From 0656acbd3fbaa4828eb2f56eb61048fe19c3fd53 Mon Sep 17 00:00:00 2001 From: "Lyra [he/him]" <52298102+revilowaldow@users.noreply.github.com> Date: Sun, 26 Nov 2023 17:13:28 +0000 Subject: [PATCH] BREW-683: Mogogol (#1911) --- adventure/Eventyr Games; Kraken's Gamble.json | 2 +- ...Mad Mage Companion - Complete Edition.json | 34 +-- ...in the Company - Players Introduction.json | 12 +- book/MCDM Productions; Arcadia Issue 7.json | 14 +- ...Will Doyle; Waterdeep City Encounters.json | 10 +- class/Taron Pounds; Merchant.json | 6 +- ...mFromNASA; Yet Another Ranger Variant.json | 8 +- collection/Aeron Drake; Modern Handbook.json | 26 +- ...g; Grim Hollow - The Monster Grimoire.json | 246 +++++++++--------- collection/HapHazred; Wyldefarne.json | 4 +- ... Yang; Hamund's Harvesting Handbook I.json | 4 +- ...ang; Hamund's Harvesting Handbook III.json | 14 +- ...ine Yang; Hamund's Herbalism Handbook.json | 6 +- ...3000; Blazing Dawn Player's Companion.json | 72 ++--- ...onix; Monster Manual Expanded II (v2).json | 2 +- ...s; Warlock Issue 29 - Planar Bestiary.json | 4 +- deck/Wyrmwood; Corrupted Tarot.json | 16 +- ...ordenkainen's Tome of Marvelous Magic.json | 22 +- race/D&DWiki; Mogogol.json | 230 ++++++++++++++++ subclass/u_CamunonZ; The Announcer.json | 40 +-- 20 files changed, 501 insertions(+), 271 deletions(-) create mode 100644 race/D&DWiki; Mogogol.json diff --git a/adventure/Eventyr Games; Kraken's Gamble.json b/adventure/Eventyr Games; Kraken's Gamble.json index d47a53aaf9..3b81936176 100644 --- a/adventure/Eventyr Games; Kraken's Gamble.json +++ b/adventure/Eventyr Games; Kraken's Gamble.json @@ -1605,7 +1605,7 @@ "name": "Sewer Water", "page": 9, "entries": [ - "The sewer water is filled with refuse and garbage. The canals are 5 feet deep unless otherwise noted. The water {@quickref Vision and Light|PHB|2||heavily obscures} anything more than 10 feet away. A creature that enters the water for the first time must succeed on a {@dc 11} Constitution saving throw or contract {@disease Sewer Plague|DMG} {@homebrew |(see page 257 of the Dungeon Master's Guide)}." + "The sewer water is filled with refuse and garbage. The canals are 5 feet deep unless otherwise noted. The water {@quickref Vision and Light|PHB|2|0|heavily obscures} anything more than 10 feet away. A creature that enters the water for the first time must succeed on a {@dc 11} Constitution saving throw or contract {@disease Sewer Plague|DMG} {@homebrew |(see page 257 of the Dungeon Master's Guide)}." ], "id": "035" }, diff --git a/adventure/Wyatt Trull; Dungeon of the Mad Mage Companion - Complete Edition.json b/adventure/Wyatt Trull; Dungeon of the Mad Mage Companion - Complete Edition.json index f6ca834b51..aa13edfff7 100644 --- a/adventure/Wyatt Trull; Dungeon of the Mad Mage Companion - Complete Edition.json +++ b/adventure/Wyatt Trull; Dungeon of the Mad Mage Companion - Complete Edition.json @@ -80,7 +80,7 @@ "type": "entries", "name": "Darkvision", "entries": [ - "You have superior vision in dark and dim conditions. You can see in {@quickref Vision and Light||2||dim light} within 60 feet of you as if it were {@quickref Vision and Light||2||bright light}, and in darkness as if it were {@quickref Vision and Light||2||dim light}. You can't discern color in darkness, only shades of gray." + "You have superior vision in dark and dim conditions. You can see in {@quickref Vision and Light|PHB|2|0|dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2|0|bright light}, and in darkness as if it were {@quickref Vision and Light|PHB|2|0|dim light}. You can't discern color in darkness, only shades of gray." ] }, { @@ -254,13 +254,13 @@ { "name": "Living Shadow", "entries": [ - "While in {@quickref Vision and Light||2||dim light or darkness}, the dragon has resistance to damage that isn't force, psychic, or radiant." + "While in {@quickref Vision and Light|PHB|2|0|dim light or darkness}, the dragon has resistance to damage that isn't force, psychic, or radiant." ] }, { "name": "Shadow Stealth", "entries": [ - "While in {@quickref Vision and Light||2||dim light or darkness}, the dragon can take the {@action Hide} action as a bonus action." + "While in {@quickref Vision and Light|PHB|2|0|dim light or darkness}, the dragon can take the {@action Hide} action as a bonus action." ] }, { @@ -23281,7 +23281,7 @@ "name": "Mud and Blood", "page": 131, "entries": [ - "The narrower passage between each larger cavern of Area 12 is filled with mud and corpses. It counts as {@quickref difficult terrain||3}." + "The narrower passage between each larger cavern of Area 12 is filled with mud and corpses. It counts as {@quickref difficult terrain|PHB|3}." ], "id": "676" }, @@ -24652,7 +24652,7 @@ "page": 140, "items": [ "Every square on the map, with exception to the inside of {@creature Zox Clammersham|WDMM|Zox Clammersham's} palace (Area 7), is 1 mile. Adjacent areas lie {@dice 2d12 + 4} miles from one another. The tunnels/trenches made by the {@creature bore worm|WDMM} are 40 feet in width and 20 feet deep.", - "All ceilings on this level are 600 feet in height. An illusion invoked by Halaster's {@spell wish} spell paints the ceiling as a sky with a scorching sun that sheds real heat. Thus, during the day, all of the Graveyard is lit with {@quickref Vision and Light||2||bright light}.", + "All ceilings on this level are 600 feet in height. An illusion invoked by Halaster's {@spell wish} spell paints the ceiling as a sky with a scorching sun that sheds real heat. Thus, during the day, all of the Graveyard is lit with {@quickref Vision and Light|PHB|2|0|bright light}.", "Cavern floors are dusty hardpan that bake under the faux sun's heat and are pocked by piles of scrap metal.", "Walls appear as insurmountable mountains, but invisibly connect with the ceiling. Creatures that fly over these ranges crash into the wall.", "All of the Graveyard is under the effects of {@hazard Extreme Heat} (see Appendix C).", @@ -30515,13 +30515,13 @@ "name": "8. Operation: Eat Them All", "page": 182, "entries": [ - "The adventurers arrive just in time to see the {@creature neothelid|VGM|neothelid's} meal be hurled into the area. The chamber also glitters, shedding {@quickref Vision and Light||2||dim light} upon the scene. Read the following:", + "The adventurers arrive just in time to see the {@creature neothelid|VGM|neothelid's} meal be hurled into the area. The chamber also glitters, shedding {@quickref Vision and Light|PHB|2|0|dim light} upon the scene. Read the following:", { "type": "insetReadaloud", "page": 182, "entries": [ "As you creep throughout the dark, you hear the slamming of a stone door and the screams of a man: \"No! No! Take me home! Take me home!\"", - "Curious, you round the bend, catching sight of a human in a glittering cavern. Crystals shed {@quickref Vision and Light||2||dim light} on the scene\u2014but as you move forward, you slam into an {@condition invisible} {@spell wall of force}. You lay your hand upon it, much like a mime, and find that there's no further way forward, but still you watch the man as he roams around the dark... and a massive worm uncoils itself from the center! Its skin glistens with slime and it rears its eyeless head!", + "Curious, you round the bend, catching sight of a human in a glittering cavern. Crystals shed {@quickref Vision and Light|PHB|2|0|dim light} on the scene\u2014but as you move forward, you slam into an {@condition invisible} {@spell wall of force}. You lay your hand upon it, much like a mime, and find that there's no further way forward, but still you watch the man as he roams around the dark... and a massive worm uncoils itself from the center! Its skin glistens with slime and it rears its eyeless head!", "The human turns about and freezes, his mouth agape\u2014just in time for the creature's head to split open like a flower and roar! Its roar shakes the very cavern and from its fanged maw uncoil barbed tongues that seize upon the man\u2014screaming now, screaming as if that amount to anything.", "As its victim struggles, the massive worm wretches out a bath of acid that reduces the human to slime\u2014and leaving behind, you see, its intact brain. Carefully, the feral creature curls one of its tongues around the organ and swallows it whole." ], @@ -30569,7 +30569,7 @@ "items": [ "The {@creature orog|MM|orogs} start 5 feet from the door to Area 6B. The front two warriors are armed with greataxes; the two behind them are armed with pikes, allowing all four to attack the same targets.", "The third and fourth ranks of {@creature orog|MM|orogs} hurl {@item javelin|PHB|javelins} up until the front-line defenders fall; they then reach for their own greataxes and rush into the brink.", - "Given their shortage of thralls, the {@creature mind flayer|MM|mind flayers} take care to preserve the {@creature orog|MM|orogs}, even wading through the ranks to use a Mind Blast attack on invaders without hitting one. Moving through allies in combat counts as {@quickref difficult terrain||3}.", + "Given their shortage of thralls, the {@creature mind flayer|MM|mind flayers} take care to preserve the {@creature orog|MM|orogs}, even wading through the ranks to use a Mind Blast attack on invaders without hitting one. Moving through allies in combat counts as {@quickref difficult terrain|PHB|3}.", "Once the frontline falls, the {@creature mind flayer|MM|mind flayers} join the melee up until being reduced to half their hit points, whereupon they flee to an adjacent area, sealing the door with a {@language Qualith|VGM} lock." ] } @@ -31086,8 +31086,8 @@ "type": "list", "page": 186, "items": [ - "The forest is {@quickref Vision and Light|PHB|2||dimly lit} where the canopy is thin and in darkness where it is not.", - "Fog {@quickref Vision and Light|PHB|2||lightly obscures} the forest. Occasionally, trains of thick fog roil in, {@quickref Vision and Light|PHB|2||heavily obscuring} {@dice 1d4} 30-foot areas.", + "The forest is {@quickref Vision and Light|PHB|2|0|dimly lit} where the canopy is thin and in darkness where it is not.", + "Fog {@quickref Vision and Light|PHB|2|0|lightly obscures} the forest. Occasionally, trains of thick fog roil in, {@quickref Vision and Light|PHB|2|0|heavily obscuring} {@dice 1d4} 30-foot areas.", "Omnipresent dread can be felt as if it were humidity.", "Colors seem dimmed, if not outright muted.", "Characters can succumb to {@table Shadowfell Despair|WDMMC}." @@ -37452,7 +37452,7 @@ "page": 239, "items": [ "Two {@item Potion of Resistance|DMG|potions of resistance}, chosen from the party's two most favorite damage types (but not fire or lightning, as his {@item blast scepter|WDMM} already grants resistance to those damage types). These effects persist for 1 hour.", - "An {@item oil of slipperiness}, granting him the effects of a {@spell freedom of movement} spell for the next 10 minutes\u2014which will wrinkle the nose of any warriors fond of {@action grapple|PHB|grappling} and monks that intend to disable him with a {@classFeature Stunning Strike|Monk||5}. He applies this to himself before the adventurers reach Area 33.", + "An {@item oil of slipperiness}, granting him the effects of a {@spell freedom of movement} spell for the next 10 minutes\u2014which will wrinkle the nose of any warriors fond of {@action grapple|PHB|grappling} and monks that intend to disable him with a {@classFeature Stunning Strike|Monk|PHB|5}. He applies this to himself before the adventurers reach Area 33.", "Three {@item potion of greater healing|DMG|potions of greater healing} ({@dice 4d4 + 4} hit points), two {@item potion of superior healing|DMG|potions of superior healing} ({@damage 8d4 + 8}) and a single {@item potion of supreme healing} ({@damage 10d4 + 20}).", "A handful of {@item dust of sneezing and choking} which can be used to {@condition incapacitated|PHB|incapacitate} foes\u2014namely spellcasters who are warded with heavy spells like {@spell invulnerability|XGE}. Be aware that Halaster also has to make the {@dc 15} Con. saving throw and will blow a Legendary Resistance if he fails.", "A single {@item bead of force}", @@ -37713,7 +37713,7 @@ "Halaster absolutely won't live long enough to use every one of his spell slots, so he doesn't bother being conservative with them. If he needs a spell, he needs a spell.", "{@spell Bigby's hand} is a favorite of Halaster's, as it allows him to use bonus actions. This versatile spell can {@action grapple|PHB} targets, push away foes, and provide half cover.", "Halaster may pair {@spell thunderwave|PHB} with his Legendary Actions (if he replaces {@spell magic missile|PHB} with it) to bait {@spell counterspell|PHB|counterspells} and keep away warriors. Imagine three {@spell thunderwave|PHB|thunderwaves} in one round of combat. To fool the party, he can cast it twice, then use his last Legendary Action for a {@spell fireball} spell.", - "Halaster is loathe to waste his Legendary Resistances. He only blows them against abilities that would disable him, such as a {@classFeature Stunning Strike|Monk||5} or {@spell polymorph}. Damage can be healed, but a debuff like that could end everything.", + "Halaster is loathe to waste his Legendary Resistances. He only blows them against abilities that would disable him, such as a {@classFeature Stunning Strike|Monk|PHB|5} or {@spell polymorph}. Damage can be healed, but a debuff like that could end everything.", "Within Area 33, Halaster remains on his throne until he's being wailed on by a warrior, after which he's likely to cast {@spell fly} and hover out of reach\u2014but only if he isn't {@status concentration||concentrating} on