some harpies to form closed communities. Like full blooded harpies, their songs can enthrall humanoids and cause them to move towards them, although they also become immobile and unable to take flight while singing. Many believe that this is due to their thylean siren blood, as thylean sirens lose their flight when they sing. Overall, this subspecies of harpies is known for its attractive features and comely nature. However, they are also known to be fierce when insulted or threatened, and their vicious claws make for deadly weapons.", + { + "name": "Harpy (Siren Blooded) Names", + "entries": [ + "Harpy names are often similar to those of the local humans, though the names of their siren forebearers are also popular:", + { + "entries": [ + { + "name": "Male Names", + "entries": [ + "Alovar, Celeus, Everean, Gaiar, Helean, Inareus, Leiro, Meiar, Nerean, Oren, Reilan, Taeren" + ], + "type": "entries" + }, + { + "name": "Female Names", + "entries": [ + "Alovarea, Celea, Everea, Gaia, Helena, Inarea, Leira, Meia, Nerea, Orena, Reilana, Taerena" + ], + "type": "entries" + } + ], + "type": "entries" + } + ], + "type": "entries" + }, + { + "name": "Note", + "entries": [ + "This race is been printed from \"Niels de Jong\" on the book \"{@link Legacy of Dragons|https://www.kickstarter.com/projects/nielsdejong/legacy-of-the-dragon-a-dragon-themed-supplement-for-5e}\" " + ], + "type": "inset" + }, + { + "name": "Credits", + "entries": [ + "Art and item designed by {@link Unknown|}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/SpKKTfU.jpg" + } + } + ] + } + }, + { + "name": "Half-Oni", + "source": "NDJRaces", + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "size": [ + "M" + ], + "speed": { + "walk": 30 + }, + "entries": [ + "All half-oni gain the following traits.", + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Strength score increases by 2, and your Constitution score increases by 1." + ] + }, + { + "name": "Age", + "type": "entries", + "entries": [ + "Half-oni have lifespans equivalent to humans." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Half-oni tend towards lawful, but they don't tend more towards either good or evil." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Half-oni are between 5 and 7 feet tall. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "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. In darkness, you can only discern shades of gray." + ], + "type": "entries" + }, + { + "name": "Brutal Attacks", + "entries": [ + "When you roll a 1 on a damage die for an attack you make with a melee weapon, you can reroll the die. If you have Great Weapon Fighting as a Fighting Style (or a similar feature) you can always reroll a 1 or 2 on a damage die for an attack you make with a melee weapon." + ], + "type": "entries" + }, + { + "name": "Regeneration", + "entries": [ + "As a bonus action, you can spend a number of your hit dice equal to half your proficiency bonus (rounded up). Roll each hit die and add your Constitution modifier to each roll. You regain hit points equal to the total, and you regain the ability to do so after finishing a long rest." + ], + "type": "entries" + }, + { + "name": "Change Shape", + "entries": [ + "As an action, you can switch between your true form and a different humanoid form which you gained at birth. This form is either human or another race your DM deems appropriate for your background or the setting.", + "You cannot change the appearance of this form.", + "You automatically change to your true form when you use your Brutal Attacks and Regeneration traits while in this form." + ], + "type": "entries" + }, + { + "name": "Weapon Training", + "entries": [ + "You have proficiency with {@item glaive|PHB|glaives}, {@item greatclub|PHB|greatclubs} (which also go by the name {@item Kanabo of the Oni-Blooded|NDJRaces|kanabo} in the east and among (half-)oni), {@item greatsword|PHB|greatswords}, and {@item maul|PHB|mauls}. While wielding a greatclub, the weapon deals 2d6 damage for you." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common|PHB} and {@language Giant|PHB}." + ], + "type": "entries" + }, + { + "name": "Oni Reference", + "entries": [ + "Check out the {@race Oni|BBHR} by Blackbando's, is very well done" + ], + "type": "inset" + } + ], + "darkvision": 60, + "weaponProficiencies": [ + { + "glaive|phb": true, + "greatclub|phb": true, + "greatsword|phb": true, + "maul|phb": true + } + ], + "traitTags": [ + "Uncommon Race" + ], + "languageProficiencies": [ + { + "common": true, + "giant": true + } + ], + "fluff": { + "entries": [ + "Half-oni are the offspring of an oni and another humanoid creature, and are often born as the result of an oni taking a human partner. Over time, half-oni have been drawn to each other and have created numerous villages filled with halfoni, as well as their full blooded kin. Half-oni can have a single or multiple horns, and most have either pink colored skin or red or blue skin, with green, black, yellow, and white oni being possible but not as common. Some even have a third eye on their forehead, though this only happens rarely. Half-oni are known for being a boisterous people, reveling in dancing, music, drink, and food.", + "They have massive appetites, and are also very fond of treasures. Despite being half-oni, they usually refer to themselves as oni or sometimes ogre, as they believe their oni blood is what defines them. Half-oni continuously seek out battle as a means to prove their strength and fighting prowess. Nevertheless, when it comes to a serious fight, half-oni would rather not run into a fight where the possibility of death is great, but only when success is absolute. Sometimes female half-oni go out of their way to fight with strong men, and if a man is able to defeat her she may offer herself as his bride.", + "Or if a defeated male has proven himself to be strong enough she may offer marriage in exchange for sparing his life. On the other hand, male half-oni will go out of their way to fight with strong opponents or go on adventures to amass wealth, as a way to attract a bride.", + "The children of a half-oni and another humanoid race are usually born as half-oni, and the children of a half-oni and a full blooded oni will always be born as oni. Half-oni are surprisingly comely and attractive, despite their oni heritage, and they have a reputation for being faithful and loving husbands and wives.", + { + "name": "Half-Oni Names", + "entries": [ + "Half-oni names tend to be self created, or granted to them from their oni parents.", + { + "entries": [ + { + "name": "Male Names", + "entries": [ + "Kaneie, Kimi, Motoyuki, Soichiro, Taisuke" + ], + "type": "entries" + }, + { + "name": "Female Names", + "entries": [ + "Anii, Koi, Minako, Namie, Sae" + ], + "type": "entries" + }, + { + "name": "Half-Oni First Names", + "entries": [ + "Aoyama, Fujiwara, Iha, Mino, Tsuge" + ], + "type": "entries" + } + ], + "type": "entries" + } + ], + "type": "entries" + }, + { + "name": "Note", + "entries": [ + "This race is been printed from \"Niels de Jong\" on the book \"{@link Legacy of Dragons|https://www.kickstarter.com/projects/nielsdejong/legacy-of-the-dragon-a-dragon-themed-supplement-for-5e}\" " + ], + "type": "inset" + }, + { + "name": "Credits", + "entries": [ + "Art and item designed by {@link Unknown|}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/H44zGCn.jpg" + } + } + ] + } + }, + { + "name": "Catfolk", + "source": "NDJRaces", + "ability": [ + { + "dex": 2, + "cha": 1 + } + ], + "size": [ + "M" + ], + "speed": { + "walk": 30 + }, + "entries": [ + "All Catfolk gain the following traits. You can also use these traits when playing as a more human looking beast race, such as {@i Ghislaine Dedoldia} (as a kensei, page 65) and {@i Setsuna of the Ice Wolf tribe} (as a {@i totem guardian}, page 41), by simply replacing any mention of Feline with {@i Beastfolk}. ", + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Dexterity score increases by 2, and your Charisma score increases by 1." + ] + }, + { + "name": "Age", + "type": "entries", + "entries": [ + "Catfolk have lifespans similar to humans, but often remain young-looking and fit until their last few years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "With community and unselfish cooperation at the center of their culture, as well as a good-natured curiosity and willingness to adapt to the customs of many other races, most catfolk tend toward good alignments. Catfolk also tend toward chaotic alignments, as they often let their curiosity get the best of them and act on impulse." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Catfolk are roughly the same size as humans. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "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": "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": "Feline Quirks", + "entries": [ + "Your quick thinking and dexterous movements allow you to avoid enemy attacks, land on your feet, and gracefully move out of harm's way. You can perform a number of feline quirks equal to your proficiency bonus, and you regain all expended uses after finishing a long rest. Each use causes one of the following effects of your choice:", + { + "type": "list", + "items": [ + "You can take the Disengage action as a bonus action.", + "You can use your reaction when you fall to reduce falling damage you take by an amount equal to five times your level. You don't fall prone if the damage isn't reduced to 0.", + "When you fail a Dexterity saving throw, you can use your reaction to reroll that saving throw. If you reroll the saving throw this way, you must use the new roll.", + "You can use your bonus action to attempt to escape a grapple, and do so with advantage on the check." + ] + } + ], + "type": "entries" + }, + { + "name": "Feline's Talent", + "entries": [ + "You have proficiency in the Perception and Stealth skills, and advantage on all checks that rely on smell." + ], + "type": "entries" + }, + { + "name": "Weapon Training", + "entries": [ + "You have proficiency with {@item glaive|PHB|glaives}, {@item greatclub|PHB|greatclubs} (which also go by the name {@item Kanabo of the Oni-Blooded|NDJRaces|kanabo} in the east and among (half-)oni), {@item greatsword|PHB|greatswords}, and {@item maul|PHB|mauls}. While wielding a greatclub, the weapon deals 2d6 damage for you." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common|PHB} and one other language of your choice." + ], + "type": "entries" + }, + { + "name": "Note: Inspiration from DnD 3.5", + "entries": [ + "This is my interpretation of the catfolk, who first appeared in the {@i Races of the Wild official source book for 3.5} edition. Additional lore was later added to the 3.5 D&D Archives, including a more human looking variant which I've used here." + ], + "type": "inset" + } + ], + "skillProficiencies": [ + { + "perception": true, + "stealth": true + } + ], + "traitTags": [ + "Uncommon Race" + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "fluff": { + "entries": [ + "Catfolk resemble a cross between a cat and a human, sporting sleekly muscled and smooth humanoid bodies with feline features. Adaptable and curious, catfolk get along with almost any race that extends reciprocal goodwill, and they acclimate easily to humans and elves. Catfolk have thicker nails than other humanoids, but not the powerful claws of tabaxi, and make unarmed attacks just like humans. Catfolk are renowned for their speed, remarkable agility, and ability to get out of sticky situations, the latter giving them the reputation of having nine lives. Catfolk are also known for their attractive features, and the children of a catfolk and a different humanoid will be born as the race of the mother. Many catfolk live among human settlements and are raised alongside humans. While others are nomads who roam the wilds, living in tribes segregated by their visual differences. While self expression is an important aspect of catfolk culture, it is mitigated by a strong sense of community and group effort.", + { + "name": "Catfolk Names", + "entries": [ + "Catfolk who are raised among humans often adopt local names, while nomadic catfolk favor their own unique set of names. Nomadic catfolk also use clan names instead of last names, which translate into Common as a participle (a verb made into an adjective by adding \"-ing\") followed by a noun.", + { + "entries": [ + { + "name": "Male Names", + "entries": [ + "Carruth, Densharr, Drewan, Felix, Ferus, Gerran, Gorou, Gustav, Gyes, G'raha, Lion-O, Mersharr, Nermissar, Nyktan, Panthro, Rouqar, Therrass, Tygra" + ], + "type": "entries" + }, + { + "name": "Female Names", + "entries": [ + "Alyara, Aranyani, Cheetara, Ghislaine, Jilyana, Linia, Mianissa, Milah, Miniri, Morasha, Nera, Pumyra, Pursena, Sheba, Thessana, Tiyeri, Y'shtola" + ], + "type": "entries" + }, + { + "name": "Clan Names", + "entries": [ + "Crouching Lynx, Flying Eagle, Hunting Tiger, Roaring Lion, Running Brook, Screaming Arrow" + ], + "type": "entries" + } + ], + "type": "entries" + } + ], + "type": "entries" + }, + { + "name": "Note", + "entries": [ + "This race is been printed from \"Niels de Jong\" on the book \"{@link Legacy of Dragons|https://www.kickstarter.com/projects/nielsdejong/legacy-of-the-dragon-a-dragon-themed-supplement-for-5e}\" " + ], + "type": "inset" + }, + { + "name": "Credits", + "entries": [ + "Art and item designed by {@link Unknown|}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/EiPyCkc.jpg" + } + } + ] + } + } + ], + "subrace": [ + { + "name": "Shifter", + "source": "NDJRaces", + "raceName": "Kitsune", + "raceSource": "NDJRaces", + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Shifter", + "entries": [ + "" + ], + "type": "entries" + } + ] + }, + { + "name": "Bite", + "entries": [ + "While in your true form, your bite is a natural melee weapon which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Your bite