a crucial spell.", "Remind yourself of the points made in sections above, such as Halaster's Preparations and incorporate them into his tactics." ] @@ -38154,7 +38154,7 @@ "page": 244, "items": [ "All {@creature apprentice wizard|VGM|apprentice wizards} flee to the tents or out into the woods, effectively removing themselves from the fight.", - "The campfire sheds {@quickref Vision and Light||2||bright light} for 10 ft. and {@quickref Vision and Light||2||dim light} for another 20 ft. The rest of the camp is shrouded in darkness, allowing {@creature Nester|WDMM} to use his Shadow Jump unabated.", + "The campfire sheds {@quickref Vision and Light|PHB|2|0|bright light} for 10 ft. and {@quickref Vision and Light|PHB|2|0|dim light} for another 20 ft. The rest of the camp is shrouded in darkness, allowing {@creature Nester|WDMM} to use his Shadow Jump unabated.", "{@creature Nester|WDMM} {@action grapple|PHB|grapples} a foe with his Piercing Claw on his first turn. On his second, he Shadow Jumps up 40 ft. to the boughs of a great dead tree, where he can rip his prey apart in peace. If thwarted, he returns to the fray, relying on his Deadly Reach reaction to harry foes.", "If present, the {@creature conjurer|VGM} casts {@spell Evard's black tentacles}, choosing an area occupied by an adventurer.", "If present, the {@creature diviner|VGM} subjects a character to a {@spell maze} spell and uses its Portent feature at the first opportunity to hinder a foe.", @@ -38652,7 +38652,7 @@ "The orange layer inflicts acid damage and can be destroyed only by a strong wind", "The yellow layer inflicts lightning damage and can only be destroyed with force damage", "The blue layer deals cold damage and can only be destroyed by fire damage", - "The indigo layer can petrify those that walk through it and blocks spells from passing through it; to destroy it, it must be exposed to {@quickref Vision and Light||2||bright light} shed by a {@spell daylight} spell or a similar spell of equal or higher level", + "The indigo layer can petrify those that walk through it and blocks spells from passing through it; to destroy it, it must be exposed to {@quickref Vision and Light|PHB|2|0|bright light} shed by a {@spell daylight} spell or a similar spell of equal or higher level", "The violet layer {@condition blinded|PHB|blinds} creatures and can teleport victims to other planes of existence. Only a {@spell dispel magic} cast at 9th level, or a similar spell of equal or higher level, can destroy the layer." ] } @@ -39080,7 +39080,7 @@ "name": "Statistics", "page": 252, "entries": [ - "Unless a character already has statistics, use the ones befitting their piece in the {@table Chess Piece Statistics|WDMMC} table. If their statistics are pitiful, such as a {@creature commoner||commoner's}, use the statistics better befitting their role instead, such as a {@creature knight}." + "Unless a character already has statistics, use the ones befitting their piece in the {@table Chess Piece Statistics|WDMMC} table. If their statistics are pitiful, such as a {@creature commoner|MM|commoner's}, use the statistics better befitting their role instead, such as a {@creature knight}." ], "id": "c5d" }, @@ -39481,7 +39481,7 @@ "name": "Map", "page": 255, "entries": [ - "For very obvious copyright concerns, the {@i Companion} cannot include an image of the Donkey Kong map. Take inspiration from the original game's Level 1 stage. Every platform is 50 ft. in length, with 10 ft. between each platform. Ladders connecting the platforms count as {@quickref difficult terrain||3} for any creature without a climbing speed.", + "For very obvious copyright concerns, the {@i Companion} cannot include an image of the Donkey Kong map. Take inspiration from the original game's Level 1 stage. Every platform is 50 ft. in length, with 10 ft. between each platform. Ladders connecting the platforms count as {@quickref difficult terrain|PHB|3} for any creature without a climbing speed.", { "type": "homebrew", "entries": [ @@ -39999,7 +39999,7 @@ "name": "Earthquake", "page": 259, "entries": [ - "Once during this encounter, an earthquake rips through the ruins, turning it into {@quickref difficult terrain||3} for the next minute. Every creature in contact with the ground that is {@status concentration||concentrating} must make a {@dc 15} Constitution save. On a failure, the creature's {@status concentration} is broken. Additionally, each creature on the ground must make a {@dc 15} Dexterity saving throw or be knocked {@condition prone}." + "Once during this encounter, an earthquake rips through the ruins, turning it into {@quickref difficult terrain|PHB|3} for the next minute. Every creature in contact with the ground that is {@status concentration|PHB|concentrating} must make a {@dc 15} Constitution save. On a failure, the creature's {@status concentration} is broken. Additionally, each creature on the ground must make a {@dc 15} Dexterity saving throw or be knocked {@condition prone}." ], "id": "ca4" } diff --git a/book/HapHazred; Blood in the Company - Players Introduction.json b/book/HapHazred; Blood in the Company - Players Introduction.json index 12c59c0d01..9c59be372a 100644 --- a/book/HapHazred; Blood in the Company - Players Introduction.json +++ b/book/HapHazred; Blood in the Company - Players Introduction.json @@ -1861,7 +1861,7 @@ "page": 8, "entries": [ "In order to roleplay a Steelmonger, it would make sense to play a {@class fighter|PHB} or a {@class paladin|PHB}. Steelmongers are disciplined and well-trained. They prefer heavy armour and brutal, military tactics to secure victory quickly and decisively.", - "A Paladin of {@subclassFeature Oath of Vengeance|Paladin||Vengeance||3||Vengeance} or {@subclassFeature Oath of Conquest|Paladin||Conquest|XGE|3||Conquest} would work especially well for a Steelmonger, or a {@subclassFeature Battle Master|Fighter||Battle Master||3} or {@subclassFeature Purple Dragon Knight (Banneret)|Fighter||Purple Dragon Knight (Banneret)|SCAG|3||Banneret}. There are no restrictions on what race or gender might become a Steelmonger, but {@race human|phb|humans}, {@race orc|vgm|orcs}, and {@race dwarf|phb|dwarves} are most commonly seen amongst their ranks. They are almost universally lawful and tend towards Lawful Neutral especially, but can be Evil or Good depending on the individual.", + "A Paladin of {@subclassFeature Oath of Vengeance|Paladin|PHB|Vengeance|PHB|3|PHB|Vengeance} or {@subclassFeature Oath of Conquest|Paladin|PHB|Conquest|XGE|3|XGE|Conquest} would work especially well for a Steelmonger, or a {@subclassFeature Battle Master|Fighter|PHB|Battle Master|PHB|3} or {@subclassFeature Purple Dragon Knight (Banneret)|Fighter|PHB|Purple Dragon Knight (Banneret)|SCAG|3|SCAG|Banneret}. There are no restrictions on what race or gender might become a Steelmonger, but {@race human|phb|humans}, {@race orc|vgm|orcs}, and {@race dwarf|phb|dwarves} are most commonly seen amongst their ranks. They are almost universally lawful and tend towards Lawful Neutral especially, but can be Evil or Good depending on the individual.", "The {@background Soldier} or {@background Noble} background would be appropriate picks for an aspiring or former Steelmonger." ] }, @@ -1882,7 +1882,7 @@ "page": 8, "entries": [ "Tower Agents can be virtually of any origin, but the group prefers to work with more unique individuals. {@race elf|phb|Elves}, {@race half-elf|phb|half-elves}, {@race halfling|phb|halflings}, and {@race gnome|phb|gnomes} would be comfortable as a Tower Agent.", - "A typical Tower Agent might be a {@subclassFeature College of Lore|Bard||Lore||3||lore bard}, an {@subclassFeature Arcane Trickster|Rogue||Arcane Trickster||3||arcane trickster rogue}, or an {@subclassFeature School of Illusion|Wizard||Illusion||2||illusion}, {@subclassFeature School of Divination|Wizard||Divination||2||divination}, or {@subclassFeature School of Enchantment|Wizard||Enchantment||2||enchantment wizard}. They will be proficient in {@skill Deception} in order to keep their identity a secret from as many as possible, since the common folk view them with suspicion... with good reason.", + "A typical Tower Agent might be a {@subclassFeature College of Lore|Bard|PHB|Lore|PHB|3|PHB|lore bard}, an {@subclassFeature Arcane Trickster|Rogue|PHB|Arcane Trickster|PHB|3|PHB|arcane trickster rogue}, or an {@subclassFeature School of Illusion|Wizard|PHB|Illusion|PHB|2|PHB|illusion}, {@subclassFeature School of Divination|Wizard|PHB|Divination|PHB|2|PHB|divination}, or {@subclassFeature School of Enchantment|Wizard|PHB|Enchantment|PHB|2|PHB|enchantment wizard}. They will be proficient in {@skill Deception} in order to keep their identity a secret from as many as possible, since the common folk view them with suspicion... with good reason.", "Tower Agents are often True Neutral in alignment. The {@background Charlatan} or {@background Variant Criminal (Spy)} background would be appropriate picks for a Tower Agent." ] } @@ -1901,7 +1901,7 @@ "name": "Roleplaying a Helviti Comanda", "page": 9, "entries": [ - "The Helviti are primarily {@class fighter|PHB|fighters}, {@class barbarian|PHB|barbarians}, and {@class ranger|PHB|rangers}. They rely on martial skill and weapons. Virtually any fighter would be an appropriate class pick for a Helviti; the wide range in strategies they employ make the fighter class in general a natural pick. A Ranger with the {@subclassFeature Hunter|Ranger||Hunter||3||Hunter} subclass would also be a suitable choice for a more independent Helviti Comanda or a {@subclassFeature Path of the Berserker|Barbarian||Berserker||3||Berserker} Barbarian.", + "The Helviti are primarily {@class fighter|PHB|fighters}, {@class barbarian|PHB|barbarians}, and {@class ranger|PHB|rangers}. They rely on martial skill and weapons. Virtually any fighter would be an appropriate class pick for a Helviti; the wide range in strategies they employ make the fighter class in general a natural pick. A Ranger with the {@subclassFeature Hunter|Ranger|PHB|Hunter|PHB|3|PHB|Hunter} subclass would also be a suitable choice for a more independent Helviti Comanda or a {@subclassFeature Path of the Berserker|Barbarian|PHB|Berserker|PHB|3|PHB|Berserker} Barbarian.", "A Helviti Comanda would likely have the {@background Soldier} background, and they have no restriction on alignment." ] }, @@ -1939,7 +1939,7 @@ "page": 9, "entries": [ "A Grover will be more likely to be an {@race elf}, {@race tiefling}, or {@race gnome}, but this is not an all-encompassing restriction. Many {@race human|phb|humans}, {@race orc|vgm|orcs}, and other inhabitants of the Pevic Continent still find their way to groves and learn the ways of the inhabitants there.", - "For a grover, appropriate class picks would be {@class ranger}, {@class druid}, or {@class sorcerer}. Particularly {@subclassFeature Beast Master|Ranger||Beast Master||3||beastmaster} rangers and {@subclassFeature Wild Magic|Sorcerer||Wild||1||wild magic} {@class sorcerer|PHB|sorcerers} would be strong picks. A {@class druid} of virtually any subclass would also make sense. A {@background hermit} or {@background outlander} background would be sensible selections as well.", + "For a grover, appropriate class picks would be {@class ranger}, {@class druid}, or {@class sorcerer}. Particularly {@subclassFeature Beast Master|Ranger|PHB|Beast Master|PHB|3|PHB|beastmaster} rangers and {@subclassFeature Wild Magic|Sorcerer|PHB|Wild|PHB|1|PHB|wild magic} {@class sorcerer|PHB|sorcerers} would be strong picks. A {@class druid} of virtually any subclass would also make sense. A {@background hermit} or {@background outlander} background would be sensible selections as well.", "Grovers tend towards chaotic neutral alignments, and are on average more likely to be good than evil." ] } @@ -1958,7 +1958,7 @@ "name": "Roleplaying an Inquisitor", "page": 10, "entries": [ - "Inquisitors are usually either {@class monk|PHB|monks} or {@class ranger|PHB|rangers}. A {@subclassFeature Hunter|Ranger||Hunter||3||hunter} type ranger would be a suitable pick for an Inquisitor, with a focus on hunting fiends and abberrations. Virtually any {@class monk} subclass would be a sensible pick for an Inquisitor, reflecting the broad range of martial arts schools present in the world that originate from the {@book Helviti Wastes|BITCEH|1|The Helviti Wastes}. Consider investing in the {@feat Mage Slayer} feat as well for an Inquisitor, and they would most likely have proficiency in {@skill Investigation} and/or {@skill Insight}.", + "Inquisitors are usually either {@class monk|PHB|monks} or {@class ranger|PHB|rangers}. A {@subclassFeature Hunter|Ranger|PHB|Hunter|PHB|3|PHB|hunter} type ranger would be a suitable pick for an Inquisitor, with a focus on hunting fiends and abberrations. Virtually any {@class monk} subclass would be a sensible pick for an Inquisitor, reflecting the broad range of martial arts schools present in the world that originate from the {@book Helviti Wastes|BITCEH|1|The Helviti Wastes}. Consider investing in the {@feat Mage Slayer} feat as well for an Inquisitor, and they would most likely have proficiency in {@skill Investigation} and/or {@skill Insight}.", "Inquisitors have a broad recruiting strategy, and draw from all races, even rarer races such as goblinoids, {@race tiefling|PHB|tieflings}, and {@race kobold|VGM|kobolds}. The capacity to cast spells inherently does not make one less valuable to the Inquisition; rather it makes one more valuable. They tend towards lawful in alignment and prefer to work with the ruling governments they operate in.", "An