also counts as a finesse weapon." + ], + "type": "entries" + }, + { + "name": "Change Shape", + "entries": [ + "As an action, you can switch between your true form and a human form. The appearance of these forms was determined at your birth, and you lose your bite attack while in your human form. You can also communicate simple ideas with foxes using sound and gestures.", + "As an action, you can assume your fox form by using the rules of the druid's {@optfeature Wild Shape} feature, but only to turn into a fox ({@i Icewind Dale}: RotF page 288), giant fox, or dire fox (if you're at least 8th level, or a 2nd level Circle of the Moon druid), and you regain the ability to do so after finishing a short or long rest.", + "While you are turned into a fox, giant fox or dire fox, you ignore the time limit rules of the {@optfeature Wild Shape} feature, and you can cast {@spell dancing lights|PHB} and {@spell produce flame|PHB} in these forms.", + "A {@creature giant fox|NDJRaces} has the same statistics as a {@creature wolf|MM}, and a {@creature dire fox|NDJRaces} has the same statistics as a {@creature dire wolf|MM}.", + "At 11th level, you can also change forms with this trait as a bonus action.", + "Effects that improve the {@optfeature Wild Shape} feature also improve this trait." + ], + "type": "entries" + }, + { + "name": "Deceptive", + "entries": [ + "You gain proficiency in the Deception skill." + ], + "type": "entries" + } + ], + "traitTags": [ + "Uncommon Race", + "Natural Weapon" + ], + "skillProficiencies": [ + { + "deception": true + } + ], + "fluff": { + "entries": [ + "Kitsune are a vulpine race known for their love of both trickery and art. They are divided into two groups; the shifter and the kitsunemimi.", + { + "type": "list", + "items": [ + "{@b Shifters} have two main forms; that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox.", + "{@b Kitsunemimi} on the other hand can't shape change, and are born as a hybrid between human and fox, and look mostly human aside from having fox ears and a tail. Kitsunemimi are considered blessed, as they all are able to grow multiple tails, which only a few shifters can. Kitsunemimi and shifters in human form tend toward quickness and lithe beauty." + ] + }, + "Despite having a penchant for deception, kitsune prize loyalty and make true companions. Kitsune delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking wisdom from both the living and spirits. Most kitsune have amber, golden, or brilliant blue eyes, while shifters in their true forms are usually covered with a downy coat of auburn fur, though some kitsune are born with white fur and pale eyes. Kitsune society is enigmatic, as kitsune prize loyalty among friends, but delight in good-natured mischief and trickery. They take pleasure in the pursuit of creative arts and in all forms of competition, especially the telling of stories interwoven with tall tales and falsehoods. Kitsune living in mixed-race societies often hide their true natures and pose as humans in public. Children born between a kitsune and a member of a different race will usually result in full blooded kitsune, or in a rare few cases as the other parent's corresponding race.", + { + "name": "Kitsune Names", + "entries": [ + "Kitsune names are usually similar to those of the local humans, however the following popular names are often used:", + { + "entries": [ + { + "name": "Male Names", + "entries": [ + "Ikari, Imhakaru, Kyrsaku, Namkitu, Yanyeeku" + ], + "type": "entries" + }, + { + "name": "Female Names", + "entries": [ + "Ayaki, Jiyoki, Kyomi, Miyaro, Shinyai, Yulai" + ], + "type": "entries" + } + ], + "type": "entries" + } + ], + "type": "entries" + }, + { + "name": "Note", + "entries": [ + "This race is been printed from \"Niels de Jong\" on the book \"{@link Legacy of Dragons|https://www.kickstarter.com/projects/nielsdejong/legacy-of-the-dragon-a-dragon-themed-supplement-for-5e}\" " + ], + "type": "inset" + }, + { + "name": "Shifter", + "entries": [ + "" + ], + "type": "entries" + }, + { + "name": "Credits", + "entries": [ + "Art and item designed by {@link Kitsune|}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/JVQ5KcC.jpg" + } + } + ] + } + }, + { + "name": "Kitsunemimi", + "source": "NDJRaces", + "raceName": "Kitsune", + "raceSource": "NDJRaces", + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Kitsunemimi", + "entries": [ + "" + ], + "type": "entries" + } + ] + }, + { + "name": "Fey Fire", + "entries": [ + "When you hit a target with your {@spell produce flame|PHB} spell, for the next minute that creature cannot benefit from being {@condition invisible} and the next attack roll against it has advantage." + ], + "type": "entries" + }, + { + "name": "Nine-Tailed Heir", + "entries": [ + "You are blessed with multiple tails, which increase in number as you gain experience. Starting at 3rd level, and every two levels thereafter, you grow an additional tail (up to a maximum of four additional tails, unless you have gained this feat twice).", + "Each additional tail grants you an additional spell you can cast.", + "You can cast {@spell disguise self|PHB}, starting at 3rd level you can cast {@spell charm person|PHB} , at 5th level you can cast {@spell invisibility|PHB}, at 7th level you can cast {@spell blur|PHB}, at 9th level you can cast {@spell sleep|PHB} at a spell level that is equal to your proficiency bonus with this trait, at 11th level you can cast {@spell spirit shroud|TCE}, at 13th level you can cast {@spell confusion|PHB}, at 15th level you can cast {@spell greater invisibility|PHB}, and at 17th level you can cast {@spell dominate person|PHB}.", + "You can cast these spells once with this trait and regain the ability to do so after finishing a long rest. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice).", + "When you cast {@spell produce flame|PHB}, you instead create a number of flames equal to your number of kitsune tails, which hover close around you. When you hurl one of these flames, the rest of the flames (if any) will remain for the next minute or until you cast this spell again. Provided you have enough flames, you can hurl a flame as part of casting the spell, as an action, or as a bonus action. If you hurl a flame as a bonus action, its damage dice become d4, unless you hurl it as part of a quickened cast.", + { + "name": "Special", + "type": "entries", + "entries": [ + "You can gain this feat twice. Each time you gain it the maximum number of extra tails you can grow increases by 4." + ] + } + ], + "type": "entries" + }, + { + "name": "Persuasive", + "entries": [ + "You gain proficiency in the Persuasion skill." + ], + "type": "entries" + } + ], + "traitTags": [ + "Uncommon Race" + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "additionalSpells": [ + { + "innate": { + "1": { + "daily": { + "1": [ + "disguise self|phb" + ] + } + }, + "3": { + "daily": { + "1": [ + "charm person|phb" + ] + } + }, + "5": { + "daily": { + "1": [ + "invisibility|phb" + ] + } + }, + "7": { + "daily": { + "1": [ + "blur|phb" + ] + } + }, + "9": { + "daily": { + "1": [ + "sleep|phb" + ] + } + }, + "11": { + "daily": { + "1": [ + "spirit shroud|tce" + ] + } + }, + "13": { + "daily": { + "1": [ + "confusion|phb" + ] + } + }, + "15": { + "daily": { + "1": [ + "greater invisibility|phb" + ] + } + }, + "17": { + "daily": { + "1": [ + "dominate person|phb" + ] + } + } + }, + "ability": "inherit" + } + ], + "fluff": { + "entries": [ + "Kitsune are a vulpine race known for their love of both trickery and art. They are divided into two groups; the shifter and the kitsunemimi.", + { + "type": "list", + "items": [ + "{@b Shifters} have two main forms; that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox.", + "{@b Kitsunemimi} on the other hand can't shape change, and are born as a hybrid between human and fox, and look mostly human aside from having fox ears and a tail. Kitsunemimi are considered blessed, as they all are able to grow multiple tails, which only a few shifters can. Kitsunemimi and shifters in human form tend toward quickness and lithe beauty." + ] + }, + "Despite having a penchant for deception, kitsune prize loyalty and make true companions. Kitsune delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking wisdom from both the living and spirits. Most kitsune have amber, golden, or brilliant blue eyes, while shifters in their true forms are usually covered with a downy coat of auburn fur, though some kitsune are born with white fur and pale eyes. Kitsune society is enigmatic, as kitsune prize loyalty among friends, but delight in good-natured mischief and trickery. They take pleasure in the pursuit of creative arts and in all forms of competition, especially the telling of stories interwoven with tall tales and falsehoods. Kitsune living in mixed-race societies often hide their true natures and pose as humans in public. Children born between a kitsune and a member of a different race will usually result in full blooded kitsune, or in a rare few cases as the other parent's corresponding race.", + { + "name": "Kitsune Names", + "entries": [ + "Kitsune names are usually similar to those of the local humans, however the following popular names are often used:", + { + "entries": [ + { + "name": "Male Names", + "entries": [ + "Ikari, Imhakaru, Kyrsaku, Namkitu, Yanyeeku" + ], + "type": "entries" + }, + { + "name": "Female Names", + "entries": [ + "Ayaki, Jiyoki, Kyomi, Miyaro, Shinyai, Yulai" + ], + "type": "entries" + } + ], + "type": "entries" + } + ], + "type": "entries" + }, + { + "name": "Note", + "entries": [ + "This race is been printed from \"Niels de Jong\" on the book \"{@link Legacy of Dragons|https://www.kickstarter.com/projects/nielsdejong/legacy-of-the-dragon-a-dragon-themed-supplement-for-5e}\" " + ], + "type": "inset" + }, + { + "name": "Kitsunemimi", + "entries": [ + "" + ], + "type": "entries" + }, + { + "name": "Credits", + "entries": [ + "Art and item designed by {@link Kitsune|}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Dr7RehH.jpg" + } + } + ] + } + } + ] +} diff --git a/race/StrayChowChow; Dogfolk.json b/race/StrayChowChow; Dogfolk.json index 61e1d76cf2..6558a67303 100644 --- a/race/StrayChowChow; Dogfolk.json +++ b/race/StrayChowChow; Dogfolk.json @@ -14,8 +14,7 @@ ], "version": "2.0", "color": "a39853", - "url": "https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf", - "targetSchema": "1.7.0" + "url": "https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf" } ], "optionalFeatureTypes": { @@ -60,7 +59,7 @@ "name": "Alignment", "type": "entries", "entries": [ - "Dogfolk are eager to please and so leant owards lawful and good alignments, but are prone to chaotic and evil alignments if raised with abuse or neglect." + "Dogfolk are eager to please and so leant onwards lawful and good alignments, but are prone to chaotic and evil alignments if raised with abuse or neglect." ] }, { @@ -87,14 +86,15 @@ { "name": "Bark", "entries": [ - "When you roll initiative, you can immediately use your reaction to bark (if you are able to use your reaction).Barking readies allies against impending combat, removing the surprised condition from any ally that can hear your bark. Additionally, each enemy within 30 feet that can hear you must make a Wisdom saving throw or be frightened of you until the end of their turn. The DC is equal to {@b 8 + your proficiency bonus + your Charisma modifier}." + "When you roll initiative, you can immediately use your reaction to bark (if you are able to use your reaction).Barking readies allies against impending combat, removing the surprised condition from any ally that can hear your bark.", + "Additionally, each enemy within 30 feet that can hear you must make a Wisdom saving throw or be frightened of you until the end of their turn. The DC is equal to {@b 8 + your proficiency bonus + your Charisma modifier}." ], "type": "entries" }, { "name": "Languages", "entries": [ - "You can speak, read, and write Common, and you can speak Doggish, which is a verbal language." + "You can speak, read, and write {@language Common|PHB}, and you can speak {@language Doggish|COMLanguage}, which is a verbal language." ], "type": "entries" }, diff --git a/race/That_Kael; Awakened Shrub Race.json b/race/That_Kael; Awakened Shrub Race.json index 0c9c98e40c..cfb5554d72 100644 --- a/race/That_Kael; Awakened Shrub Race.json +++ b/race/That_Kael; Awakened Shrub Race.json @@ -87,7 +87,7 @@ { "name": "Of Foliage", "entries": [ - "Whenever you make an Intelligence (Nature) check related to plants, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Also, you gain proficiency with the {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} of your choice: {@item alchemist's supplies|phb}, {@item herbalism kit|phb}, or {@item poisoner's kit|phb}." + "Whenever you make an Intelligence (Nature) check related to plants, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Also, you gain proficiency with the {@filter artisan's tools|items|miscellaneous=mundane|type=artisan's tools} of your choice: {@item alchemist's supplies|phb}, {@item herbalism kit|phb}, or {@item poisoner's kit|phb}." ], "type": "entries" }, @@ -101,7 +101,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and one language of your choice that your creator knew." + "You can speak, read, and write {@language Common|PHB} and one language of your choice that your creator knew." ], "type": "entries" }, diff --git a/race/Walrock HomeBrew; Faeries.json b/race/Walrock HomeBrew; Faeries.json index ec6b9a6c70..8732365c80 100644 --- a/race/Walrock HomeBrew; Faeries.json +++ b/race/Walrock HomeBrew; Faeries.json @@ -109,7 +109,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Sylvan." + "You can speak, read, and write {@language Common|PHB} and and {@language Sylvan|PHB}." ], "type": "entries" }, @@ -364,6 +364,17 @@ ] } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "con" + ], + "count": 1 + } + } + ], "entries": [ "Sleeping Poison", { @@ -521,7 +532,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Elvish." + "You can speak, read, and write {@language Elvish|PHB}." ], "type": "entries" }, @@ -614,7 +625,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Auran, which is a dialect of Primordial" + "You can speak, read, and write {@language Primordial|PHB|Auran}, which is a dialect of {@language Primordial|PHB}" ], "type": "entries" }, @@ -633,6 +644,11 @@ "type": "entries" } ], + "languageProficiencies": [ + { + "auran": true + } + ], "fluff": { "entries": [ { diff --git a/race/Web Community; Community Homebrew Races.json b/race/Web Community; Community Homebrew Races.json index 82f991ea18..18a3206f0b 100644 --- a/race/Web Community; Community Homebrew Races.json +++ b/race/Web Community; Community Homebrew Races.json @@ -134,7 +134,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and one extra language of your choice." + "You can speak, read, and write {@language Common|PHB} and one extra language of your choice." ], "type": "entries" } @@ -323,7 +323,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write common and deep speech." + "You can speak, read, and write {@language Common|PHB} and {@language Deep Speech|PHB}." ], "type": "entries" }, @@ -513,7 +513,7 @@ { "name": "Languages", "entries": [ - "You begin with Common and one extra language of your choice." + "You begin with {@language Common|PHB} and one extra language of your choice." ], "type": "entries" }, @@ -687,7 +687,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Arachnos. Arachnos is a fluid and fast spoken language, where the inflections put on syllables and words are very important to the meaning. These characteristics sometimes carry over when spidarans speak other languages, with them speaking too fast and using inflections in ways that may not sound right to others." + "You can speak, read, and write {@language Common|PHB} and {@language Arachnos|COMLanguage}. Arachnos is a fluid and fast spoken language, where the inflections put on syllables and words are very important to the meaning. These characteristics sometimes carry over when spidarans speak other languages, with them speaking too fast and using inflections in ways that may not sound right to others." ], "type": "entries" }, @@ -866,7 +866,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write in Common, Elven, and Abyssal." + "You can speak, read, and write in {@language Common|PHB}, {@language Elvish|PHB}, and {@language Abyssal|PHB}." ], "type": "entries" }, @@ -1482,7 +1482,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Sylvan." + "You can speak, read, and write {@language Common|PHB} and {@language Sylvan|PHB}." ], "type": "entries" }, @@ -1578,6 +1578,89 @@ } ] } + }, + { + "name": "Aviala", + "source": "COMRaces", + "page": 0, + "ability": [ + { + "dex": 1 + } + ], + "size": [ + "M" + ], + "creatureTypes": [ + "humanoid" + ], + "speed": 30, + "darkvision": 0, + "traitTags": [ + "Uncommon Race" + ], + "languageProficiencies": [ + { + "common": true, + "Aviala": true, + "any": 1 + } + ], + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Die meisten Arten der Aviala erreichen um die 70 - 80 Jahre" + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Die Aviala sind so wandlungsreich wie der Wind. Sie tendieren dazu eher Chaotisch zu sein, aber haben meist nur Gutes im Sinne." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Sowohl männliche als auch weibliche Aviala überschreiten nur selten die 1,60m Grenze. Raubvogelartige sind eine Ausnahme." + ] + }, + { + "type": "entries", + "name": "Flügel der Aviala", + "entries": [ + "Du kannst eine Aktion dazu aufwenden um deine Sprungweite um das x3 zu vergrößern und gleichzeitig deine Fallgeschwindigkeit zu Mindern. Zudem darfst du alle deine Sprung-Proben mit Geschicklichkeit statt Stärke machen. Wenn du willst." + ] + }, + { + "type": "entries", + "name": "Aviala Training", + "entries": [ + "Du bist geübt in 2 Fähigkeiten nach Wahl: Akrobatic, deception, stealth, slight of hand" + ] + }, + { + "type": "entries", + "name": "Sprache der Vogelartigen", + "entries": [ + "Durch die Tatsache, dass du einen Schnabel besitzt, hast du die Fähigkeit dich mit Vögeln zu unterhalten. Jedoch nur mit jenen die der Größenkategorie \"Small\" zugeordnet sind." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "Aviala beherrschen Common (Allgemeine Sprache für alle Völker) und die der Aviala (Die Sprache der Vogelvölker), dazu kannst du dir noch eine Sprache aussuchen." + ] + } + ], + "age": { + "mature": 15, + "max": 80 + } } ], "subrace": [ @@ -1619,7 +1702,7 @@ { "name": "Psionic Adept", "entries": [ - "You know the {@spell mage hand} cantrip. The hand is invisible when you cast it. Once you reach 3rd level, you can cast dissonant whispers once per day as a 2nd level spell. Once you reach 5th level, you can also cast {@spell levitate} once per day. Intelligence is your spellcasting ability for these spells." + "You know the {@spell mage hand|PHB} cantrip. The hand is invisible when you cast it. Once you reach 3rd level, you can cast {@spell dissonant whispers|PHB} once per day as a 2nd level spell. Once you reach 5th level, you can also cast {@spell levitate|PHB} once per day. Intelligence is your spellcasting ability for these spells." ], "type": "entries" }, @@ -1634,6 +1717,32 @@ "traitTags": [ "Uncommon Race" ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "dissonant whispers#2" + ] + } + }, + "5": { + "daily": { + "1": [ + "levitate" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "mage hand#c" + ] + } + } + ], "fluff": { "entries": [ "", @@ -2057,7 +2166,7 @@ { "name": "Noble Legacy", "entries": [ - "You can cast the {@spell charm person} spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd 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." + "You can cast the {@spell charm person|PHB} spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast the {@spell suggestion|PHB} 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" } @@ -2072,6 +2181,27 @@ "persuasion": true } ], + "additionalSpells": [ + { + "innate": { + "1": { + "daily": { + "1": [ + "charm person|phb#1" + ] + } + }, + "3": { + "daily": { + "1": [ + "suggestion|phb" + ] + } + } + }, + "ability": "cha" + } + ], "fluff": { "entries": [ "", @@ -2854,6 +2984,100 @@ } ] } + }, + { + "name": "Passijeri-Singvogelartige", + "source": "COMRaces", + "raceName": "Aviala", + "raceSource": "COMRaces", + "ability": [ + { + "cha": 2 + } + ], + "entries": [ + { + "type": "entries", + "name": "Verhandlungskünstler", + "entries": [ + "Durch die schöne Singstimme der Passijeri hast du Vorteil auf Überredeproben die mit Verhandlungen zu tun haben." + ] + } + ] + }, + { + "name": "Corvijeri - Krähenartige", + "source": "COMRaces", + "raceName": "Aviala", + "raceSource": "COMRaces", + "ability": [ + { + "wis": 2 + } + ], + "entries": [ + { + "type": "entries", + "name": "Improvisationskünstler", + "entries": [ + "Falls du nicht die benötigten Tool-Kit Kenntnisse für bestimmte Tätigkeiten hast, kannst du versuchen diese zu improvisieren. Du darfst für Tool-Kits in denen du nicht Proficient bist, die hälfte deines Prof. Bonus nutzen." + ] + } + ] + }, + { + "name": "Strigijeri - Eulenartige", + "source": "COMRaces", + "raceName": "Aviala", + "raceSource": "COMRaces", + "ability": [ + { + "int": 2 + } + ], + "entries": [ + { + "type": "entries", + "name": "Zauberkünstler", + "entries": [ + "Da Strigijeri eine hohe Affinität zu Magie haben, darfst du dir beim erstellen des Charakters einen Cantrip aus der Wizard Spell list aussuchen." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "Du hast eine Dunkelsicht von 60ft." + ] + } + ] + }, + { + "name": "Accipitrijeri - Raubvogelartige", + "source": "COMRaces", + "raceName": "Aviala", + "raceSource": "COMRaces", + "ability": [ + { + "str": 2 + } + ], + "entries": [ + { + "type": "entries", + "name": "Überlebenskünstler", + "entries": [ + "Prof. auf Survival." + ] + }, + { + "type": "entries", + "name": "Falkenaugen", + "entries": [ + "Accipitrijeri sind dafür bekannt, dass sie die Besten Augen weit und breit haben. Das stimmt auch! Genauso wie ihre Verwandten Raubvogelarten sind sie besser im Wahrnehmen mit dem Auge. Du bekommst Vorteil auf Wahrnehmungs Proben die sich auf deine Augen verlassen." + ] + } + ] } ] } diff --git a/race/Zagorath; Vryloka.json b/race/Zagorath; Vryloka.json index d0ab474947..d2f09262d3 100644 --- a/race/Zagorath; Vryloka.json +++ b/race/Zagorath; Vryloka.json @@ -134,7 +134,7 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and one extra language of your choice." + "You can speak, read, and write {@language Common|PHB} and one extra language of your choice." ], "type": "entries" } diff --git a/race/starlightwalker; Elf Lythari.json b/race/starlightwalker; Elf Lythari.json new file mode 100644 index 0000000000..dc68396901 --- /dev/null +++ b/race/starlightwalker; Elf Lythari.json @@ -0,0 +1,400 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "LYTRace", + "abbreviation": "LYTRace", + "full": "Race Elf Lythari (the Werewolf elf subrace)", + "authors": [ + "starlightwalker" + ], + "convertedBy": [ + "p4535992" + ], + "version": "2024.07.21", + "url": "https://www.gmbinder.com/share/-MOwZ0IlSD9N2JnS2Gkr" + } + ], + "optionalFeatureTypes": { + "RACE:LYTRace": "Race Lythari" + }, + "dateAdded": 1721587857, + "dateLastModified": 1721587857 + }, + "monster": [ + { + "name": "Lythari Wolf", + "size": [ + "M" + ], + "type": "beast", + "source": "LYTRace", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "11 + 1/3 your level (minimum 1) " + } + ], + "hp": { + "special": "1d6 + your Constitution modifer per level " + }, + "speed": { + "walk": 40 + }, + "str": 14, + "dex": 15, + "con": 12, + "int": 10, + "wis": 10, + "cha": 10, + "passive": 12, + "cr": "0", + "shortName": "Lythari Wolf", + "page": 3, + "languages": [ + "understands your languages but can't speak" + ], + "languageTags": [ + "CS" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "skill": { + "perception": "+2", + "stealth": "+4" + }, + "conditionImmune": [ + { + "special": "sleep" + } + ], + "trait": [ + { + "name": "Keen Hearing and Smell", + "entries": [ + "You have advantage on Wisdom (Perception) checks that rely on hearing or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}. Magic cannot put you to sleep." + ] + }, + { + "name": "Lycanthrope", + "entries": [ + "Once per turn when you take piercing, slashing, or bludgeoning damage from nonmagical weapons that aren't silvered, you can reduce the damage by an amount equal to your level." + ] + } + ], + "traitTags": [ + "Fey Ancestry", + "Keen Senses", + "Pack Tactics" + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + your Dexterity modifier}) piercing damage. If you hit a creature with it, it must succeed on a Strength saving throw ({@dc 8} + your proficiency bonus + your Strength modifier) or be knocked {@condition prone}. ", + "If the target is a half elf, they must make a {@dc 13} Constitution saving throw. On a fail, they are {@condition poisoned} for {@dice 1d4} rounds. If the target is an elf, they must make a {@dc 12} Constitution saving throw. On a fail, they transform into a lythari at the next full moon unless they are targeted by a {@spell greater restoration} spell, a combination of the {@spell remove curse} and {@spell lesser restoration} spells, or other equivalent magic.", + "The damage of your bite increases to {@dice 2d6} at 6th level and {@dice 2d8} at 12th level." + ] + } + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "tokenHref": { + "type": "external", + "url": "https://i.imgur.com/SsSPJb0.png" + }, + "fluff": { + "entries": [ + "Lythari Wolf" + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/SsSPJb0.png" + } + } + ] + }, + "savingThrowForced": [ + "constitution" + ] + } + ], + "feat": [ + { + "name": "Apex Predator", + "source": "LYTRace", + "prerequisite": [ + { + "race": [ + { + "name": "Lythari" + }, + { + "name": "Elf", + "subrace": "Lythari" + } + ] + } + ], + "entries": [ + "You are a true lord of the forest, hunted by none and challenged by few. You gain the following benefits:", + { + "type": "list", + "items": [ + "Beasts must make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) when they target you with an attack or harmful effect. On a failure, they are cowed by your superior predatory nature and must choose a new target or lose the attack.", + "In your elf form, you can use your bite as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.", + "In both forms, you strike with deadly accuracy, and your weapon attacks score a critical hit on a roll of 19 or 20." + ] + } + ] + }, + { + "name": "Distinct Natures", + "source": "LYTRace", + "prerequisite": [ + { + "race": [ + { + "name": "Lythari" + }, + { + "name": "Elf", + "subrace": "Lythari" + } + ] + } + ], + "entries": [ + "When using the alternate form racial ability, you assume the wolf's hit points and Hit Dice. When you revert to your elven form, you return to the number of hit points you had before you transformed. You automatically revert to your elven form if your wolf form drops to 0 hit points, and any excess damage carries over to your elven form." + ] + } + ], + "race": [ + { + "name": "Lythari", + "source": "LYTRace", + "ability": [ + { + "dex": 2, + "wis": 2 + } + ], + "size": [ + "M" + ], + "speed": { + "walk": 30 + }, + "entries": [ + "Your lythari character has the following racial traits.", + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Dexterity and Wisdom scores increase by 2." + ] + }, + { + "name": "Age", + "type": "entries", + "entries": [ + "Lythari live just as long (if not longer) than other elves, maturing at around 100 years and being considered very old at around eight centuries." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Lythari are almost exclusively good, although their insular society tends towards a neutral outlook rather than a chaotic one like other elves." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Lythari are generally on the tall side for elves, around 6 feet tall. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "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": "Lycanthrope", + "entries": [ + "As a lycanthrope you take less damage from normal weapons. Once per turn, when you take piercing, slashing, or bludgeoning damage from nonmagical weapons that aren't silvered, you can reduce the damage by an amount equal to your level." + ], + "type": "entries" + }, + { + "name": "Trance", + "entries": [ + "Like other elves, lythari don't need to sleep. Instead, they enter a semiconscious trance for 4 hours a day that allows them to perform mental exercises and relive memories of their training. This trance is the equivalent of 8 hours of sleep for most other races." + ], + "type": "entries" + }, + { + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being charmed. Magic cannot put you to sleep." + ], + "type": "entries" + }, + { + "name": "Hunter", + "entries": [ + "You have proficiency in the {@skill Perception} and {@skill Survival} skills, as well as the {@item spear|PHB}, {@item sling|PHB}, {@item shortbow|PHB}, and {@item longbow}. Additionally, you have an enhanced sense of smell and never forget a scent." + ], + "type": "entries" + }, + { + "name": "Packmate", + "entries": [ + "You have the ability to communicate in a limited manner with canines while in elf form. They can understand the meaning of your words, though you have no special ability to understand them in return. Unless provoked, they view you as an ally, and you have advantage on Charisma checks you make against them." + ], + "type": "entries" + }, + { + "name": "Alternate Form", + "entries": [ + "Once per long rest, you can transform into a {@creature Lythari Wolf|LYTRace} as a bonus action, with base stats provided below.", + { + "type": "list", + "items": [ + "You retain your Intelligence, Wisdom, and Charisma scores as well as your alignment and hit point totals, but otherwise have your statistics replaced by those of the {@creature Lythari Wolf|LYTRace}.", + "If you increase your ability scores beyond 1st level with Ability Score Improvements, feats, or other permanent effects, they also apply to your wolf form. You retain all of your skill and saving throw proficiencies, but use your wolf form's proficiencies if they are higher.", + "You retain the benefit of any features from your class, race, or other source and can use them if the wolf form is physically capable of doing so (such as extra attacks or lay on hands).", + "You cannot cast spells, speak, or do anything that requires the use of your hands.", + "Transforming does not break your concentration on a spell you have already cast, however, or prevent you from taking actions that are part of a spell.", + "Your clothes and objects of your choice with a total weight no more than twice your humanoid Strength score merge into your new form.", + "Equipment that merges with your wolf form has no effect until you return to humanoid form.", + "Anything else you are wearing or carrying falls to the ground. You remain a wolf if you are killed in this form, and do not register as a shapechanger to magic that detects such things. You can return to your humanoid form as a bonus action." + ] + } + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Elvish|PHB} and {@language Sylvan|PHB} ." + ], + "type": "entries" + } + ], + "darkvision": 60, + "skillProficiencies": [ + { + "perception": true, + "survival": true + } + ], + "weaponProficiencies": [ + { + "spear|phb": true, + "sling|phb": true, + "shortbow|phb": true, + "longbow|phb": true + } + ], + "languageProficiencies": [ + { + "elvish": true, + "sylvan": true + } + ], + "age": { + "mature": 100, + "max": 800 + }, + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "His blood ran cold as he realized that more than a dozen white wolves were arrayed around him. Very slowly he drew his sword, but there was no way he could possibly get more than one hit in before they tore him apart.", + "Suddenly, Tonath appeared from the brush between two of the wolves and smacked one about the ears. \"Udia, you knew I was bringing him today, your little pranks aren't funny.\"", + "The wolf he'd cuffed growl and nudged him with its shoulder, then its form blurred and it became an equally pale elf woman crouched beside him in a well-made leather dress and leggings. \"He dribbled down his leg a little, I'd count that as funny.\" she said with a smirk in Banolm's direction.", + "\"I would think you would be less judgemental considering your people piss on every tree they pass.\" Tonath countered, ignoring the resulting scowl. \"Leave him be and take us to the camp.\"" + ], + "by": "" + }, + "The lythari of Faerûn are a very rare kind of elf who can naturally transform into wolves. They run the wilds of the world, only occasionally interacting even with other elves.", + { + "name": "Ancient Ways", + "entries": [ + "Given their long lifespans, elven societies in general span millenia, but the lythari culture is considered ancient even to other elves. They were among the very first elves to set foot on Faerûn along with the avariel and the green elves. These three cultures prioritized their connections to the natural world, and while later elves created great empires, the lythari were content to remain in nomadic family groups. They are by no means barbaric though. Their crafts and artwork are exquisite, their songs enchantingly beautiful, and they have a command over magic that even high elves acknowledge is impressive. A combination of their robust oral traditions and their isolation from the wars and espionage that takes place between other elven people means they retain lore long since lost everywhere else. They are not a warlike people, however, and while they will fight to defend themselves, they dislike conflict. Many returned to Arvandor and the Feywild during the Faerûnian Crown Wars, but a few can still be found in ancient forests and around major elven settlements." + ], + "type": "entries" + }, + { + "name": "Moon Children", + "entries": [ + "While lythari are technically therianthropes, there are significant differences between them and other kinds. Most therianthropes have humanoid, beast, and hybrid forms. Lythari only have a humanoid and wolf form, although this is more than enough to terrify the unlearned who only know the tales of werewolves. Lythari, however, have none of the aggressive or violent motives that many werewolves have. Additionally, most lythari are natural therianthropes, meaning they were born to lythari parents and are not \"cursed\", always having been able to transform. Lythari can also increase their numbers with ancient rituals that gift other elves with this transformative ability. While a lythari bite can also pass this on, a bite only works on elves. Other races are entirely unaffected, the only exception being half-elves, who become violently ill as their body rejects the bite. Lythari are very careful not to bite other elves who have not requested it, yet another reason they dislike being involved in broader elven wars." + ], + "type": "entries" + }, + { + "name": "Wild Beauty", + "entries": [ + "Lythari in human form are considered very beautiful even by elven standards. All of them have silvery white skin and hair and bright blue or green eyes. When transformed into wolves, they look very similar, their fur being white, silver, or pale grey. Their elven eyes remain, which is one way to tell them apart from natural wolves. They generally do not wear the fine fabrics that high elves do, preferring the practicality of soft leathers, their own resilient woven fabrics, or furs. Shoes are only worn in cold weather. Still, lythari enjoy their little luxuries. While accessories are rare, each one is a masterpiece, beautifully hand-carved pieces of bone or stone that would make any merchant drool with greed. The few articles of silk or steel found among lythari possessions are treasured, and even things with little monetary value can become family heirlooms." + ], + "type": "entries" + }, + { + "name": "Lythari Names", + "entries": [ + "Lythari still use elven names, generally in particularly old-fashioned forms. Each also has a unique howling song they can use to identify themselves in wolf form." + ], + "type": "entries" + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/MvwizeE.png" + } + } + ] + } + } + ] +} diff --git a/subclass/B. Wraven Wright; College of the Bae'Qeshel.json b/subclass/B. Wraven Wright; College of the Bae'Qeshel.json index a4e3f942c0..c5e35d249e 100644 --- a/subclass/B. Wraven Wright; College of the Bae'Qeshel.json +++ b/subclass/B. Wraven Wright; College of the Bae'Qeshel.json @@ -14,8 +14,7 @@ ], "version": "4.0", "color": "554045", - "url": "https://www.dmsguild.com/product/179640/The-BaeQeshel-A-New-Bardic-College-For-Bards", - "targetSchema": "1.9.2" + "url": "https://www.dmsguild.com/product/179640/The-BaeQeshel-A-New-Bardic-College-For-Bards" } ], "optionalFeatureTypes": { @@ -351,7 +350,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -380,7 +379,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -408,7 +407,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -437,7 +436,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -465,7 +464,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -493,7 +492,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -521,7 +520,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -549,7 +548,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -577,7 +576,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -605,7 +604,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -633,7 +632,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } @@ -661,7 +660,7 @@ } }, "otherSummary": { - "entry": "{@subclassFeature Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", + "entry": "{@subclassFeature College of the Bae'Qeshel|Bard|PHB|Bae'Qeshel|BAEQ|3|} feature", "entrySummary": "Bae'Qeshel" } } diff --git a/subclass/DonavanRex; Witcher Subclasses.json b/subclass/DonavanRex; Witcher Subclasses.json new file mode 100644 index 0000000000..f732f94608 --- /dev/null +++ b/subclass/DonavanRex; Witcher Subclasses.json @@ -0,0 +1,612 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "WITSUBCL", + "abbreviation": "WITSUBCL", + "full": "Witcher Subclasses", + "authors": [ + "CaelReader" + ], + "convertedBy": [ + "p4535992" + ], + "version": "2024.07.05", + "color": "554045", + "url": "https://www.reddit.com/r/DnD/comments/nmb5qh/witcher_fighter_subclass/" + } + ], + "optionalFeatureTypes": { + "WITFEAT": "Witcher Subclasses; Feature Options" + }, + "dateAdded": 1720173712, + "dateLastModified": 1720173712 + }, + "subclass": [ + { + "name": "Witcher (Fighter)", + "shortName": "Witcher (Fighter)", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "page": 1, + "subclassFeatures": [ + "Witcher|Fighter|PHB|Witcher (Fighter)|WITSUBCL|3|", + "Witcher Signs|Fighter|PHB|Witcher (Fighter)|WITSUBCL|7", + "Swallow|Fighter|PHB|Witcher (Fighter)|WITSUBCL|10", + "Intense Signs|Fighter|PHB|Witcher (Fighter)|WITSUBCL|15", + "Professional Witcher|Fighter|PHB|Witcher (Fighter)|WITSUBCL|18" + ], + "additionalSpells": [ + { + "known": { + "3": { + "_": [ + "prestidigitation|phb" + ] + } + } + } + ] + } + ], + "subclassFeature": [ + { + "name": "Witcher (Fighter)", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "subclassSource": "WITSUBCL", + "subclassShortName": "Witcher (Fighter)", + "page": 1, + "level": 3, + "entries": [ + "Thanks to one of those blasted portals, a group of Witchers were teleported into Faerun. After many failed attempts to return home, they eventually went their own ways and started using their skills to the best of their abilities in their new home.", + "Though they had to start over from scratch, the Witcher schools are nothing if not resilient, and they quickly began to fill their manuals with new information on magical monsters to assist them on their hunts. Ironically, they are more accepted in this dimension than they were in their homeworld, and most people have no qualms about hiring a Witcher, and many even welcome their presence.", + { + "type": "inset", + "name": "A Witcher subclass for the Fighter", + "entries": [ + "This subclass is been created from {@link DonavanRex|https://www.reddit.com/r/DnD/comments/nmb5qh/witcher_fighter_subclass/}" + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Concoction Creator|Fighter|PHB|Witcher (Fighter)|WITSUBCL|3|WITSUBCL" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "The Trial of the Grasses|Fighter|PHB|Witcher (Fighter)|WITSUBCL|3|WITSUBCL" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Witcher School|Fighter|PHB|Witcher (Fighter)|WITSUBCL|3|WITSUBCL" + } + ] + }, + { + "name": "Concoction Creator", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "subclassSource": "WITSUBCL", + "subclassShortName": "Witcher (Fighter)", + "page": 1, + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, Your Witcher training has prepared you to create your various potions. Starting at level 3, you gain proficiency in {@skill alchemist's supplies.