inquisitor would be comfortable with either the {@background Variant Criminal (Spy)}, {@background Acolyte}, or {@background Outlander} background if they were directly from a nomadic tribe in the Wastes." ] @@ -2195,7 +2195,7 @@ "page": 15, "entries": [ "Whilst worship of the gods is widespread, divine spellcasters are still rare. They are not as uncommon as arcane spellcasters, but as the power of the gods is weakened, they are far more selective about which of their followers might gain spells and magical aid.", - "Often there is a single {@class cleric} per community, and these clerics range in power depending on what tasks they are meant to accomplish by their gods. A local cleric of the {@deity Lifegiver|Gol|BloodInTheCompany} whose main task is to keep the villagers healthy may only have a few healing spells, whereas a great champion of {@deity The Protector|Gol|BloodInTheCompany} who is tasked to bring peace to an entire nation may be granted amazing spells and magical powers.", + "Often there is a single {@class cleric|PHB} per community, and these clerics range in power depending on what tasks they are meant to accomplish by their gods. A local cleric of the {@deity Lifegiver|Gol|BloodInTheCompany} whose main task is to keep the villagers healthy may only have a few healing spells, whereas a great champion of {@deity The Protector|Gol|BloodInTheCompany} who is tasked to bring peace to an entire nation may be granted amazing spells and magical powers.", "It is not unheard of for the abilities of clerics to wax and wane as their tasks are completed. Most conventional clerics try to exercise discretion as to when to use their powers, knowing well that their gods have given them their spells for a reason; it is up to them to ensure that their trust is not misplaced.", { "type": "image", diff --git a/book/MCDM Productions; Arcadia Issue 7.json b/book/MCDM Productions; Arcadia Issue 7.json index 4c22729276..11060351c6 100644 --- a/book/MCDM Productions; Arcadia Issue 7.json +++ b/book/MCDM Productions; Arcadia Issue 7.json @@ -39,7 +39,7 @@ "page": 24, "type": "Boon", "entries": [ - "Moving through nonmagical {@quickref difficult terrain||3} in a forest doesn't cost you extra movement. While in a forest, you can cast the {@spell spike growth} spell, requiring no material components. Wisdom is your spellcasting ability for this spell. You can cast the spell twice in this way without expending a spell slot, and you regain all expended uses when you finish a long rest." + "Moving through nonmagical {@quickref difficult terrain|PHB|3} in a forest doesn't cost you extra movement. While in a forest, you can cast the {@spell spike growth} spell, requiring no material components. Wisdom is your spellcasting ability for this spell. You can cast the spell twice in this way without expending a spell slot, and you regain all expended uses when you finish a long rest." ] } ], @@ -249,7 +249,7 @@ "entries": [ "A sheet of gleaming ice spreads across the ground in a location you choose within range. The area of the ice sheet consists of up to ten 10-foot squares, which you can arrange as you wish. Each square must have at least one side adjacent to the side of another square. Each creature in the area when it appears must succeed on a Dexterity saving throw or fall {@condition prone} and take {@damage 2d6} cold damage.", "In addition, a creature who moves more than 5 feet on a turn in the area must succeed on a Dexterity saving throw when it stops moving, or fall {@condition prone} and take {@damage 2d6} cold damage.", - "Each 10-foot-square section of the ice has AC 12, 15 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Reducing a 10-foot section of ice to 0 hit points destroys it and leaves behind a puddle that is {@quickref difficult terrain||3} until it dries." + "Each 10-foot-square section of the ice has AC 12, 15 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Reducing a 10-foot section of ice to 0 hit points destroys it and leaves behind a puddle that is {@quickref difficult terrain|PHB|3} until it dries." ], "classes": { "fromClassList": [ @@ -465,7 +465,7 @@ "items": [ "Attacks against you have disadvantage.", "You make Strength and Dexterity saving throws with advantage.", - "Moving through nonmagical {@quickref difficult terrain||3} doesn't cost you extra movement." + "Moving through nonmagical {@quickref difficult terrain|PHB|3} doesn't cost you extra movement." ] }, "When you hit a creature with a melee attack, you can choose to channel a final surge of tempestuous might to deal an extra {@damage 2d8} lightning or thunder damage (your choice). The spell then ends." @@ -686,7 +686,7 @@ ], "wondrous": true, "entries": [ - "This belt of intricately woven vines twists and tightens as you wrap it around your waist, entwining its tendrils to grasp you snugly. While wearing this belt, you can use your {@classFeature Wild Shape|Druid||2} to transform into a plant, choosing from {@note the {@creature Krakenvine|Ar7} and the {@creature Thornbush|Ar7}.} {@homebrew |the forms on page 14.}" + "This belt of intricately woven vines twists and tightens as you wrap it around your waist, entwining its tendrils to grasp you snugly. While wearing this belt, you can use your {@classFeature Wild Shape|Druid|PHB|2} to transform into a plant, choosing from {@note the {@creature Krakenvine|Ar7} and the {@creature Thornbush|Ar7}.} {@homebrew |the forms on page 14.}" ] }, { @@ -696,7 +696,7 @@ "rarity": "uncommon", "wondrous": true, "entries": [ - "This ceramic pendant bears the indent of a feline paw print. While transformed into a beast by the {@classFeature Wild Shape|Druid||2} feature, the {@spell polymorph} spell, or similar magic, you can communicate telepathically with any beast or humanoid you can see within 30 feet of you." + "This ceramic pendant bears the indent of a feline paw print. While transformed into a beast by the {@classFeature Wild Shape|Druid|PHB|2} feature, the {@spell polymorph} spell, or similar magic, you can communicate telepathically with any beast or humanoid you can see within 30 feet of you." ], "fluff": { "entries": [ @@ -862,7 +862,7 @@ ], "wondrous": true, "entries": [ - "This shimmering halo floats slightly above the wearer's head, illuminating their features in a golden glow. While wearing this halo, you can expend a use of your {@classFeature Wild Shape|Druid||2} feature to transform into a {@creature pegasus|MM}, or expend two uses of your {@classFeature Wild Shape|Druid||2} feature to transform into a {@creature unicorn|MM} {@homebrew |(see the core rules for these stat blocks)}. Additionally, while wearing this halo, you have advantage on Charisma checks made to interact with celestials." + "This shimmering halo floats slightly above the wearer's head, illuminating their features in a golden glow. While wearing this halo, you can expend a use of your {@classFeature Wild Shape|Druid|PHB|2} feature to transform into a {@creature pegasus|MM}, or expend two uses of your {@classFeature Wild Shape|Druid|PHB|2} feature to transform into a {@creature unicorn|MM} {@homebrew |(see the core rules for these stat blocks)}. Additionally, while wearing this halo, you have advantage on Charisma checks made to interact with celestials." ], "fluff": { "entries": [ @@ -1364,7 +1364,7 @@ "type": "entries", "name": "Bog", "entries": [ - "You can use an action to plant one end of the staff in the ground and expend 1 charge to create a bog in a 60-foot radius around the staff. This area is {@quickref difficult terrain||3} for creatures other than you. Another creature that starts its turn in the bog must make a Strength saving throw against your spell save DC or have its speed reduced to 0 until the start of its next turn. The bog lasts for {@dice 1d4 + 2} rounds or until you pull the staff out of the ground, at which point the bog is sucked into the ground and vanishes." + "You can use an action to plant one end of the staff in the ground and expend 1 charge to create a bog in a 60-foot radius around the staff. This area is {@quickref difficult terrain|PHB|3} for creatures other than you. Another creature that starts its turn in the bog must make a Strength saving throw against your spell save DC or have its speed reduced to 0 until the start of its next turn. The bog lasts for {@dice 1d4 + 2} rounds or until you pull the staff out of the ground, at which point the bog is sucked into the ground and vanishes." ] } ], diff --git a/book/Will Doyle; Waterdeep City Encounters.json b/book/Will Doyle; Waterdeep City Encounters.json index dc23fed389..236d9be7c6 100644 --- a/book/Will Doyle; Waterdeep City Encounters.json +++ b/book/Will Doyle; Waterdeep City Encounters.json @@ -68,14 +68,14 @@ "type": "item", "name": "Heavy Fog", "entries": [ - "A blanket of heavy fog makes it impossible to see across the street. The entire area is {@quickref Vision and Light|PHB|2||heavily obscured}, and creatures suffer from the {@condition blinded|PHB|blindness} condition when attempting to see anything beyond five feet of them." + "A blanket of heavy fog makes it impossible to see across the street. The entire area is {@quickref Vision and Light|PHB|2|0|heavily obscured}, and creatures suffer from the {@condition blinded|PHB|blindness} condition when attempting to see anything beyond five feet of them." ] }, { "type": "item", "name": "Heavy Rain or Snow", "entries": [ - "As {@hazard Heavy Precipitation|DMG} from {@book Chapter 5 of the Dungeon Master's Guide|DMG|5}. If it has been snowing for an hour or more, exterior locations in the city count as {@quickref difficult terrain||3}." + "As {@hazard Heavy Precipitation|DMG} from {@book Chapter 5 of the Dungeon Master's Guide|DMG|5}. If it has been snowing for an hour or more, exterior locations in the city count as {@quickref difficult terrain|PHB|3}." ] }, { @@ -96,7 +96,7 @@ "type": "item", "name": "Light Fog", "entries": [ - "A light fog {@quickref Vision and Light|PHB|2||lightly obscures} the area, causing Wisdom ({@skill Perception}) checks that rely on sight to be made with disadvantage." + "A light fog {@quickref Vision and Light|PHB|2|0|lightly obscures} the area, causing Wisdom ({@skill Perception}) checks that rely on sight to be made with disadvantage." ] }, { @@ -4834,7 +4834,7 @@ "name": "Gridlock", "page": 11, "entries": [ - "A wagon has thrown a wheel and upturned in the middle of the street, causing a long tailback of traffic. Until the wagon is repaired, the crowded streets in this ward count as {@quickref difficult terrain||3} to move through.", + "A wagon has thrown a wheel and upturned in the middle of the street, causing a long tailback of traffic. Until the wagon is repaired, the crowded streets in this ward count as {@quickref difficult terrain|PHB|3} to move through.", "The characters can be fix the wagon with a successful {@dc 11} Wisdom (Land Vehicle) check. In exchange for their help, the driver gives them a small portion of their cargo. Roll on the {@table Random Goods|WCE} table to determine what this gift could be.", "Roll a {@dice d4} to find out why the wagon threw its wheel (see below).", { @@ -5565,7 +5565,7 @@ "name": "Street Race", "page": 20, "entries": [ - "A grand race moves through the city's wards, with competitors eager to win glory for their ward by crossing the finish line first. The route is marked with pennants, burning torches, or string bunting. While the race is held, the crowded, noisy streets count as {@quickref difficult terrain||3} and Wisdom ({@skill Perception}) checks that rely on sight or sound are made with disadvantage.", + "A grand race moves through the city's wards, with competitors eager to win glory for their ward by crossing the finish line first. The route is marked with pennants, burning torches, or string bunting. While the race is held, the crowded, noisy streets count as {@quickref difficult terrain|PHB|3} and Wisdom ({@skill Perception}) checks that rely on sight or sound are made with disadvantage.", "Characters who wish to compete in the race must sign up to one of the ward teams and then purchase a racing uniform in their colors for 3 gp. To determine a winner, use the {@book chase rules|DMG|8|Chases} and {@table Urban Chase Complications|DMG} in {@book chapter 8 of the Dungeon Master's Guide|DMG|9}.", "Roll a {@dice d6} to determine the format of this race:", { diff --git a/class/Taron Pounds; Merchant.json b/class/Taron Pounds; Merchant.json index 32a273ed68..629f2c1089 100644 --- a/class/Taron Pounds; Merchant.json +++ b/class/Taron Pounds; Merchant.json @@ -2835,7 +2835,7 @@ "page": 16, "items": [ "You have resistance to cold and lightning damage.", - "You can see through areas {@quickref Vision and Light|PHB|2||obscured} by fog and rain.", + "You can see through areas {@quickref Vision and Light|PHB|2|0|obscured} by fog and rain.", "When using {@item net|PHB|nets}, you can {@condition restrained|PHB|restrain} creatures that are Huge or smaller." ] } @@ -3199,7 +3199,7 @@ "page": 19, "items": [ "You cannot be lost or surprised by nonmagical means.", - "Non-magical {@quickref difficult terrain||3} does not affect you." + "Non-magical {@quickref difficult terrain|PHB|3} does not affect you." ] } ] @@ -4163,7 +4163,7 @@ ], "entries": [ "You cause the cheese to spontaneously boil and spray in a line that is 20 ft. long and 5 ft. wide. Creatures in the area must make a Dexterity saving throw. Creatures that fail take {@damage 2d4} Fire damage and have their speed reduced by 10 ft. until the end of their next turn. Creatures that succeed take half as much damage and do not