}" + ], + "toolProficiencies": [ + { + "alchemist's supplies": true + } + ] + }, + { + "name": "The Trial of the Grasses", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "subclassSource": "WITSUBCL", + "subclassShortName": "Witcher (Fighter)", + "page": 1, + "level": 3, + "header": 1, + "entries": [ + "A grueling and horrible ordeal, this trial forces changes in the Witcher's physiology, allowing them to drink their concoctions, as well as increase their physical capabilities.", + "The Trial of the Grasses is perhaps the most famous, and most heinous, of the trials. While the trial makes a Witcher stronger, able to see in the dark, and allows them to drink their concoctions safely, it is still the most abhorred part of becoming a Witcher.", + "Starting at level 3, you gain {@sense Darkvision} out to 30 ft. You gain resistance to poison damage and gain advantage on saving throws against the {@condition poisoned} condition." + ], + "resist": [ + "poison" + ] + }, + { + "name": "Witcher School", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "subclassSource": "WITSUBCL", + "subclassShortName": "Witcher (Fighter)", + "page": 1, + "level": 3, + "header": 1, + "entries": [ + "Each Witcher School has a different focus and purpose. The Wolves are professionals, the Cats are skilled in assassinations, the Bears are tough fighters, the Griffins are honorable, the Vipers are secretive, and the Cranes are knowledgeable in the ways of firearms.", + "Starting at level 3, choose the Witcher School that trained you, or whose teachings you learned through another means. Each school grants its own set of benefits. You gain another Witcher School feature related to your school at level 18.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "School of the Bear (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "School of the Cat (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "School of the Crane (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "School of the Griffin (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "School of the Viper (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "School of the Wolf (Fighter)|WITSUBCL" + } + ] + } + ] + }, + { + "name": "Witcher Signs", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "subclassSource": "WITSUBCL", + "subclassShortName": "Witcher (Fighter)", + "page": 1, + "level": 7, + "header": 2, + "entries": [ + "Witcher's are not mages by any means, but they are capable of using simple spells to aid them in their daily work. Starting at level 7, you learn simple \"spells\" that are useful in a variety of situations. Aard, Igni, Yrden, Quen, and Axii. As a bonus action, you may cast a Sign as a bonus action as long as you have one free hand to make the appropriate hand sign. Some Signs require a saving throw equal to 8 + your Intelligence modifier + your proficiency bonus. You may use the feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expenses uses on a short or long rest.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Aard (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Igni (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Yrden (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Quen (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Axii (Fighter)|WITSUBCL" + } + ] + } + ] + }, + { + "name": "Swallow", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "subclassSource": "WITSUBCL", + "subclassShortName": "Witcher (Fighter)", + "page": 1, + "level": 10, + "header": 2, + "entries": [ + "Making the traditional Witcher concoctions in a new world proved to be extremely challenging. To date, the only potion that has been able to be replicated is the Swallow potion, which has been a staple of the Witcher caste since its founding.", + "Starting at level 10, at the end of each long rest, you create a Swallow concoction. This potion can be drunk as an action if you have one hand free and restores a number of hit points equal to five times your fighter level. If a creature other than a Witcher tries to drink this potion, they must make a DC 20 Constitution saving throw, taking 2d6 poison damage on a failed save, and half as much on a success." + ] + }, + { + "name": "Intense Signs", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "subclassSource": "WITSUBCL", + "subclassShortName": "Witcher (Fighter)", + "page": 1, + "level": 15, + "header": 2, + "entries": [ + "There is always room for improvement. Starting at level 15, all of your Witcher Signs have increased in Intensity, altering or enhancing their effects.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Aard Intense (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Igni Intense (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Yrden Intense (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Quen Intense (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Axii Intense (Fighter)|WITSUBCL" + } + ] + } + ] + }, + { + "name": "Professional Witcher", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "subclassSource": "WITSUBCL", + "subclassShortName": "Witcher (Fighter)", + "page": 1, + "level": 18, + "header": 2, + "entries": [ + "You are among the top Witchers in your respective school and have the skills to prove it. Starting at level 18, you gain another feature related to your Witcher school.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Bear Den Leader (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Cat Pride Leader (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Crane Sedge Leader (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Griffin Flock Leader (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Viper Pit Leader (Fighter)|WITSUBCL" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Wolf Pack Leader (Fighter)|WITSUBCL" + } + ] + } + ] + }, + { + "name": "Forceful Shot", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "subclassSource": "WITSUBCL", + "subclassShortName": "Witcher (Fighter)", + "page": 1, + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, when you hit a creature with an Arcane Shot, you can spend an additional use of Arcane Shot to knock the target {@condition prone}." + ] + }, + { + "name": "Ever-Ready Shot", + "source": "WITSUBCL", + "className": "Fighter", + "classSource": "PHB", + "subclassSource": "WITSUBCL", + "subclassShortName": "Witcher (Fighter)", + "page": 1, + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, your marksmanship is always ready for a fight. When you roll initiative, you regain one use of Arcane Shot. If you have no uses remaining, you regain two uses of it instead.", + "Additionally, you can conjure 30 pieces of ammunition as a bonus action, which disappear after 1 minute. You choose the type of ammunition, which is magical, and appears in your quiver or equivalent container." + ] + } + ], + "optionalfeature": [ + { + "name": "School of the Bear (Fighter)", + "source": "WITSUBCL", + "page": 1, + "entries": [ + "The School of the Bear is the hardiest of all the schools. Gain proficiency in {@skill Athletics} if you do not have it already. Gain an extra 1 hit point per level." + ], + "featureType": [ + "WITFEAT" + ], + "skillProficiencies": [ + { + "athletics": true + } + ] + }, + { + "name": "School of the Cat (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "The School of the Cat is skilled in taking their enemies by surprise. Gain proficiency in {@skill Stealth} if you do not have it already. If you attack a surprised creature, you deal an extra {@dice 3d6} damage with the first attack that hits." + ], + "featureType": [ + "WITFEAT" + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "School of the Crane (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "The School of the Crane practices the use of firearms, using them to effectively combat flying enemies. Gain proficiency in firearms. When you take the attack action with a melee weapon, you may make an attack with a firearm that has the light property as a bonus action." + ], + "featureType": [ + "WITFEAT" + ], + "weaponProficiencies": [ + { + "firearms": true + } + ] + }, + { + "name": "School of the Griffin (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "The School of the Griffin is the most diplomatic of the schools, prioritizing relations with other intelligent creatures in their training. Gain proficiency in {@skill Persuasion} and {@skill Insight} if you do not have these skills already. When using a crossbow, attacking from within 5 ft. of an enemy does not impose disadvantage." + ], + "featureType": [ + "WITFEAT" + ], + "skillProficiencies": [ + { + "persuasion": true, + "insight": true + } + ] + }, + { + "name": "School of the Viper (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "Gain proficiency in {@skill Sleight of Hand} and poisoner's tools if you do not have them already. You know how to make Viper poison. Using 5gp worth of materials from any herbalist shop (or an appropriate Survival check if the DM allows) and 1 hour of work, you can make 6 charges of this poison. You may use an action to apply this poison to a bladed weapon or 3 pieces of ammunition, causing the weapon to deal an extra {@dice 2d6} poison damage on its next hit. Upon application, the poison expires after 1 minute." + ], + "featureType": [ + "WITFEAT" + ], + "skillProficiencies": [ + { + "sleight of hand": true + } + ], + "toolProficiencies": [ + { + "poisoner's kit": true + } + ] + }, + { + "name": "School of the Wolf (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "The School of the Wolf takes pride in their knowledge of this world's monsters. Gain advantage on {@skill arcana}, {@skill History}, {@skill Investigation}, and {@skill Religion} checks made to recall information about Aberrations, Monstrosities, and Dragons. Also, you gain advantage on {@skill Survival} checks made to track these creatures." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Aard (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You launch a blast of force from your palm. All creatures in a 15 ft. cone must succeed on a Strength saving throw or be pushed back 10 ft. and knocked prone. On a success, the creature is pushed back 10 feet but not knocked {@condition prone}." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Igni (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "A wave of fire washes over your enemies. All creatures in front of you must make a Constitution saving throw or take 3d6 fire damage, or half as much on a successful save. All flammable objects in this cone not being worn or carried are ignited." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Yrden (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You create a circle to slow down your enemies and make them vulnerable. Set a point within 30 feet of you. The ground in a 15 ft. radius of this point becomes difficult terrain for all creatures except you, and creatures that have resistance to non-magical damage do not have that resistance while inside the circle." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Quen (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You create a translucent shield around yourself to absorb damage. You gain 15 temporary hit points. These temporary hit points last until the end of your next turn." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Axii (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You influence the mind of a creature before you. Choose a creature within 15 feet of you that can see or hear you. The creature must succeed on a Wisdom saving throw or become charmed by you. A creature charmed by you can be told to do a single action or task, as long as that task is not directly harmful to it or a creature it is allied with, and as long as the task can be completed within 1 minute. After completing the action or task, the creature does not automatically know it was charmed by you. If the creature succeeds on the check, it knows that you attempted to charm it. You may not use this Sign in combat." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Aard Intense (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You launch a blast of force from your palm. All creatures in a 15 ft. cone must succeed on a Strength saving throw or be pushed back 10 ft. and knocked prone. On a success, the creature is pushed back 10 feet but not knocked prone, and take {@dice 3d6} cold damage in addition to the other effects, or half damage upon succeeding." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Igni Intense (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "A wave of fire washes over your enemies. All creatures in front of you must make a Constitution saving throw or take {@dice 6d6} fire damage, or half as much on a successful save. All flammable objects in this cone not being worn or carried are ignited." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Yrden Intense (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You create a circle to slow down your enemies and make them vulnerable. Set a point within 30 feet of you. The ground in a 25 ft. radius of this point becomes difficult terrain for all creatures except you and creatures that you assign, and creatures that have resistance to non-magical damage do not have that resistance while inside the circle." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Quen Intense (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You create a translucent shield around yourself to absorb damage. You gain 15 temporary hit points. These temporary hit points last until the end of your next turn. If your temporary hit points from this Sign are reduced to zero, the shield explodes, dealing {@dice 3d6} force damage to all creatures within 5 feet of you, not including you." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Axii Intense (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You influence the mind of a creature before you. Choose a creature within 15 feet of you that can see or hear you. The creature must succeed on a Wisdom saving throw or become charmed by you. A creature charmed by you can be told to do a single action or task, as long as that task is not directly harmful to it or a creature it is allied with, and as long as the task can be completed within 1 minute. After completing the action or task, the creature does not automatically know it was charmed by you. If the creature succeeds on the check, it knows that you attempted to charm it. You may use this Sign in combat to force a creature that fails the Wisdom save to use its reaction to make a melee attack against another creature within its immediate reach." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Bear Den Leader (Fighter)", + "source": "WITSUBCL", + "page": 1, + "entries": [ + "Temporary hit points granted by the Quen Sign are increased to 20. When your Quen Sign's temporary hit points are reduced to 0 and it explodes, roll {@dice 1d6}. On a 6, another shield appears instantaneously. This can only happen once per turn." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Cat Pride Leader (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You gain the Sneak Attack feature. Once per turn, you can deal an extra {@dice 3d6} 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 incapacitated, and you don't have disadvantage on the attack roll." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Crane Sedge Leader (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You have learned to create a handheld bomb. You can throw this bomb as an action to a square within 60 feet of you. All creatures within 15 feet of that square must succeed on a Dexterity saving throw or take 8d6 fire damage and 8d6 bludgeoning damage. You must complete a long rest before you can use this feature again." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Griffin Flock Leader (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "The number of times you can use your Witcher Signs increases by 2." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Viper Pit Leader (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You can now apply poison to your weapons as a bonus action, and when rolling for damage, you ignore resistance to poison damage." + ], + "featureType": [ + "WITFEAT" + ] + }, + { + "name": "Wolf Pack Leader (Fighter)", + "source": "WITSUBCL", + "page": 2, + "entries": [ + "You have learned to make special oils that aid you in your hunts. You can use a bonus action to coat a melee weapon or 4 pieces of ammunition in a special oil made to be used against Aberrations, Monstrosities, and Dragons. The oil makes the weapon or ammunition magical for 1 minute for purposes of overcoming resistance. In addition, if you hit an Aberration, Monstrosity, or Dragon with a weapon or piece of ammunition that is covered in this oil, they take an additional 2d6 poison damage. This damage cannot be reduced in any way." + ], + "featureType": [ + "WITFEAT" + ] + } + ] +} diff --git a/subclass/Jagans_eye; Haste Knight.json b/subclass/Jagans_eye; Haste Knight.json new file mode 100644 index 0000000000..342e24e5d2 --- /dev/null +++ b/subclass/Jagans_eye; Haste Knight.json @@ -0,0 +1,185 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "HasteKnight", + "abbreviation": "HAKN", + "full": "Haste Knight Fighter Subclass", + "authors": [ + "Jagans_eye" + ], + "convertedBy": [ + "uniplicate" + ], + "version": "1.0", + "color": "ffffff", + "url": "https://www.reddit.com/r/DnDHomebrew/comments/131q9vt/haste_knight_a_fighter_subclass_live_fast/", + "dateReleased": "2023-04-01" + } + ], + "status": "wip", + "dateAdded": 1707448569, + "dateLastModified": 1707448569 + }, + "subclass": [ + { + "name": "Haste Knight", + "source": "HasteKnight", + "className": "Fighter", + "classSource": "PHB", + "shortName": "Haste Knight", + "subclassFeatures": [ + "Haste Knight|Fighter|PHB|Haste Knight|HAKN|3", + "Enhanced Adrenal Surge|Fighter|PHB|Haste Knight|HAKN|7", + "Felid Reflexes|Fighter|PHB|Haste Knight|HAKN|10", + "Preventative Measures|Fighter|PHB|Haste Knight|HAKN|15", + "Extreme Conditioning|Fighter|PHB|Haste Knight|HAKN|18" + ] + } + ], + "subclassFeature": [ + { + "name": "Haste Knight", + "source": "HasteKnight", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Haste Knight", + "subclassSource": "HasteKnight", + "level": 3, + "entries": [ + "Live fast, and die well! The battle cry of Haste Knight squadrons. They come from nowhere, streaking across battlefield as blurs and leaving behind waves of shattered carcasses. A small group of these warriors is all it takes to turn the tides of war, and they do so in a blink of an eye. Haste Knights learn to unlock their body's full potential by pushing themselves well beyond a normal person's physical limits.", + { + "type": "refSubclassFeature", + "subclassFeature": "One Step Ahead|Fighter|PHB|Haste Knight|HAKN|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Adrenal Surge|Fighter|PHB|Haste Knight|HAKN|3" + } + ] + }, + { + "name": "One Step Ahead", + "source": "HasteKnight", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Haste Knight", + "subclassSource": "HasteKnight", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Haste Knight feature}", + "You are noticeably quicker and more agile than most, as such, you always have the following benefits:", + { + "type": "list", + "items": [ + "You don't take damage from falling 20 feet or less.", + "You can add your Proficiency Bonus to your initiative rolls.", + "Your movement speed is increased by 10 feet as long as you are not wearing heavy armor." + ] + } + ], + "skillProficiencies": [ + { + "initiative": true + } + ] + }, + { + "name": "Adrenal Surge", + "source": "HasteKnight", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Haste Knight", + "subclassSource": "HasteKnight", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Haste Knight feature}", + "You have taken the first step in training your body to push past its normal limits. As a bonus action, you can go into a high-speed, adrenaline-fueled state. When you do, you gain the following benefits for a number of rounds equal to your Constitution modifier:", + { + "type": "list", + "items": [ + "You gain the benefits of the Dash Action on the turn you activate this effect.", + "Whenever you use your movement on your turn, you become invisible while you are moving. As soon as you stop moving, end your turn, or take any action, you immediately become visible again.", + "If you are wielding a weapon in your off-hand, you can make 1 additional attack with that weapon as a part of your attack action on your turn, instead of using your Bonus Action.", + "Once on each of your turns, if you move at least 15 feet in a straight line before attacking a creature, you can make that attack roll with advantage." + ] + } + ] + }, + { + "name": "Enhanced Adrenal Surge", + "source": "HasteKnight", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Haste Knight", + "subclassSource": "HasteKnight", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Haste Knight feature}", + "You have taken the first step in training your body to push past its normal limits, As a bonus action, you can go into a high-speed, adrenaline-fueled state, When you do, you gain the following benefits for a number of rounds equal to your Constitution modifier:", + { + "type": "list", + "items": [ + "If you are not wearing heavy armor, you have advantage on dexterity saving throws.", + "You may take 1 additional action on each of your turns. This action can only be used to take the Attack Action (one weapon attack only), the Dash Action, or Use an Object Action." + ] + } + ] + }, + { + "name": "Felid Reflexes", + "source": "HasteKnight", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Haste Knight", + "subclassSource": "HasteKnight", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Haste Knight feature}", + "You can tap into your haste like abilities for brief instances, making it nearly impossible to contain you or catch you off-guard. You have advantage on ability checks and saving throws to prevent or end the grappled, prone, and restrained conditions.", + "Furthermore, if a creature imposes one of these conditions on you from an attack and there is no saving throw, you can make a skill check to prevent the condition. You choose to make either an {@skill Acrobatics} or {@skill Athletics} check, and if the skill check is equal to or higher than the damage the creature delt, you take the damage as you would normally but no additional effects occur." + ] + }, + { + "name": "Preventative Measures", + "source": "HasteKnight", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Haste Knight", + "subclassSource": "HasteKnight", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Haste Knight feature}", + "While using your {@subclassFeature Adrenal Surge|HAKN} feature, you gain a new way of using your additional action from that feature. You can now choose to hold your additional a and potentially make an attack of opportunity. Ifa hostile creature within 5 feet of you attacks either you or an ally, you can use your reaction to make an attack of opportunity against that creature. This attack occurs immediately before the creature's attack takes place. If you succeed on your attack roll, that creature immediately misses with their attack." + ] + }, + { + "name": "Extreme Conditioning", + "source": "HasteKnight", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Haste Knight", + "subclassSource": "HasteKnight", + "level": 18, + "header": 2, + "entries": [ + "{@i 18th-level Haste Knight feature}", + "Your body has become accustomed to the constant strain and toll you place on yourself, As such you gain the following benefits:", + { + "type": "list", + "items": [ + "You always have advantage on Initiative rolls.", + "You no longer suffer the wave of lethargy at the end of your {@subclassFeature Adrenal Surge|HAKN} feature.", + "Your Constitution score increases by 2 and your Constitution maximum also increases by 2." + ] + } + ] + } + ] +} diff --git a/subclass/Nergaahl; RyokoSkeletalBlade.json b/subclass/Nergaahl; RyokoSkeletalBlade.json new file mode 100644 index 0000000000..842cf8fe9b --- /dev/null +++ b/subclass/Nergaahl; RyokoSkeletalBlade.json @@ -0,0 +1,167 @@ +{ + "_meta": { + "sources": [ + { + "json": "RyokoSkeletalBlade", + "abbreviation": "RSBF", + "full": "Ryoko's Skeletal Blade Fighter", + "authors": [ + "Ryoko" + ], + "convertedBy": [ + "Nergaahl" + ], + "version": "2.0", + "url": "https://homebrewery.naturalcrit.com/share/t2n-A6guyE9c", + "color": "a5a5a5" + } + ], + "dateAdded": 1708281992, + "dateLastModified": 1708281992 + }, + "subclass": [ + { + "name": "Skeletal Blade", + "subclassFeatures": [ + "Malleable Physique|Fighter|PHB|Skeletal Blade|RyokoSkeletalBlade|3", + "Skeletal Form|Fighter|PHB|Skeletal Blade|RyokoSkeletalBlade|3", + "Osseous Prodigy|Fighter|PHB|Skeletal Blade|RyokoSkeletalBlade|7", + "Skeletal Knight|Fighter|PHB|Skeletal Blade|RyokoSkeletalBlade|10", + "One With Nothing|Fighter|PHB|Skeletal Blade|RyokoSkeletalBlade|15", + "Living Weapon||Skeletal Blade|RyokoSkeletalBlade|18" + ], + "source": "RyokoSkeletalBlade", + "shortName": "Skeletal Blade", + "className": "Fighter", + "classSource": "PHB" + } + ], + "subclassFeature": [ + { + "name": "Ryoko's Skeletal Blade Fighter", + "source": "RyokoSkeletalBlade", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Skeletal Blade", + "subclassSource": "RyokoSkeletalBlade", + "level": 3, + "entries": [ + "Folklore tells of a caste of downtrodden serfs, forbidden to carry weapons, gifted the power to wield their own skeletons as lethal instruments of battle by a sympathetic yokai. With carapaces of dense bone and vicious, osseous claws bursting from their flesh, the serfs overthrew their masters, winning freedom and a bloodsoaked notoriety. Today, practitioners of this devastating technique are known as skeletal blades. Often finding work as mercenaries, bodyguards, and spies, they charge into battle clad in an ever-adapting armour of gleaming skeletal white.", + { + "type": "refSubclassFeature", + "subclassFeature": "Malleable Physique|Fighter|PHB|Skeletal Blade|RyokoSkeletalBlade|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Skeletal Form|Fighter|PHB|Skeletal Blade|RyokoSkeletalBlade|3" + } + ] + }, + { + "name": "Malleable Physique", + "entries": [ + "You have the power to manipulate your skeleton, shifting your proportions, height, and appearance. As an action, you can alter your form, becoming up to 1 foot taller or shorter and changing your facial features by altering the shape of your skull.", + "You must remain in a form that has the same basic arrangement of limbs, and you cannot change the colour of your eyes, hair, or skin. Otherwise, the extent of the transformation is up to you.", + "To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check (DC equals 8 + your Constitution modifier + your proficiency bonus).", + "This transformation persists until you use your action to end it or until you begin a long rest. You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all expended uses when you finish a long rest." + ], + "source": "RyokoSkeletalBlade", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Skeletal Blade", + "subclassSource": "RyokoSkeletalBlade", + "level": 3, + "header": 2 + }, + { + "name": "Skeletal Form", + "entries": [ + "The control you wield over your own skeleton allows you to harness it as a weapon. As a bonus action, you can extrude your bones through your flesh to form armour, entering a Skeletal Form for 1 minute. You can end this form early as a bonus action, returning to normal.", + "Once you use this feature, you cannot do so again until you finish a short or long rest.", + "While in your Skeletal Form, you gain a +1 bonus to AC and one other benefit of your choice from the list below.", + { + "type": "list", + "items": [ + "Your reach increases by 5 feet.", + "Your unarmed strikes are considered magical and deal piercing damage equal to 1d8 plus your Strength modifier instead of the bludgeoning damage usual for an unarmed strike.", + "Your walking speed increases by 10 feet.", + "You gain a climbing speed equal to your walking speed.", + "You gain temporary hit points equal to your Constitution modifier at the start of each of your turns (minimum of 1)." + ] + }, + "As a bonus action while in your Skeletal Form, you can change your skeleton again, exchanging your current benefit for a new one.", + "The bonus to your AC increases when you