have their speed reduced.", - "Additionally, the line's area and the area within 5 ft. of the line (excluding your space) are covered in sticky cheese, becoming {@quickref difficult terrain||3} that costs 3 ft. of movement for every foot moved for 1 minute., after which the cheese hardens." + "Additionally, the line's area and the area within 5 ft. of the line (excluding your space) are covered in sticky cheese, becoming {@quickref difficult terrain|PHB|3} that costs 3 ft. of movement for every foot moved for 1 minute., after which the cheese hardens." ], "entriesHigherLevel": [ { diff --git a/class/uI'mFromNASA; Yet Another Ranger Variant.json b/class/uI'mFromNASA; Yet Another Ranger Variant.json index 9f502f28bf..f6f6bdd42a 100644 --- a/class/uI'mFromNASA; Yet Another Ranger Variant.json +++ b/class/uI'mFromNASA; Yet Another Ranger Variant.json @@ -771,7 +771,7 @@ "type": "item", "name": "Strider", "entries": [ - "Moving through nonmagical {@quickref difficult terrain||3} costs you no extra movement." + "Moving through nonmagical {@quickref difficult terrain|PHB|3} costs you no extra movement." ] }, { @@ -929,7 +929,7 @@ "type": "list", "page": 4, "items": [ - "{@quickref Difficult terrain||3} doesn't slow your group's travel.", + "{@quickref difficult terrain|PHB|3} doesn't slow your group's travel.", "Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.", "You do not suffer the penalty to passive Wisdom ({@skill Perception}) checks imposed by moving at a fast pace.", "Your group can move stealthily at a normal pace." @@ -1074,7 +1074,7 @@ "items": [ "You cannot become lost, except by magical means.", "You have advantage on checks and saving throws to avoid becoming lost by magical means.", - "Moving through magical {@quickref difficult terrain||3} costs you no extra movement and you ignore damage caused by moving through magical or nonmagical {@quickref difficult terrain||3}.", + "Moving through magical {@quickref difficult terrain|PHB|3} costs you no extra movement and you ignore damage caused by moving through magical or nonmagical {@quickref difficult terrain|PHB|3}.", "You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the {@spell entangle} spell.", "You have advantage on saving throws against the effects of {@filter extreme weather|trapshazards|source=|type=wth}." ] @@ -2462,7 +2462,7 @@ "subclassSource": "YARV", "level": 11, "entries": [ - "Whenever you or your companion takes the {@action attack} action, spectral energies swirl around your forms out to a distance of 5 feet. Until the start of your next turn, the area becomes {@quickref difficult terrain||3} for any creatures of your choice, and whenever such a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or take {@damage 2d8} force damage." + "Whenever you or your companion takes the {@action attack} action, spectral energies swirl around your forms out to a distance of 5 feet. Until the start of your next turn, the area becomes {@quickref difficult terrain|PHB|3} for any creatures of your choice, and whenever such a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or take {@damage 2d8} force damage." ] }, { diff --git a/collection/Aeron Drake; Modern Handbook.json b/collection/Aeron Drake; Modern Handbook.json index 5fb229da04..2650c33785 100644 --- a/collection/Aeron Drake; Modern Handbook.json +++ b/collection/Aeron Drake; Modern Handbook.json @@ -595,7 +595,7 @@ "level": 6, "header": 1, "entries": [ - "At 6th level, as a bonus action, you can expend one use of {@classFeature Bardic Inspiration|Bard||1}. If you do so, for the next minute you can cast the {@spell command} spell at 1st level as a bonus action on each of your turns without using a spell slot a number of times equal to your Charisma modifier.", + "At 6th level, as a bonus action, you can expend one use of {@classFeature Bardic Inspiration|Bard|PHB|1}. If you do so, for the next minute you can cast the {@spell command} spell at 1st level as a bonus action on each of your turns without using a spell slot a number of times equal to your Charisma modifier.", "Additionally, whenever any of your spells ends while using this feature, the creature or creatures affected don't realize they were {@condition charmed} by you unless you want to." ] }, @@ -610,8 +610,8 @@ "level": 14, "header": 1, "entries": [ - "Starting at 14th level, when you make a Charisma-based ability check, you can expend one use of {@classFeature Bardic Inspiration|Bard||1}. Roll a {@classFeature Bardic Inspiration|Bard||1} die and add twice the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.", - "Additionally, when a creature uses one of your {@classFeature Bardic Inspiration|Bard||1} dice to improve some Charisma-based ability check, it also adds twice the number rolled to its ability check." + "Starting at 14th level, when you make a Charisma-based ability check, you can expend one use of {@classFeature Bardic Inspiration|Bard|PHB|1}. Roll a {@classFeature Bardic Inspiration|Bard|PHB|1} die and add twice the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.", + "Additionally, when a creature uses one of your {@classFeature Bardic Inspiration|Bard|PHB|1} dice to improve some Charisma-based ability check, it also adds twice the number rolled to its ability check." ] }, { @@ -1392,7 +1392,7 @@ "header": 2, "entries": [ "Starting at 3rd level, you know how to size up an area and get the lay of the land in a single sweep of your eyes that often isn't perceptible to those around you.", - "You can use your bonus action granted by your {@classFeature Cunning Action|Rogue||2} to make the {@action Search} action. You also gain advantage on the check when looking for alarms, surveillance devices, escape routes and any expensive objects that can easily be concealed and carried away." + "You can use your bonus action granted by your {@classFeature Cunning Action|Rogue|PHB|2} to make the {@action Search} action. You also gain advantage on the check when looking for alarms, surveillance devices, escape routes and any expensive objects that can easily be concealed and carried away." ] }, { @@ -5648,7 +5648,7 @@ "name": "Grenade", "page": 25, "entries": [ - "As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of smoke that creates a {@quickref Vision and Light|PHB|2||heavily obscured} area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round." + "As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of smoke that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round." ] } ] @@ -5862,7 +5862,7 @@ "name": "Grenade", "page": 26, "entries": [ - "As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of tear gas that creates a {@quickref Vision and Light|PHB|2||heavily obscured} area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.", + "As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of tear gas that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.", "Any creature starting its turn in the gas is considered {@condition blinded} and it must make a Constitution saving throw or be {@condition incapacitated} ({@dc 15}). A creature wearing a {@item gas mask|MH} automatically succeeds the saving throw." ] } @@ -6147,7 +6147,7 @@ "name": "Grenade", "page": 26, "entries": [ - "As an action, a character can throw a grenade at a point. Each creature within 10 feet of the point must make a Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one. One round after the grenade lands, it emits a cloud of white phosphorus that creates a {@quickref Vision and Light|PHB|2||heavily obscured} area in a 10-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much on a successful one. The damage is increased by {@damage 1d6} each time a creature within the area fails the save." + "As an action, a character can throw a grenade at a point. Each creature within 10 feet of the point must make a Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one. One round after the grenade lands, it emits a cloud of white phosphorus that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 10-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much on a successful one. The damage is increased by {@damage 1d6} each time a creature within the area fails the save." ] }, { @@ -6155,7 +6155,7 @@ "name": "Planted", "page": 26, "entries": [ - "Each creature within 15 feet of the explosive must make a Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one. When detonated, it emits a cloud of white phosphorus that creates a {@quickref Vision and Light|PHB|2||heavily obscured} area in a 15-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much on a successful one. The damage is increased by {@damage 1d6} each time a creature within the area fails the save." + "Each creature within 15 feet of the explosive must make a Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one. When detonated, it emits a cloud of white phosphorus that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 15-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much on a successful one. The damage is increased by {@damage 1d6} each time a creature within the area fails the save." ] } ] @@ -7663,7 +7663,7 @@ { "name": "Tear Gas Grenade", "entries": [ - "{@atk rw} {@hit 4} to hit, range 30/60 ft., one target. One round after the grenade lands, it emits a cloud of tear gas creating a {@quickref Vision and Light|PHB|2||heavily obscured} area in a 20-foot radius, and any creature starting its turn in the gas is considered {@condition blinded} and it must make a Constitution saving throw or be {@condition incapacitated} ({@dc 15})." + "{@atk rw} {@hit 4} to hit, range 30/60 ft., one target. One round after the grenade lands, it emits a cloud of tear gas creating a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 20-foot radius, and any creature starting its turn in the gas is considered {@condition blinded} and it must make a Constitution saving throw or be {@condition incapacitated} ({@dc 15})." ] } ], @@ -12910,7 +12910,7 @@ "name": "Grenade", "page": 25, "entries": [ - "As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of smoke that creates a {@quickref Vision and Light|PHB|2||heavily obscured} area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round." + "As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of smoke that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round." ] } ] @@ -12926,7 +12926,7 @@ "name": "Grenade", "page": 26, "entries": [ - "As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of tear gas that creates a {@quickref Vision and Light|PHB|2||heavily obscured} area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.", + "As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of tear gas that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.", "Any creature starting its turn in the gas is considered {@condition blinded} and it must make a Constitution saving throw or be {@condition incapacitated} ({@dc 15}). A creature wearing a {@item gas mask|MH} automatically succeeds the saving throw." ] } @@ -12975,7 +12975,7 @@ "name": "Grenade", "page": 26, "entries": [ - "As an action, a character can throw a grenade at a point. Each creature within 10 feet of the point must make a Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one. One round after the grenade lands, it emits a cloud of white phosphorus that creates a {@quickref Vision and Light|PHB|2||heavily obscured} area in a 10-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much on a successful one. The damage is increased by {@damage 1d6} each time a creature within the area fails the save." + "As an action, a character can throw a grenade at a point. Each creature within 10 feet of the point must make a Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one. One round after the grenade lands, it emits a cloud of white phosphorus that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 10-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much on a successful one. The damage is increased by {@damage 1d6} each time a creature within the area fails the save." ] }, { @@ -12983,7 +12983,7 @@ "name": "Planted", "page": 26, "entries": [ - "Each creature within 15 feet of the explosive must make a Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one. When detonated, it emits a cloud of white phosphorus that creates a {@quickref Vision and Light|PHB|2||heavily obscured} area in a 15-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much on a successful one. The damage is increased by {@damage 1d6} each time a creature within the area fails the save." + "Each creature within 15 feet of the explosive must make a Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one. When detonated, it emits a cloud of white phosphorus that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 15-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much on a successful one. The damage is increased by {@damage 1d6} each time a creature within the area fails the save." ] } ] diff --git a/collection/Ghostfire Gaming; Grim Hollow - The Monster Grimoire.json b/collection/Ghostfire Gaming; Grim Hollow - The Monster Grimoire.json index b91807cadf..cfa1b9c451 100644 --- a/collection/Ghostfire Gaming; Grim Hollow - The Monster Grimoire.json +++ b/collection/Ghostfire Gaming; Grim Hollow - The Monster Grimoire.json @@ -105,7 +105,7 @@ "type": "entries", "name": "Darkvision", "entries": [ - "You can see in {@quickref Vision and Light|PHB|2||dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2||bright light}, and in {@quickref Vision and Light|PHB|2||darkness} as if it were {@quickref Vision and Light|PHB|2||dim light}. You can't discern color in {@quickref Vision and Light|PHB|2||darkness}, only shades of gray." + "You can see in {@quickref Vision and Light|PHB|2|0|dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2|0|bright light}, and in {@quickref Vision and Light|PHB|2|0|darkness} as if it were {@quickref Vision and Light|PHB|2|0|dim light}. You can't discern color in {@quickref Vision and Light|PHB|2|0|darkness}, only shades of gray." ] }, { @@ -219,7 +219,7 @@ "type": "entries", "name": "Darkvision", "entries": [ - "You can see in {@quickref Vision and Light|PHB|2||dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2||bright light}, and in {@quickref Vision and Light|PHB|2||darkness} as if it were {@quickref Vision and Light|PHB|2||dim light}. You can't discern color in {@quickref Vision and Light|PHB|2||darkness}, only shades of gray." + "You can see in {@quickref Vision and Light|PHB|2|0|dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2|0|bright light}, and in {@quickref Vision and Light|PHB|2|0|darkness} as if it were {@quickref Vision and Light|PHB|2|0|dim light}. You can't discern color in {@quickref Vision and Light|PHB|2|0|darkness}, only shades of gray." ] }, { @@ -339,7 +339,7 @@ "type": "entries", "name": "Darkvision", "entries": [ - "You can see in {@quickref Vision and Light|PHB|2||dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2||bright light}, and in {@quickref Vision and Light|PHB|2||darkness} as if it were {@quickref Vision and Light|PHB|2||dim light}. You can't discern color in {@quickref Vision and Light|PHB|2||darkness}, only shades of gray." + "You can see in {@quickref Vision and Light|PHB|2|0|dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2|0|bright light}, and in {@quickref Vision and Light|PHB|2|0|darkness} as if it were {@quickref Vision and Light|PHB|2|0|dim light}. You can't discern color in {@quickref Vision and Light|PHB|2|0|darkness}, only shades of gray." ] }, { @@ -461,7 +461,7 @@ "type": "entries", "name": "Darkvision", "entries": [ - "You can see in {@quickref Vision and Light|PHB|2||dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2||bright light}, and in {@quickref Vision and Light|PHB|2||darkness} as if it were {@quickref Vision and Light|PHB|2||dim light}. You can't discern color in {@quickref Vision and Light|PHB|2||darkness}, only shades of gray." + "You can see in {@quickref Vision and Light|PHB|2|0|dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2|0|bright light}, and in {@quickref Vision and Light|PHB|2|0|darkness} as if it were {@quickref Vision and Light|PHB|2|0|dim light}. You can't discern color in {@quickref Vision and Light|PHB|2|0|darkness}, only shades of gray." ] }, { @@ -576,7 +576,7 @@ "type": "entries", "name": "Darkvision", "entries": [ - "You can see in {@quickref Vision and Light|PHB|2||dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2||bright light}, and in {@quickref Vision and Light|PHB|2||darkness} as if it were {@quickref Vision and Light|PHB|2||dim light}. You can't discern color in {@quickref Vision and Light|PHB|2||darkness}, only shades of gray." + "You can see in {@quickref Vision and Light|PHB|2|0|dim light} within 60 feet of you as if it were {@quickref Vision and Light|PHB|2|0|bright light}, and in {@quickref Vision and Light|PHB|2|0|darkness} as if it were {@quickref Vision and Light|PHB|2|0|dim light}. You can't discern color in {@quickref Vision and Light|PHB|2|0|darkness}, only shades of gray." ] }, { @@ -1044,7 +1044,7 @@ "wondrous": true, "entries": [ "This spotted grey cloak is made of cured {@creature styrkvisnar|GHMG} hide. While wearing this cloak, you have advantage on Strength ({@skill Athletics}) checks.", - "As an action, you can command the cloak to transform you into a {@creature wolf}, {@creature eagle}, or {@creature seal|IDRotF } for up to 1 hour. The transformation otherwise functions as the {@spell polymorph} spell, but you can use a bonus action to revert to your normal form. The cloak can't be used this way again until the next dawn." + "As an action, you can command the cloak to transform you into a {@creature wolf}, {@creature eagle}, or {@creature seal|IDRotF} for up to 1 hour. The transformation otherwise functions as the {@spell polymorph} spell, but you can use a bonus action to revert to your normal form. The cloak can't be used this way again until the next dawn." ] }, { @@ -1286,7 +1286,7 @@ "type": "RG", "rarity": "uncommon", "entries": [ - "The ring, made from the bristles of the {@creature goldmane boar|GHMG}, sheds {@quickref Vision and Light||2||bright light} in a 20-foot radius and {@quickref Vision and Light||2||dim light} for an additional 20 feet. This light shines even in areas where magic does not function normally, or where magical light would normally be suppressed." + "The ring, made from the bristles of the {@creature goldmane boar|GHMG}, sheds {@quickref Vision and Light|PHB|2|0|bright light} in a 20-foot radius and {@quickref Vision and Light|PHB|2|0|dim light} for an additional 20 feet. This light shines even in areas where magic does not function normally, or where magical light would normally be suppressed." ] }, { @@ -1922,7 +1922,7 @@ "charges": 10, "staff": true, "entries": [ - "This wooden staff is made from the harvested claws of {@creature braerog}. It has 10 charges when it is created. While holding it, you can use an action to expend 1 charge from the staff and cause thorny vines to sprout from a patch of earth or soil in a 20-foot square within 5 feet of you, or from the staff itself. Unless you choose a specific kind of briar plant, the staff creates a rose patch. These plants turn the ground in the area into {@quickref difficult terrain||3}. The briar patch is nonmagical, and it grows or withers as a normal plant would.", + "This wooden staff is made from the harvested claws of {@creature braerog}. It has 10 charges when it is created. While holding it, you can use an action to expend 1 charge from the staff and cause thorny vines to sprout from a patch of earth or soil in a 20-foot square within 5 feet of you, or from the staff itself. Unless you choose a specific kind of briar plant, the staff creates a rose patch. These plants turn the ground in the area into {@quickref difficult terrain|PHB|3}. The briar patch is nonmagical, and it grows or withers as a normal plant would.", "The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff turns into rose petals and is lost forever." ] }, @@ -3473,7 +3473,7 @@ { "name": "Harrowed Tunneler", "entries": [ - "The ancient hurrock can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake. The tunnel is {@quickref difficult terrain||3}." + "The ancient hurrock can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake. The tunnel is {@quickref difficult terrain|PHB|3}." ] }, { @@ -7307,7 +7307,7 @@ { "name": "Mire", "entries": [ - "The ground within 40 feet of the bloody avenue is {@quickref difficult terrain||3} for creatures of the avenue's choice. Such a creature that enters that area for the first time on a turn or starts its turn there must succeed on a {@dc 17} Strength saving throw or become {@condition grappled} by the ground (escape {@dc 17}). A creature that fails by 5 or more is {@condition restrained} while {@condition grappled} in this way." + "The ground within 40 feet of the bloody avenue is {@quickref difficult terrain|PHB|3} for creatures of the avenue's choice. Such a creature that enters that area for the first time on a turn or starts its turn there must succeed on a {@dc 17} Strength saving throw or become {@condition grappled} by the ground (escape {@dc 17}). A creature that fails by 5 or more is {@condition restrained} while {@condition grappled} in this way." ] }, { @@ -7586,7 +7586,7 @@ { "name": "Slimy Movement", "entries": [ - "The bog crawler ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}." + "The bog crawler ignores {@quickref difficult terrain|PHB|3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}." ] } ], @@ -7875,7 +7875,7 @@ { "name": "Dryad's Stride", "entries": [ - "Moving through nonmagical {@quickref difficult terrain||3}, as well as magical {@quickref difficult terrain||3} created by an allied dryad, costs the bolejack no extra movement." + "Moving through nonmagical {@quickref difficult terrain|PHB|3}, as well as magical {@quickref difficult terrain|PHB|3} created by an allied dryad, costs the bolejack no extra movement." ] }, { @@ -8287,7 +8287,7 @@ { "name": "Briar Patch {@recharge}", "entries": [ - "Thorny vines sprout from the ground in a 20-foot square starting from a point within 5 feet of the braerog. The briar patch is {@quickref difficult terrain||3} and lasts for 1 minute, until the braerog creates another patch, until the braerog uses a bonus action to dismiss the patch, or until the braerog becomes {@condition incapacitated} or dies.", + "Thorny vines sprout from the ground in a 20-foot square starting from a point within 5 feet of the braerog. The briar patch is {@quickref difficult terrain|PHB|3} and lasts for 1 minute, until the braerog creates another patch, until the braerog uses a bonus action to dismiss the patch, or until the braerog becomes {@condition incapacitated} or dies.", "The braerog can designate creatures immune to the vines when creating the patch. Any other creature that enters the area or starts its turn there must succeed on a {@dc 11} Strength saving throw or be {@condition grappled} by the thorny vines (escape {@dc 11}) and {@condition restrained} while {@condition grappled} in this way." ] } @@ -8879,13 +8879,13 @@ { "name": "Nether Step", "entries": [ - "As its movement for its turn, the candlelight daemon can teleport to an unoccupied space within 30 feet of it, provided the space it's teleporting to and from are both in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}. The daemon doesn't need to see the destination." + "As its movement for its turn, the candlelight daemon can teleport to an unoccupied space within 30 feet of it, provided the space it's teleporting to and from are both in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}. The daemon doesn't need to see the destination." ] }, { "name": "Shadow Stealth", "entries": [ - "While in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the daemon can take the {@action Hide} action as a bonus action." + "While in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the daemon can take the {@action Hide} action as a bonus action." ] }, { @@ -9438,7 +9438,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The catacomb haunt can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The catacomb haunt can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] }, { @@ -10597,7 +10597,7 @@ { "name": "Darkness Aura", "entries": [ - "The chiropteran behemoth can use a bonus action to create {@quickref Vision and Light|PHB|2||darkness} in a 40-foot radius centered on itself. This {@quickref Vision and Light|PHB|2||darkness} moves with the behemoth. A creature with {@sense darkvision} can't see through this magical {@quickref Vision and Light|PHB|2||darkness}, and nonmagical light can't illuminate it. A light-producing spell of 2nd level or lower is dispelled if its area overlaps the {@quickref Vision and Light|PHB|2||darkness}'s area. This {@quickref Vision and Light|PHB|2||darkness} lasts until the start of the behemoth's next turn or until the behemoth dies." + "The chiropteran behemoth can use a bonus action to create {@quickref Vision and Light|PHB|2|0|darkness} in a 40-foot radius centered on itself. This {@quickref Vision and Light|PHB|2|0|darkness} moves with the behemoth. A creature with {@sense darkvision} can't see through this magical {@quickref Vision and Light|PHB|2|0|darkness}, and nonmagical light can't illuminate it. A light-producing spell of 2nd level or lower is dispelled if its area overlaps the {@quickref Vision and Light|PHB|2|0|darkness}'s area. This {@quickref Vision and Light|PHB|2|0|darkness} lasts until the start of the behemoth's next turn or until the behemoth dies." ] }, { @@ -11050,7 +11050,7 @@ { "name": "Illumination", "entries": [ - "The coldfire ooze sheds {@quickref Vision and Light|PHB|2||bright light} in a 20-foot radius and {@quickref Vision and Light|PHB|2||dim light} for an additional 20 feet." + "The coldfire ooze sheds {@quickref Vision and Light|PHB|2|0|bright light} in a 20-foot radius and {@quickref Vision and Light|PHB|2|0|dim light} for an additional 20 feet." ] }, { @@ -11662,13 +11662,13 @@ { "name": "Dead Light", "entries": [ - "The corpse wisp sheds {@quickref Vision and Light|PHB|2||dim light} in a 20-foot radius." + "The corpse wisp sheds {@quickref Vision and Light|PHB|2|0|dim light} in a 20-foot radius." ] }, { "name": "Incorporeal Movement", "entries": [ - "The corpse wisp can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The corpse wisp can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] } ], @@ -11999,7 +11999,7 @@ { "name": "Devil's Sight", "entries": [ - "Magical {@quickref Vision and Light|PHB|2||darkness} doesn't impede the crimson stallion's {@sense darkvision}." + "Magical {@quickref Vision and Light|PHB|2|0|darkness} doesn't impede the crimson stallion's {@sense darkvision}." ] } ], @@ -12458,7 +12458,7 @@ { "name": "Camouflage", "entries": [ - "The dark mist stalker can attempt to hide when {@quickref Vision and Light|PHB|2||lightly obscured} by foliage, heavy rain, mist, or other natural phenomena. Additionally, when it is hidden from a creature and misses with a ranged weapon attack, it remains hidden." + "The dark mist stalker can attempt to hide when {@quickref