reach certain levels in this class: to +2 at 10th level and to +3 at 15th level." + ], + "source": "RyokoSkeletalBlade", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Skeletal Blade", + "subclassSource": "RyokoSkeletalBlade", + "level": 3, + "header": 2 + }, + { + "name": "Osseous Prodigy", + "source": "RyokoSkeletalBlade", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Skeletal Blade", + "subclassSource": "RyokoSkeletalBlade", + "level": 7, + "header": 2, + "entries": [ + "You have learned to reduce the fortifications of your external skeletal armour to enhance yourself in other ways. When you enter your Skeletal Form or use your bonus action to exchange a benefit, you can reduce the bonus to AC granted by that feature (to a minimum of +0) to gain a number of additional benefits listed in your Skeletal Form feature for the duration of your transformation equal to the AC bonus you sacrificed.", + "Once you use this feature, you cannot do so again until you enter your Skeletal Form again." + ] + }, + { + "name": "Skeletal Knight", + "source": "RyokoSkeletalBlade", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Skeletal Blade", + "subclassSource": "RyokoSkeletalBlade", + "level": 10, + "header": 2, + "entries": [ + "Your mastery of your skeleton allows you to focus it into more powerful forms. When you enter your Skeletal Form, you can choose one of the following additional benefits:", + { + "type": "list", + "items": [ + "You sprout skeletal wings and gain the ability to magically fly. You gain a flying speed equal to your walking speed, and you can hover.", + "You gain resistance to cold, lightning, necrotic, and poison damage.", + "When you hit with a melee attack, the attack deals an extra 1d8 necrotic damage.", + "When a creature starts its turn grappled by you, it takes 2d12 piercing damage." + ] + } + ] + }, + { + "name": "One With Nothing", + "source": "RyokoSkeletalBlade", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Skeletal Blade", + "subclassSource": "RyokoSkeletalBlade", + "level": 15, + "header": 2, + "entries": [ + "Your skeleton is empowered with regenerative magic. If you are reduced to 0 hit points while in your Skeletal Form, your transformation ends, and you are reduced to 1 hit point instead.", + "Once you use this feature, you cannot do so again until you finish a long rest." + ] + }, + { + "name": "Living Weapon", + "source": "RyokoSkeletalBlade", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Skeletal Blade", + "subclassSource": "RyokoSkeletalBlade", + "level": 18, + "header": 2, + "entries": [ + "When you enter your Skeletal Form, you gain two additional benefits for the duration of your transformation, which can be chosen from either the Skeletal Form or Skeletal Knight features." + ] + } + ] +} \ No newline at end of file diff --git a/subrace/themagictavern; Genasi Subraces.json b/subrace/themagictavern; Genasi Subraces.json index 43e52d575c..7c1cc994ec 100644 --- a/subrace/themagictavern; Genasi Subraces.json +++ b/subrace/themagictavern; Genasi Subraces.json @@ -94,7 +94,8 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants." + "You can speak, read, and write {@language Common|PHB} and {@language Primordial|PHB}.", + "Primordial is a guttural language, filled with harsh syllables and hard consonants." ], "type": "entries" }, @@ -116,7 +117,7 @@ "type": "entries", "name": "Wielding Winter's Weapon", "entries": [ - "You know the {@spell ray of frost} cantrip. Once you reach 3rd level, you can cast the {@spell ice knife|XGE} 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." + "You know the {@spell ray of frost|PHB} cantrip. Once you reach 3rd level, you can cast the {@spell ice knife|XGE} 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." ] } ], @@ -128,7 +129,7 @@ "3": { "daily": { "1": [ - "ice knife|XGE" + "ice knife|xge#1" ] } } @@ -136,7 +137,7 @@ "ability": "con", "known": { "1": [ - "ray of frost#c" + "ray of frost|phb#c" ] } } @@ -238,7 +239,8 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants." + "You can speak, read, and write {@language Common|PHB} and {@language Primordial|PHB}.", + "Primordial is a guttural language, filled with harsh syllables and hard consonants." ], "type": "entries" }, @@ -260,7 +262,7 @@ "type": "entries", "name": "Be the Volcano's Fury", "entries": [ - "You know the {@spell thunder clap} cantrip. Once you reach 3rd level, you can cast the {@spell thunder wave} 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. When using this trait, your visiage grows bright red and the ground around you seems to erupt into a volcanic geyser. There is no damage associated with this effect." + "You know the {@spell thunder clap|XGE} cantrip. Once you reach 3rd level, you can cast the {@spell thunderwave|PHB} 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. When using this trait, your visiage grows bright red and the ground around you seems to erupt into a volcanic geyser. There is no damage associated with this effect." ] } ], @@ -272,7 +274,7 @@ "3": { "daily": { "1": [ - "thunder wave" + "thunderwave|phb#1" ] } } @@ -280,7 +282,7 @@ "ability": "con", "known": { "1": [ - "thunder clap#c" + "thunder clap|xge#c" ] } } @@ -382,7 +384,8 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants." + "You can speak, read, and write {@language Common|PHB} and {@language Primordial|PHB}.", + "Primordial is a guttural language, filled with harsh syllables and hard consonants." ], "type": "entries" }, @@ -404,7 +407,7 @@ "type": "entries", "name": "Dust Devil", "entries": [ - "You know the {@spell sword burst} cantrip. Once you reach 3rd level, you can cast the {@spell zephyr strike} 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. When you use this trait, you appear the midst of a dust devil and your sword burst looks more like this also. All damage is treated as fire damage." + "You know the {@spell sword burst|TCE} cantrip. Once you reach 3rd level, you can cast the {@spell zephyr strike|XGE} 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. When you use this trait, you appear the midst of a dust devil and your sword burst looks more like this also. All damage is treated as fire damage." ] } ], @@ -416,7 +419,7 @@ "3": { "daily": { "1": [ - "zephyr strike" + "zephyr strike|xge#1" ] } } @@ -424,7 +427,7 @@ "ability": "con", "known": { "1": [ - "sword burst#c" + "sword burst|tce#c" ] } } @@ -526,7 +529,8 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants." + "You can speak, read, and write {@language Common|PHB} and {@language Primordial|PHB}.", + "Primordial is a guttural language, filled with harsh syllables and hard consonants." ], "type": "entries" }, @@ -548,7 +552,7 @@ "type": "entries", "name": "Choking Cloud", "entries": [ - "You know the {@spell poison spray} cantrip. Once you reach 3rd level, you can cast the {@spell Fog Cloud} 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. The {@spell fog cloud} looks more like a smoke screen." + "You know the {@spell poison spray|PHB} cantrip. Once you reach 3rd level, you can cast the {@spell Fog Cloud|PHB} 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. The {@spell fog cloud} looks more like a smoke screen." ] } ], @@ -560,7 +564,7 @@ "3": { "daily": { "1": [ - "fog cloud" + "fog cloud|phb#1" ] } } @@ -568,7 +572,7 @@ "ability": "con", "known": { "1": [ - "poison spray#c" + "poison spray|phb#c" ] } } @@ -670,7 +674,8 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants." + "You can speak, read, and write {@language Common|PHB} and {@language Primordial|PHB}.", + "Primordial is a guttural language, filled with harsh syllables and hard consonants." ], "type": "entries" }, @@ -692,7 +697,7 @@ "type": "entries", "name": "Steam Engine", "entries": [ - "You know the {@spell fire bolt|PHB|steam bolt} cantrip ({@spell fire bolt} stylized as steam). Once you reach 3rd level, you can cast the {@spell absorb elements} 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." + "You know the {@spell fire bolt|PHB|steam bolt} cantrip ({@spell fire bolt|PHB} stylized as steam). Once you reach 3rd level, you can cast the {@spell absorb elements|XGE} 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." ] } ], @@ -704,7 +709,7 @@ "3": { "daily": { "1": [ - "absorb elements" + "absorb elements|xge#1" ] } } @@ -712,7 +717,7 @@ "ability": "con", "known": { "1": [ - "fire bolt#c" + "fire bolt|phb#c" ] } } @@ -814,7 +819,8 @@ { "name": "Languages", "entries": [ - "You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants." + "You can speak, read, and write {@language Common|PHB} and {@language Primordial|PHB}.", + "Primordial is a guttural language, filled with harsh syllables and hard consonants." ], "type": "entries" }, @@ -836,7 +842,7 @@ "type": "entries", "name": "Writhing Death", "entries": [ - "You know the {@spell acid spash} cantrip. Once you reach 3rd level, you can cast the {@spell entangle} 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. For {@spell entangle}, the vines/weeds become tentacles of mud and slime." + "You know the {@spell acid splash|PHB} cantrip. Once you reach 3rd level, you can cast the {@spell entangle|PHB} 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. For {@spell entangle}, the vines/weeds become tentacles of mud and slime." ] } ], @@ -848,7 +854,7 @@ "3": { "daily": { "1": [ - "entangle" + "entangle|phb#1" ] } } @@ -856,7 +862,7 @@ "ability": "con", "known": { "1": [ - "acid spash#c" + "acid splash|phb#c" ] } } diff --git a/variantrule/Web Community; Community Homebrew Variant Rules.json b/variantrule/Web Community; Community Homebrew Variant Rules.json index ea2c9b176d..37c7b7d67f 100644 --- a/variantrule/Web Community; Community Homebrew Variant Rules.json +++ b/variantrule/Web Community; Community Homebrew Variant Rules.json @@ -13,8 +13,7 @@ "p4535992" ], "version": "2022.07.04", - "url": "https://github.com/TheGiddyLimit/homebrew", - "targetSchema": "1.6.3" + "url": "https://github.com/TheGiddyLimit/homebrew" } ], "dateAdded": 1604252046, @@ -27,11 +26,17 @@ "source": "COMVariantRule", "entries": [ "Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing only one piece of partial armor, you are still considered to be wearing your base armor type (e.g. no armor or light armor). If you are wearing two pieces of partial armor, you are considered to be wearing the heaviest type among the armor pieces you are wearing (e.g. medium or heavy armor). You cannot benefit from wearing three or more pieces of partial armor.", - "Reference {@link Partial Armor|https://www.dandwiki.com/wiki/Partial_Armor_(5e_Variant_Rule)}. Please credit if you repost elsewhere." + { + "name": "Credits", + "entries": [ + "Reference {@link Partial Armor|https://www.dandwiki.com/wiki/Partial_Armor_(5e_Variant_Rule)}. Please credit if you repost elsewhere." + ], + "type": "entries" + } ] }, { - "name": "Rules for Tiny Characters", + "name": "Tiny Characters", "source": "COMVariantRule", "entries": [ "Races as presented in the Player's Handbook and similar sources have been sized Medium or Small.", @@ -47,7 +52,13 @@ "{@b Versatile.} Tiny characters cannot use this property." ] }, - "Reference {@link Rules for Tiny Characters|https://www.dmsguild.com/product/262305/WH-Faeries-A-tiny-fey-race-of-enchanting-nobles-bold-warriors-and-whimsical-travelers}. Please credit if you repost elsewhere." + { + "name": "Credits", + "entries": [ + "Reference {@link Rules for Tiny Characters|https://www.dmsguild.com/product/262305/WH-Faeries-A-tiny-fey-race-of-enchanting-nobles-bold-warriors-and-whimsical-travelers}. Please credit if you repost elsewhere." + ], + "type": "entries" + } ] }, { @@ -97,6 +108,374 @@ "This vision works on flying creatures as long as it is within range.", "This vision works on subterranea creatures as long as it is within range." ] + }, + { + "name": "Jeweler's Tools", + "source": "COMVariantRule", + "entries": [ + "Creating projects, polishing gems and restoring tarnished jewelry are important parts of a jeweler and require exact motions and precision. Your creations turn drab metals into beautiful pieces of art.", + { + "name": "Jeweler's Tools", + "entries": [ + "Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers. Depending on the project, you may need a small cauldron, tongs, molds and more, not included in the stock Jeweler's Tools.", + "Jeweler's Tools weigh 2 lbs and cost 25 gp." + ], + "type": "entries" + }, + { + "name": "Jewelry", + "entries": [ + "Crafting jewelry requires that you have access to materials you wish to make your jewelry out of. While most jewelry doesn't require a massive quantity of materials, some unique pieces may require you to scavenge for the legendary skymetals, like noqual, or gather bones from an ancient dragon all to create a single ring.", + "When crafting jewelry, you must succeed on a Dexterity (Jeweler's Tools) check, and you can add your proficiency bonus if applicable." + ], + "type": "entries" + }, + { + "name": "Crafting Jewelry", + "entries": [ + "Jewelry crafting is a long process that requires precise movements and purposeful decisions. To create a piece of jewelry, you must spend at least 8 hours, or more depending on the size of the piece, on crafting it. A simple wooden ring may only take you 8 hours to create, while a crown fitted with jewels and fit for a king may require you to take several weeks to craft.", + "Most simple projects that weigh one pound or less requires 8 hours of uninterrupted work. The more elaborate the designs the longer it takes to complete a piece of work, per the DM's discretion - examples given below.", + "Jewelry can be defined into 2 broad categories, size and complexity.", + { + "name": "Size", + "entries": [ + "The size of your project effects the length of time to craft a piece of jewelry. There are three categories for the size of your project: Small, Medium or Large.", + "{@b Small projects require at least 4 hours} to create plus the amount