Vision and Light|PHB|2|0|lightly obscured} by foliage, heavy rain, mist, or other natural phenomena. Additionally, when it is hidden from a creature and misses with a ranged weapon attack, it remains hidden." ] }, { @@ -12470,13 +12470,13 @@ { "name": "Hunter's Stride", "entries": [ - "The dark mist stalker is unhindered by {@quickref difficult terrain||3}." + "The dark mist stalker is unhindered by {@quickref difficult terrain|PHB|3}." ] }, { "name": "Night Stalker", "entries": [ - "The dark mist stalker can see in {@quickref Vision and Light|PHB|2||dim light} without penalty." + "The dark mist stalker can see in {@quickref Vision and Light|PHB|2|0|dim light} without penalty." ] } ], @@ -12598,7 +12598,7 @@ { "name": "Shadow Blend (Recharges after a Short or Long Rest)", "entries": [ - "While in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the darkfeather can use a bonus action to become {@condition invisible}, along with anything it's wearing or carrying. The invisibility lasts until the darkfeather uses a bonus action to end it or until the darkfeather attacks, is in {@quickref Vision and Light|PHB|2||bright light}, or is {@condition incapacitated}." + "While in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the darkfeather can use a bonus action to become {@condition invisible}, along with anything it's wearing or carrying. The invisibility lasts until the darkfeather uses a bonus action to end it or until the darkfeather attacks, is in {@quickref Vision and Light|PHB|2|0|bright light}, or is {@condition incapacitated}." ] }, { @@ -12695,7 +12695,7 @@ { "name": "Drink Light", "entries": [ - "The dawndrinker can take a bonus action to drink light within 30 feet of it. If it does so, nonmagical light sources in this area go out, extinguishing any flames that are the source of the light. Provided the light comes from an effect of 3rd level or lower, or a creature of CR 7 or lower, magical {@quickref Vision and Light|PHB|2||bright light} becomes {@quickref Vision and Light|PHB|2||dim light}, and magical {@quickref Vision and Light|PHB|2||dim light} goes out. If a magical effect's light is extinguished, the effect is dispelled. A creature's or object's inherent light returns to normal after 1 minute. The dawndrinker can dim or extinguish stronger effects by succeeding on a Constitution check with a DC of 10 + the effect's level or 5 + the creator's CR, whichever is lower." + "The dawndrinker can take a bonus action to drink light within 30 feet of it. If it does so, nonmagical light sources in this area go out, extinguishing any flames that are the source of the light. Provided the light comes from an effect of 3rd level or lower, or a creature of CR 7 or lower, magical {@quickref Vision and Light|PHB|2|0|bright light} becomes {@quickref Vision and Light|PHB|2|0|dim light}, and magical {@quickref Vision and Light|PHB|2|0|dim light} goes out. If a magical effect's light is extinguished, the effect is dispelled. A creature's or object's inherent light returns to normal after 1 minute. The dawndrinker can dim or extinguish stronger effects by succeeding on a Constitution check with a DC of 10 + the effect's level or 5 + the creator's CR, whichever is lower." ] }, { @@ -12713,7 +12713,7 @@ { "name": "Shadow Cunning", "entries": [ - "In {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the dawndrinker can take a bonus action to use the {@action Disengage} or {@action Hide} actions." + "In {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the dawndrinker can take a bonus action to use the {@action Disengage} or {@action Hide} actions." ] } ], @@ -14677,7 +14677,7 @@ { "name": "Regeneration", "entries": [ - "The vampire regains 15 hit points at the start of its turn if it has at least 1 hit point and isn't in magical {@quickref Vision and Light|PHB|2||darkness} or running water. If the vampire takes necrotic damage, this trait doesn't function at the start of the vampire's next turn." + "The vampire regains 15 hit points at the start of its turn if it has at least 1 hit point and isn't in magical {@quickref Vision and Light|PHB|2|0|darkness} or running water. If the vampire takes necrotic damage, this trait doesn't function at the start of the vampire's next turn." ] }, { @@ -14695,7 +14695,7 @@ { "name": "Shapechanger", "entries": [ - "If the vampire isn't in magical {@quickref Vision and Light|PHB|2||darkness} or running water, it can use its action to polymorph into a Tiny beast (such as a {@creature bat|MM} or a {@creature rat|MM|mouse}) or a Medium cloud of mist, or back into its true form.", + "If the vampire isn't in magical {@quickref Vision and Light|PHB|2|0|darkness} or running water, it can use its action to polymorph into a Tiny beast (such as a {@creature bat|MM} or a {@creature rat|MM|mouse}) or a Medium cloud of mist, or back into its true form.", "While in beast form, the vampire can't speak, its walking speed is that of the new form, including any flight, climb, or burrow speeds that may be present. Its statistics, other than its size and speed, are unchanged. Anything it is wearing is transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.", "While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hove, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from running water." ] @@ -14703,7 +14703,7 @@ { "name": "Misty Escape", "entries": [ - "When it drops to 0 hit points outside of its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in magical {@quickref Vision and Light|PHB|2||darkness} or running water. If it can't transform, it is destroyed.", + "When it drops to 0 hit points outside of its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in magical {@quickref Vision and Light|PHB|2|0|darkness} or running water. If it can't transform, it is destroyed.", "While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point." ] }, @@ -14719,7 +14719,7 @@ "The vampire has the following flaws:", "{@i Forbiddance.} The vampire can't enter a residence without an invitation from one of the occupants.", "{@i Stake to the Heart.} The vampire dies if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place.", - "{@i Magical Darkness Sensitivity.} The vampire takes 20 necrotic damage when it starts its turn in magical {@quickref Vision and Light|PHB|2||darkness}. While in magical {@quickref Vision and Light|PHB|2||darkness}, it has disadvantage on attack rolls and ability checks." + "{@i Magical Darkness Sensitivity.} The vampire takes 20 necrotic damage when it starts its turn in magical {@quickref Vision and Light|PHB|2|0|darkness}. While in magical {@quickref Vision and Light|PHB|2|0|darkness}, it has disadvantage on attack rolls and ability checks." ] }, { @@ -15565,8 +15565,8 @@ { "name": "Dreamer Escape", "entries": [ - "When it drops to 0 hit points outside its resting place, the vampire doesn't fall {@condition unconscious} but polymorphs into a Medium cloud of luminous, ectoplasmic \"vapor\" that sheds {@quickref Vision and Light|PHB|2||dim light} in a 10-foot radius. Anything it wears or carries transforms with it. The vampire can't transform into this vapor in sunlight. If the vampire can't transform, it dies.", - "While in vapor form, the vampire can't take any actions or manipulate objects. It is weightless, has a flying speed of 30e fet, can hover, and can enter a hostile creature's space and stop there. In addition, this mist can pass through objects and liquid but treats both as {@quickref difficult terrain||3}. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage, except the damage from sunlight, and has resistance to damage other than radiant. If the vampire ends its turn inside an object, the vampire dies, its body, in its true form, merged with the object.", + "When it drops to 0 hit points outside its resting place, the vampire doesn't fall {@condition unconscious} but polymorphs into a Medium cloud of luminous, ectoplasmic \"vapor\" that sheds {@quickref Vision and Light|PHB|2|0|dim light} in a 10-foot radius. Anything it wears or carries transforms with it. The vampire can't transform into this vapor in sunlight. If the vampire can't transform, it dies.", + "While in vapor form, the vampire can't take any actions or manipulate objects. It is weightless, has a flying speed of 30e fet, can hover, and can enter a hostile creature's space and stop there. In addition, this mist can pass through objects and liquid but treats both as {@quickref difficult terrain|PHB|3}. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage, except the damage from sunlight, and has resistance to damage other than radiant. If the vampire ends its turn inside an object, the vampire dies, its body, in its true form, merged with the object.", "While it has 0 hit points in vapor form, the vampire dies if it takes damage three times or radiant damage once. It can't willingly revert to its vampire form, and it must reach its resting place within 2 hours or die. The vampire reverts to its true form if it dies. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point." ] } @@ -16007,7 +16007,7 @@ { "name": "Shadow Stealth", "entries": [ - "While in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the eagal sithe can take the {@action Hide} action as a bonus action." + "While in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the eagal sithe can take the {@action Hide} action as a bonus action." ] } ], @@ -16198,7 +16198,7 @@ { "name": "Fiendish Sight", "entries": [ - "Magical {@quickref Vision and Light|PHB|2||darkness} doesn't impede the eater's {@sense darkvision}." + "Magical {@quickref Vision and Light|PHB|2|0|darkness} doesn't impede the eater's {@sense darkvision}." ] }, { @@ -16723,7 +16723,7 @@ { "name": "Harrowed Tunneler", "entries": [ - "The elder hurrock can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. The tunnel is {@quickref difficult terrain||3}." + "The elder hurrock can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. The tunnel is {@quickref difficult terrain|PHB|3}." ] }, { @@ -18466,7 +18466,7 @@ { "name": "Flash of Light", "entries": [ - "The eye glows with radiant light, filling a 60-foot radius around it with {@quickref Vision and Light|PHB|2||bright light}. All creatures that can see the eye must succeed on a {@dc 13} Constitution saving throw or take 5 ({@damage 1d4 + 3}) radiant damage and be {@condition blinded} for one minute. A {@condition blinded} creature can repeat the saving throw at the end of each of their turns.", + "The eye glows with radiant light, filling a 60-foot radius around it with {@quickref Vision and Light|PHB|2|0|bright light}. All creatures that can see the eye must succeed on a {@dc 13} Constitution saving throw or take 5 ({@damage 1d4 + 3}) radiant damage and be {@condition blinded} for one minute. A {@condition blinded} creature can repeat the saving throw at the end of each of their turns.", "Once the flash has ended, the eye turns {@condition invisible} and can teleport up to 30 feet to an unoccupied space it can see." ] } @@ -19436,7 +19436,7 @@ { "name": "Illumination", "entries": [ - "The forgeblight sheds {@quickref Vision and Light|PHB|2||bright light} in a 10-foot radius and {@quickref Vision and Light|PHB|2||dim light} for an additional 10 feet." + "The forgeblight sheds {@quickref Vision and Light|PHB|2|0|bright light} in a 10-foot radius and {@quickref Vision and Light|PHB|2|0|dim light} for an additional 10 feet." ] }, { @@ -20581,7 +20581,7 @@ { "name": "Ice Walk", "entries": [ - "Gegazol can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost her extra movement." + "Gegazol can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain|PHB|3} composed of ice or snow doesn't cost her extra movement." ] }, { @@ -21805,7 +21805,7 @@ { "name": "Glowing Mane", "entries": [ - "The goldmane boar sheds {@quickref Vision and Light|PHB|2||dim light} in a 10-foot radius." + "The goldmane boar sheds {@quickref Vision and Light|PHB|2|0|dim light} in a 10-foot radius." ] }, { @@ -22299,7 +22299,7 @@ { "name": "Light Sensitivity", "entries": [ - "While in {@quickref Vision and Light|PHB|2||bright light}, the grief eater has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + "While in {@quickref Vision and Light|PHB|2|0|bright light}, the grief eater has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." ] } ], @@ -22307,7 +22307,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is {@condition frightened}, or full of sorrow or despair, it also takes 4 ({@damage 1d4 + 2}) psychic damage. The target's hit point maximum is reduced by an amount equal to the psychic damage taken, and the grief eater regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid is slain in this way and left unburied, a grief eater emerges from the corpse 24 hours later, provided the body is in {@quickref Vision and Light|PHB|2||darkness}." + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is {@condition frightened}, or full of sorrow or despair, it also takes 4 ({@damage 1d4 + 2}) psychic damage. The target's hit point maximum is reduced by an amount equal to the psychic damage taken, and the grief eater regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid is slain in this way and left unburied, a grief eater emerges from the corpse 24 hours later, provided the body is in {@quickref Vision and Light|PHB|2|0|darkness}." ] }, { @@ -24184,7 +24184,7 @@ { "name": "Aura of Pure Order", "entries": [ - "The hedron exudes a 30-foot sphere of pure order, which influences randomness and makes the area conform to a rigid ideal. The aura penetrates objects and barriers, but a barrier more than 