of time it requires for the complexity of the project. A small project could be a ring, a pendant or anything that can fit easily in a medium sized creature's palm.", + "{@b Medium projects require at least 12 hours} to create plus the amount of time it requires for the complexity of the project. A medium project could be a headband, a necklace, or anything that can easily fit around medium sized creature's head or around an arm.", + "{@b Large projects require at least 28 hours} to create plus the amount of time it requires for the complexity of the project. A large project could be a crown for a giant, a long necklace or anything that could fit on a giant or is oversized.", + "All times represent the minimum time to craft an item of its size, and at the DM's discretion may take longer." + ], + "type": "entries" + }, + { + "name": "Crafting Jewelry", + "entries": [ + "Jewelry crafting is a long process that requires precise movements and purposeful decisions. To create a piece of jewelry, you must spend at least 8 hours, or more depending on the size of the piece, on crafting it. A simple wooden ring may only take you 8 hours to create, while a crown fitted with jewels and fit for a king may require you to take several weeks to craft.", + "Most simple projects that weigh one pound or less requires 8 hours of uninterrupted work. The more elaborate the designs the longer it takes to complete a piece of work, per the DM's discretion - examples given below.", + "Jewelry can be defined into 2 broad categories, size and complexity." + ], + "type": "entries" + }, + { + "name": "Complexity", + "entries": [ + "The complexity of your project effects the length of time to craft a piece of jewelry. There are three categories for the complexity of your project: Simple, Moderate, Intricate.", + "Simple projects require at least 4 hours to create plus the amount of time it requires for the size of the project. A simple project could be a bare ring, a simple pair of earrings or anything that is a basic shape.", + "Moderate projects require at least 12 hours to create plus the amount of time it requires for the size of the project. A moderate project could be a signet ring with a simple sigil, a simple wire necklace with beads or gems or anything that morphs from simple shapes or requires carving or adding onto simple shapes.", + "Intricate projects require at least 28 hours to create plus the amount of time it requries for the size of the project. An intricate project could be a ring made of multiple materials, a signet ring with a complex sigil, a crown with a variety of jewels and metals, a necklace made out of small chains or anything that requires great skill and ability.", + "All times represent the minimum time to craft an item of its complexity, and at the DM's discretion may take longer." + ], + "type": "entries" + }, + { + "name": "Crafting Jewelry", + "entries": [ + "Jewelry crafting is a long process that requires precise movements and purposeful decisions. To create a piece of jewelry, you must spend at least 8 hours, or more depending on the size of the piece, on crafting it. A simple wooden ring may only take you 8 hours to create, while a crown fitted with jewels and fit for a king may require you to take several weeks to craft.", + "Most simple projects that weigh one pound or less requires 8 hours of uninterrupted work. The more elaborate the designs the longer it takes to complete a piece of work, per the DM's discretion - examples given below.", + "Jewelry can be defined into 2 broad categories, size and complexity." + ], + "type": "entries" + }, + { + "name": "Creating the Project", + "entries": [ + "After every 8 hours of work on a piece of jewelry, the crafter must succeed on a Dexterity (Jeweler's Tools) check, adding their proficiency bonus if they are proficient in the tool. If they succeed, they make progress on their creation, on a fail they make no progress on their creation.", + "The DC for creating a piece of jewelry is dependent on the Size and Complexity of the project. The DC starts at 8 plus the size and complexity bonuses. A Small project adds +1, Medium +3, and Large +6. A Simple project adds +1, Moderate +3, and Intricate +6. The DM may decide that crafting certain materials or designs may raise or lower the DC." + ], + "type": "entries" + } + ], + "type": "entries" + }, + { + "name": "Materials", + "entries": [ + "Jewelery can be crafted in a variety of materials, and they each feature their own costs. To create a piece of jewelry, you must have the required materials on hand. Certain exotic materials may not be available in your location and may require you to go to strange locales or to hunt for specific monsters, per the DM's discretion.", + "The following materials represent examples of common crafting base materials and an average cost.", + { + "type": "table", + "caption": "Materials", + "colLabels": [ + "Material", + "Cost", + "Quantity", + "Rarity" + ], + "colStyles": [ + "col-4 text-center", + "col-3 text-center", + "col-3 text-center", + "col-4 text-center" + ], + "rows": [ + [ + "Adamantine", + "100 gp", + "1 lb", + "Very Rare" + ], + [ + "Gold", + "50 gp", + "1 lb", + "Uncommon" + ], + [ + "Mithral", + "100 gp", + "1 lb", + "Very Rare" + ], + [ + "Silver", + "5 gp", + "1 lb", + "Common" + ], + [ + "Skymetal", + "1,000 gp", + "1 lb", + "Legendary" + ], + [ + "Wood", + "1 gp", + "1 lb", + "Common" + ] + ] + } + ], + "type": "entries" + }, + { + "type": "table", + "caption": "Example Projects", + "colLabels": [ + "Type", + "Material", + "Complexity", + "Size", + "Weight", + "Material Cost", + "Time to Craft", + "DC", + "Number of Checks" + ], + "colStyles": [ + "col-3 text-center", + "col-3 text-center", + "col-3 text-center", + "col-3 text-center", + "col-3 text-center", + "col-3 text-center", + "col-3 text-center", + "col-3 text-center", + "col-3 text-center" + ], + "rows": [ + [ + "Ring", + "Gold", + "Simple", + "Small", + "1/4 lb", + "12.5 gp", + "8 hours", + "10", + "1" + ], + [ + "Ring", + "Wood", + "Simple", + "Small", + "1/50 lb", + "1 cp", + "8 hours", + "10", + "1" + ], + [ + "Ring, Signet", + "Gold", + "Intricate", + "Small", + "1/25 lb", + "2 gp", + "32 hours", + "15", + "4" + ], + [ + "Necklace", + "Silver", + "Intricate", + "Small", + "2 lbs", + "10 gp", + "16 hours", + "12", + "2" + ], + [ + "Necklace 10 Glass Beads", + "Silver", + "Moderate", + "Medium", + "1 lb", + "6 gp ({@i 5 gp for 1 lb of silver, 1 gp for 10 glass beads})", + "24 hours", + "14", + "3" + ], + [ + "Earrings, 2 Pearls (50 gp each)", + "Skymetal", + "Moderate", + "Small", + "1/16 lb", + "162.5 gp", + "16 hours", + "12", + "2" + ], + [ + "Choker, 1 Diamond (300 gp)", + "Mithral", + "Intricate", + "Small", + "1/2 lb", + "350 gp", + "32 hours", + "15", + "4" + ], + [ + "Giant Crown,5 Diamonds (100 gp each),10 Rubies (50 gp each)", + "Gold, Silver", + "Intricate", + "Large", + "20 lbs", + "1,550 gp ({@i 500 gp for 10 lbs of gold, 50 gp for 10 lbs of silver, 500 gp for 5 Diamonds, 500 for 10 Rubies })", + "56 hours", + "20", + "7" + ] + ] + }, + { + "name": "Gems & Beads", + "entries": [ + "When creating jewelry, you may wish to add in gems or beads to increase the beauty of your creations. This increases your material cost based on the quality and quantity of gems and beads you wish to add.", + "A project can never be Simple if you are including gems or beads, and depending on the quantity you are adding it may make the project Intricate.", + "Typically, beads will only be 1 cp per wooden bead or 1 sp per glass bead, pearls can range in price from 1 gp to 100 gp." + ], + "type": "entries" + }, + { + "name": "Fabricate Spell", + "entries": [ + "The Fabricate spell can help you create your pieces of jewelry, though you must be proficient with Jeweler's Tools in order to use the spell. When you cast the spell, you can only affect one type of material per casting of the spell and can be used to create golden rings, silver earrings or other projects with a single source of material.", + "If you wish to add beads or gems to your projects, you must put those in and depending on the quantity of gems may only require an hour to multiple days of work, per the DM's discretion. When adding in gems or beads, you must make a check for every 8 hours of work against the DC of the project." + ], + "type": "entries" + }, + { + "name": "Restoring Old Jewelry", + "entries": [ + "During your adventures you may find tarnished jewelry or jewelry missing gems, beads or other decorations. You must determine how much needs to be repaired, no check required, and it will take you up to half the time it would normally take to create the jewelry depending on the condition of the jewelry. If the item is missing gems or jewels, you must provide gems to fill in those empty slots, and if there is missing silver inlays, you must be able to procure the required silver." + ], + "type": "entries" + }, + { + "name": "Weight and Materials", + "entries": [ + "The above examples do not take into account that the project weighs 10 lbs, but some of that might come from the jewels that are set into it. The idea being towards simplicity and not getting bogged down in exact weights for jewels, gems and beads. Per the DM's discretion, the weight of a jewel may be great enough to offset the cost of the base materials.", + { + "name": "Weight", + "entries": [ + "The above examples require that a weight is provided to determine the material cost for a piece of jewelry. Most jewelry is not going to weigh a large amount and will likely fall under the 1 lb or less area. All weights are abstractions and depends on the quality and type of the material be" + ], + "type": "entries" + } + ], + "type": "entries" + }, + { + "name": "Credits", + "entries": [ + "Reference {@link Rules by DumpStat|https://www.gmbinder.com/share/-Lrfe8SOOAkjrBGCrjI4}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ] + }, + { + "name": "Poison Damage (White Scorpion Rule)", + "source": "COMVariantRule", + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Double dose}: A creature struck by the same poison for a second time within a minute makes future saving throws against the effects of that poison with disadvantage.", + "{@b Size matters}: Large creatures have advantage when saving against any non-magical poison (consider that a large creature has maybe 3-5 times the body weight of a medium one, so the benefits of a higher constitution alone are not enough to reflect any realism in this regard), whilst at the DM's discretion huge and gargantuan creatures are immune to non-magical poisons in normal doses. Tiny creatures suffer disadvantage on poison saving throws." + ] + }, + { + "name": "Credits", + "entries": [ + "Reference {@link Rules by Hipster & Dragon|https://www.dmsguild.com/product/224166/The-White-Scorpions-Assassins-Guild}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ] + }, + { + "name": "Poison Harvesting (Legacy of Dragon Rule)", + "source": "COMVariantRule", + "entries": [ + "You can use the following variant rule for harvesting poison from dead poisonous creatures, instead of the one listed in the Dungeon Master's Guide (page 258):", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Poison Extraction}: When poisonous creatures are killed, the player can attempt to harvest all their poison over the course of 10 minutes, followed by making an Intelligence (Nature) check using the {@item poisoner's kit|PHB} (proficiency with the {@item poisoner's kit|PHB} applies to this check if the player doesn't have proficiency in Nature) against the poison's save DC, for each type of creature. You automatically succeed if the poison doesn't have a DC. On a success, the player extracts 1d4 doses of poison from all the dead creatures combined for that type of creature. On a failure, all the poison is wasted, and those who are not proficient with the {@item poisoner's kit|PHB} suffer the effects of the poison. Players can use one dose of harvested Injury type poison to coat one slashing or piercing weapon or one piece of ammunition. Once applied, the poison retains potency for 1 minute or until you hit with the weapon or ammunition (this works different than basic poison which lasts the full 1 minute duration). Applying the poison takes an action." + ] + }, + { + "name": "Credits", + "entries": [ + "Reference {@link Legacy of Dragon|https://www.kickstarter.com/projects/nielsdejong/legacy-of-the-dragon-a-dragon-themed-supplement-for-5e}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ] + }, + { + "name": "Variant Gnome and Lightfoot (Legacy of Dragon Rule)", + "source": "COMVariantRule", + "entries": [ + "At their DM's discretion, lightfoot halfling players gain proficiency in the Stealth skill, and deep gnome players also gain advantage on Dexterity (Stealth) checks while in dim light or darkness. Rock gnome players also gain proficiency in the History skill, and can also create a device with their Tinker racial trait that can create one set effect chosen from the druidcraft, prestidigitation, or thaumaturgy cantrips with the Use an Object action, or at their DM's discretion an effect similar in power.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Lightfoot Halfling}: gain proficiency in the Stealth skill", + "{@b Deep Gnome}: gain advantage on Dexterity (Stealth) checks while in dim light or darkness", + "{@b Rock Gnome}: gain proficiency in the History skill, and can also create a device with their Tinker racial trait that can create one set effect chosen from the druidcraft, prestidigitation, or thaumaturgy cantrips with the Use an Object action, or at their DM's discretion an effect similar in power" + ] + }, + { + "name": "Credits", + "entries": [ + "Reference {@link Legacy of Dragon|https://www.kickstarter.com/projects/nielsdejong/legacy-of-the-dragon-a-dragon-themed-supplement-for-5e}. Please credit if you repost elsewhere." + ], + "type": "entries" + } + ] } ] }