2 feet thick blocks it, as does any barrier of force. Objects harmlessly become perfectly geometric if they remain in the aura for 1 minute. Difficult terrain in the area becomes normal terrain until subjected to something that makes it {@quickref difficult terrain||3} again. Objects removed from the aura before they transform revert to normal.", + "The hedron exudes a 30-foot sphere of pure order, which influences randomness and makes the area conform to a rigid ideal. The aura penetrates objects and barriers, but a barrier more than 2 feet thick blocks it, as does any barrier of force. Objects harmlessly become perfectly geometric if they remain in the aura for 1 minute. Difficult terrain in the area becomes normal terrain until subjected to something that makes it {@quickref difficult terrain|PHB|3} again. Objects removed from the aura before they transform revert to normal.", "A creature other than a hedron that enters the area for the first time on a turn or starts its turn there takes 5 ({@damage 2d4}) force damage. While in the aura, a creature can't change shape or have advantage or disadvantage." ] }, @@ -25962,7 +25962,7 @@ { "name": "Harrowed Tunneler", "entries": [ - "The hurrock can burrow through solid rock at half its burrow speed and leaves a 6-foot-diameter tunnel in its wake. The tunnel is {@quickref difficult terrain||3}." + "The hurrock can burrow through solid rock at half its burrow speed and leaves a 6-foot-diameter tunnel in its wake. The tunnel is {@quickref difficult terrain|PHB|3}." ] }, { @@ -26116,7 +26116,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The cauchemange can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The cauchemange can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] }, { @@ -27795,7 +27795,7 @@ { "name": "Corruption Aura", "entries": [ - "The jespaith corrupts the area around it, poisoning the air, filling it with biting undead insects, and sundering the ground. Any creature that starts its turn within 20 feet of the jespaith takes 5 ({@damage 2d4}) piercing damage and 5 ({@damage 2d4}) poison damage. The creature must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned} until the start of its next turn. On the ground, this area is {@quickref difficult terrain||3} and remains so when the jespaith moves on." + "The jespaith corrupts the area around it, poisoning the air, filling it with biting undead insects, and sundering the ground. Any creature that starts its turn within 20 feet of the jespaith takes 5 ({@damage 2d4}) piercing damage and 5 ({@damage 2d4}) poison damage. The creature must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned} until the start of its next turn. On the ground, this area is {@quickref difficult terrain|PHB|3} and remains so when the jespaith moves on." ] }, { @@ -28125,7 +28125,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The katoche can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The katoche can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] } ], @@ -28771,7 +28771,7 @@ { "name": "Firebrand Aura (Recharges after a Short or Long Rest)", "entries": [ - "The Knifetooth firebrand surrounds itself with an aura of violet flame, shedding {@quickref Vision and Light|PHB|2||bright light} in a 10-foot radius and {@quickref Vision and Light|PHB|2||dim light} for an additional 10 feet. These flames increase the firebrand's AC by 1. Whenever a creature within 10 feet of the firebrand hits it with an attack, the flames leap to the attacker, dealing that attacker 5 ({@damage 2d4}) fire damage. Violet flame outlines a creature struck by this fire, so the creature gains no benefit from being {@condition invisible} until it leaves the aura. This aura lasts for 10 minutes, until the firebrand uses this action again, until the firebrand is {@condition incapacitated} or dies, or until the firebrand uses a bonus action to end it." + "The Knifetooth firebrand surrounds itself with an aura of violet flame, shedding {@quickref Vision and Light|PHB|2|0|bright light} in a 10-foot radius and {@quickref Vision and Light|PHB|2|0|dim light} for an additional 10 feet. These flames increase the firebrand's AC by 1. Whenever a creature within 10 feet of the firebrand hits it with an attack, the flames leap to the attacker, dealing that attacker 5 ({@damage 2d4}) fire damage. Violet flame outlines a creature struck by this fire, so the creature gains no benefit from being {@condition invisible} until it leaves the aura. This aura lasts for 10 minutes, until the firebrand uses this action again, until the firebrand is {@condition incapacitated} or dies, or until the firebrand uses a bonus action to end it." ] } ], @@ -31436,7 +31436,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The living dream can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The living dream can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] }, { @@ -31589,7 +31589,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The living nightmare can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The living nightmare can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] }, { @@ -32976,7 +32976,7 @@ { "name": "Devil's Sight", "entries": [ - "Magical {@quickref Vision and Light|PHB|2||darkness} doesn't impede the malefic broker's {@sense darkvision}." + "Magical {@quickref Vision and Light|PHB|2|0|darkness} doesn't impede the malefic broker's {@sense darkvision}." ] }, { @@ -34713,7 +34713,7 @@ { "name": "Illumination", "entries": [ - "The mjork sheds {@quickref Vision and Light|PHB|2||dim light} in a 10-foot radius." + "The mjork sheds {@quickref Vision and Light|PHB|2|0|dim light} in a 10-foot radius." ] }, { @@ -34863,7 +34863,7 @@ { "name": "Smoke Shroud", "entries": [ - "While the mjork asher has 41 or more hit points, smoke renders a sphere within 20 feet of it {@quickref Vision and Light|PHB|2||heavily obscured}. This smoke goes around corners. Even while the mjork has 40 or fewer hit points, tendrils of this smoke extend to 60 feet from the mjork, providing smoke for the Smoke Sense of all mjorks. However, the whole shroud dissipates during any round the mjork is exposed to moderate (at least 10 miles per hour) or stronger wind." + "While the mjork asher has 41 or more hit points, smoke renders a sphere within 20 feet of it {@quickref Vision and Light|PHB|2|0|heavily obscured}. This smoke goes around corners. Even while the mjork has 40 or fewer hit points, tendrils of this smoke extend to 60 feet from the mjork, providing smoke for the Smoke Sense of all mjorks. However, the whole shroud dissipates during any round the mjork is exposed to moderate (at least 10 miles per hour) or stronger wind." ] }, { @@ -34895,7 +34895,7 @@ { "name": "Create Sootlings (1/Day)", "entries": [ - "The mjork asher chooses a point within 60 feet of it that it can sense. Smoke fills a 20-foot radius sphere centered on that point. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}.", + "The mjork asher chooses a point within 60 feet of it that it can sense. Smoke fills a 20-foot radius sphere centered on that point. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2|0|heavily obscured}.", "This smoke lasts until the start of the mjork's next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Unless dispersed before the start of the mjork's next turn, a {@creature Mjork Sootling Swarm|GHMG|sootling swarm} forms in a space in the area, favoring a space a creature hostile to the mjork occupies. The swarm takes its turn just after the mjork and obeys the mjork's verbal commands (no action for the mjork). If issued no commands, the swarm acts independently, often attacking a creature that isn't its ally. The swarm can survive indefinitely after being created." ] } @@ -35023,7 +35023,7 @@ { "name": "Illumination", "entries": [ - "The mjork burner sheds {@quickref Vision and Light|PHB|2||bright light} in a 10-foot radius and {@quickref Vision and Light|PHB|2||dim light} for another 10 feet." + "The mjork burner sheds {@quickref Vision and Light|PHB|2|0|bright light} in a 10-foot radius and {@quickref Vision and Light|PHB|2|0|dim light} for another 10 feet." ] }, { @@ -35173,7 +35173,7 @@ { "name": "Illumination", "entries": [ - "The mjork charger sheds {@quickref Vision and Light|PHB|2||dim light} in a 10-foot radius." + "The mjork charger sheds {@quickref Vision and Light|PHB|2|0|dim light} in a 10-foot radius." ] }, { @@ -37209,7 +37209,7 @@ { "name": "Shadow Shroud", "entries": [ - "Provided it's in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the nacambra magically turns {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the nacambra wears or carries is {@condition invisible} with it." + "Provided it's in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the nacambra magically turns {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the nacambra wears or carries is {@condition invisible} with it." ] } ], @@ -37500,7 +37500,7 @@ { "name": "Devil's Sight", "entries": [ - "Magical {@quickref Vision and Light|PHB|2||darkness} doesn't impede the nether spider's {@sense darkvision}." + "Magical {@quickref Vision and Light|PHB|2|0|darkness} doesn't impede the nether spider's {@sense darkvision}." ] }, { @@ -37532,7 +37532,7 @@ { "name": "Web {@recharge 5}", "entries": [ - "{@atk rw} {@hit 5} to hit, range 30/60 ft., one creature. {@h}The target is {@condition grappled} by webbing (escape {@dc 12}) and {@condition restrained} while {@condition grappled} in this way. The web creates magical {@quickref Vision and Light|PHB|2||darkness} and {@quickref difficult terrain||3} in a 5-foot space for 1 minute, even if it misses the target. This {@quickref Vision and Light|PHB|2||darkness} dispels magical light created by a spell of 2nd or lower level. The webbing has AC 10; hp 10; vulnerability to cold damage; immunity to bludgeoning, fire, poison, and psychic damage." + "{@atk rw} {@hit 5} to hit, range 30/60 ft., one creature. {@h}The target is {@condition grappled} by webbing (escape {@dc 12}) and {@condition restrained} while {@condition grappled} in this way. The web creates magical {@quickref Vision and Light|PHB|2|0|darkness} and {@quickref difficult terrain|PHB|3} in a 5-foot space for 1 minute, even if it misses the target. This {@quickref Vision and Light|PHB|2|0|darkness} dispels magical light created by a spell of 2nd or lower level. The webbing has AC 10; hp 10; vulnerability to cold damage; immunity to bludgeoning, fire, poison, and psychic damage." ] } ], @@ -37642,13 +37642,13 @@ { "name": "Light Sensitivity", "entries": [ - "While in {@quickref Vision and Light|PHB|2||bright light}, the night serpent has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + "While in {@quickref Vision and Light|PHB|2|0|bright light}, the night serpent has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." ] }, { "name": "Shadow Stealth", "entries": [ - "While in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, night serpents can {@action Hide} as a bonus action and have advantage on {@skill Stealth} checks." + "While in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, night serpents can {@action Hide} as a bonus action and have advantage on {@skill Stealth} checks." ] } ], @@ -37945,7 +37945,7 @@ "cha": 8, "skill": { "stealth": "+5", - "special": "({@skillCheck stealth 8} in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness})" + "special": "({@skillCheck stealth 8} in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness})" }, "senses": [ "darkvision 60 ft." @@ -37985,7 +37985,7 @@ { "name": "Shadow Stealth", "entries": [ - "While in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the oblivion brute can take the {@action Hide} action as a bonus action." + "While in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the oblivion brute can take the {@action Hide} action as a bonus action." ] }, { @@ -38000,7 +38000,7 @@ "name": "Soul Drain", "entries": [ "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}16 ({@damage 3d8 + 3}) necrotic damage, and the target must make a {@dc 13} Constitution saving throw. On a failure, the target's available Hit Dice are reduced by 1. If this effect reduces the target's Hit Dice to 0, the target falls {@condition unconscious}. The target can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. Hit Dice lost this way return at the end of a short rest, in time to spend them to regain hit points.", - "If an oblivion brute kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as {@spell wish} or {@classFeature divine intervention|Cleric||10}." + "If an oblivion brute kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as {@spell wish} or {@classFeature divine intervention|Cleric|PHB|10}." ] }, { @@ -38076,7 +38076,7 @@ "cha": 8, "skill": { "stealth": "+5", - "special": "({@skillCheck stealth 8} in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness})" + "special": "({@skillCheck stealth 8} in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness})" }, "senses": [ "darkvision 60 ft." @@ -38116,7 +38116,7 @@ { "name": "Shadow Stealth", "entries": [ - "While in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the oblivion juggernaut can take the {@action Hide} action as a bonus action." + "While in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the oblivion juggernaut can take the {@action Hide} action as a bonus action." ] }, { @@ -38137,7 +38137,7 @@ "name": "Soul Drain", "entries": [ "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}26 ({@damage 4d10 + 4}) necrotic damage, and the target must make a {@dc 13} Constitution saving throw. On a failure, the target's available Hit Dice are reduced by 2. If this effect reduces the target's Hit Dice to 0, the target falls {@condition unconscious}. The target can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. Hit Dice lost this way return at the end of a short rest, in time to spend them to regain hit points.", - "If an oblivion juggernaut kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as {@spell wish} or {@classFeature divine intervention|Cleric||10}." + "If an oblivion juggernaut kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as {@spell wish} or {@classFeature divine intervention|Cleric|PHB|10}." ] }, { @@ -38215,7 +38215,7 @@ "cha": 8, "skill": { "stealth": "+5", - "special": "({@skillCheck stealth 7} in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness})" + "special": "({@skillCheck stealth 7} in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness})" }, "senses": [ "darkvision 60 ft." @@ -38255,13 +38255,13 @@ { "name": "Shadow Leap", "entries": [ - "Starting in an area of {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, an oblivion leaper can teleport to an unoccupied space also in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}. Every foot of teleportation costs the oblivion leaper 1 foot of movement." + "Starting in an area of {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, an oblivion leaper can teleport to an unoccupied space also in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}. Every foot of teleportation costs the oblivion leaper 1 foot of movement." ] }, { "name": "Shadow Stealth", "entries": [ - "While in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the oblivion leaper can take the {@action Hide} action as a bonus action." + "While in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the oblivion leaper can take the {@action Hide} action as a bonus action." ] }, { @@ -38276,7 +38276,7 @@ "name": "Soul Drain", "entries": [ "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 3}) necrotic damage, and the target must make a {@dc 11} Constitution saving throw. On a failure, the target's available Hit Dice are reduced by 1. If this effect reduces the target's Hit Dice to 0, the target falls {@condition unconscious}. The target can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. Hit Dice lost this way return at the end of a short rest, in time to spend them to regain hit points.", - "If an oblivion leaper kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as {@spell wish} or {@classFeature divine intervention|Cleric||10}." + "If an oblivion leaper kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as {@spell wish} or {@classFeature divine intervention|Cleric|PHB|10}." ] } ], @@ -38341,7 +38341,7 @@ "cha": 8, "skill": { "stealth": "+5", - "special": "({@skillCheck stealth 7} in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness})" + "special": "({@skillCheck stealth 7} in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness})" }, "senses": [ "darkvision 60 ft." @@ -38381,7 +38381,7 @@ { "name": "Shadow Stealth", "entries": [ - "While in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the oblivion whistler can take the {@action Hide} action as a bonus action." + "While in {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the oblivion whistler can take the {@action Hide} action as a bonus action." ] }, { @@ -38402,7 +38402,7 @@ "name": "Soul Drain", "entries": [ "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) necrotic damage, and the target must make a {@dc 11} Constitution saving throw. On a failure, the target's available Hit Dice are reduced by 1. If this effect reduces the target's Hit Dice to 0, the target falls {@condition unconscious}. The target can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. Hit Dice lost this way return at the end of a short rest, in time to spend them to regain hit points.", - "If an oblivion whistler kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as {@spell wish} or {@classFeature divine intervention|Cleric||10}." + "If an oblivion whistler kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as {@spell wish} or {@classFeature divine intervention|Cleric|PHB|10}." ] } ], @@ -40071,7 +40071,7 @@ { "name": "Control Earth", "entries": [ - "The panjaian citrolachi chooses dirt or stone it can see within 30 feet of it. It can move one 5-foot cube of loose dirt up to 5 feet. The citrolachi can also make one 5-foot cube of dirt or stone {@quickref difficult terrain||3}, or vice versa." + "The panjaian citrolachi chooses dirt or stone it can see within 30 feet of it. It can move one 5-foot cube of loose dirt up to 5 feet. The citrolachi can also make one 5-foot cube of dirt or stone {@quickref difficult terrain|PHB|3}, or vice versa." ] } ], @@ -40207,7 +40207,7 @@ { "name": "Coldfire Crisis", "entries": [ - "As a bonus action, the panjaian gormadraugon causes the area within a 30-foot sphere centered on it to become icy {@quickref difficult terrain||3}. Nonmagical flames in that area go out. Creatures of the gormadraugon's choice that start their turn in that area lose their resistance to cold damage or treat their cold immunity as resistance to cold damage. This loss of resistance or immunity lasts until the start of the creature's next turn. The aura lasts until the gormadraugon becomes {@condition incapacitated}, dies, or uses an action or bonus action to end it." + "As a bonus action, the panjaian gormadraugon causes the area within a 30-foot sphere centered on it to become icy {@quickref difficult terrain|PHB|3}. Nonmagical flames in that area go out. Creatures of the gormadraugon's choice that start their turn in that area lose their resistance to cold damage or treat their cold immunity as resistance to cold damage. This loss of resistance or immunity lasts until the start of the creature's next turn. The aura lasts until the gormadraugon becomes {@condition incapacitated}, dies, or uses an action or bonus action to end it." ] }, { @@ -40523,7 +40523,7 @@ { "name": "Controlled Illumination", "entries": [ - "As a bonus action, the panjaian morakeshi can shed {@quickref Vision and Light|PHB|2||bright light} in a 20-foot radius and {@quickref Vision and Light|PHB|2||dim light} for an additional 20 feet. The morakeshi can douse this light using no action, provided the morakeshi isn't {@condition incapacitated}." + "As a bonus action, the panjaian morakeshi can shed {@quickref Vision and Light|PHB|2|0|bright light} in a 20-foot radius and {@quickref Vision and Light|PHB|2|0|dim light} for an additional 20 feet. The morakeshi can douse this light using no action, provided the morakeshi isn't {@condition incapacitated}." ] }, { @@ -40675,7 +40675,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The pesta can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The pesta can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] }, { @@ -41043,7 +41043,7 @@ { "name": "Devil's Sight", "entries": [ - "Magical {@quickref Vision and Light|PHB|2||darkness} doesn't impede the poppet's {@sense darkvision}." + "Magical {@quickref Vision and Light|PHB|2|0|darkness} doesn't impede the poppet's {@sense darkvision}." ] }, { @@ -41187,7 +41187,7 @@ { "name": "Devil's Sight", "entries": [ - "Magical {@quickref Vision and Light|PHB|2||darkness} doesn't impede the poppet fiend's {@sense darkvision}." + "Magical {@quickref Vision and Light|PHB|2|0|darkness} doesn't impede the poppet fiend's {@sense darkvision}." ] }, { @@ -41700,7 +41700,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The psychic fragment can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The psychic fragment can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] }, { @@ -41819,7 +41819,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The swarm can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The swarm can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] }, { @@ -43717,7 +43717,7 @@ { "type": "list", "items": [ - "The Remorseful Storm sheds {@quickref Vision and Light|PHB|2||bright light} in a 30-foot radius.", + "The Remorseful Storm sheds {@quickref Vision and Light|PHB|2|0|bright light} in a 30-foot radius.", "At the start of each of the remorseful storm's turns, each creature within 5 feet of it takes 9 ({@damage 2d8}) radiant damage. A creature that touches the Remorseful Storm or hit it with a melee attack while within 5 feet of it takes 9 ({@damage 2d8}) radiant damage.", "The Remorseful Storm has advantage on melee weapon attacks." ] @@ -44891,7 +44891,7 @@ { "name": "Desert Stride", "entries": [ - "The giant ignores {@quickref difficult terrain||3} due to sand, rubble, or similar debris." + "The giant ignores {@quickref difficult terrain|PHB|3} due to sand, rubble, or similar debris." ] }, { @@ -45074,7 +45074,7 @@ { "name": "Desert Stride", "entries": [ - "The giant ignores {@quickref difficult terrain||3} due to sand, rubble, or similar debris." + "The giant ignores {@quickref difficult terrain|PHB|3} due to sand, rubble, or similar debris." ] }, { @@ -45213,7 +45213,7 @@ { "name": "Desert Stride", "entries": [ - "The giant ignores {@quickref difficult terrain||3} due to sand, rubble, or similar debris." + "The giant ignores {@quickref difficult terrain|PHB|3} due to sand, rubble, or similar debris." ] }, { @@ -45363,7 +45363,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The scream thief can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The scream thief can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] } ], @@ -45872,7 +45872,7 @@ { "name": "Call Fog", "entries": [ - "The troll creates a 30-foot-radius sphere of fog centered on itself. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The troll can choose to make this fog caustic. If it does so, a creature that enters the fog for the first time on a turn or starts its turn there takes 10 ({@damage 4d4}) acid damage. Once the troll makes caustic fog, it can do so again only after it finishes a short or long rest." + "The troll creates a 30-foot-radius sphere of fog centered on itself. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2|0|heavily obscured}. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The troll can choose to make this fog caustic. If it does so, a creature that enters the fog for the first time on a turn or starts its turn there takes 10 ({@damage 4d4}) acid damage. Once the troll makes caustic fog, it can do so again only after it finishes a short or long rest." ] } ], @@ -45978,19 +45978,19 @@ { "name": "Shadow Escape", "entries": [ - "In {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the shadow mauler can take the {@action Disengage} or {@action Hide} action as a bonus action." + "In {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the shadow mauler can take the {@action Disengage} or {@action Hide} action as a bonus action." ] }, { "name": "Shadow Shape", "entries": [ - "In {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, the shadow mauler can move through a space as small as 1 inch wide without squeezing." + "In {@quickref Vision and Light|PHB|2|0|dim light} or {@quickref Vision and Light|PHB|2|0|darkness}, the shadow mauler can move through a space as small as 1 inch wide without squeezing." ] }, { "name": "Shadow Sight", "entries": [ - "Magical {@quickref Vision and Light|PHB|2||darkness} doesn't impede the shadow mauler's {@sense darkvision}." + "Magical {@quickref Vision and Light|PHB|2|0|darkness} doesn't impede the shadow mauler's {@sense darkvision}." ] }, { @@ -47692,7 +47692,7 @@ { "name": "Humanoid Shape", "entries": [ - "While the slimm remains still, it can pass for humanoid to anyone who fails a {@dc 14} {@skill Perception} check. If the slimm is in {@quickref Vision and Light|PHB|2||bright light}, those looking at it have advantage on this check." + "While the slimm remains still, it can pass for humanoid to anyone who fails a {@dc 14} {@skill Perception} check. If the slimm is in {@quickref Vision and Light|PHB|2|0|bright light}, those looking at it have advantage on this check." ] }, { @@ -47790,7 +47790,7 @@ { "name": "Speed Burst", "entries": [ - "Provided it isn't moving over {@quickref difficult terrain||3}, the sloth galloper can use a bonus action to take the {@action Dash} action." + "Provided it isn't moving over {@quickref difficult terrain|PHB|3}, the sloth galloper can use a bonus action to take the {@action Dash} action." ] } ], @@ -50147,7 +50147,7 @@ { "name": "Waxy Discharge", "entries": [ - "The swarm's space is covered with viscous wax that dries quickly as the swarm moves. This area is {@quickref difficult terrain||3} for creatures other than swarms of ears and creatures {@condition charmed} by them." + "The swarm's space is covered with viscous wax that dries quickly as the swarm moves. This area is {@quickref difficult terrain|PHB|3} for creatures other than swarms of ears and creatures {@condition charmed} by them." ] } ], @@ -50594,7 +50594,7 @@ { "name": "Illumination", "entries": [ - "The tallow toad sheds {@quickref Vision and Light|PHB|2||dim light} in a 10-foot radius." + "The tallow toad sheds {@quickref Vision and Light|PHB|2|0|dim light} in a 10-foot radius." ] }, { @@ -51235,7 +51235,7 @@ { "name": "Unstoppable", "entries": [ - "The Churning ignores {@quickref difficult terrain||3}, and nothing can reduce its speed or stop it from moving on its turn." + "The Churning ignores {@quickref difficult terrain|PHB|3}, and nothing can reduce its speed or stop it from moving on its turn." ] } ], @@ -52203,7 +52203,7 @@ { "name": "Winter Footing", "entries": [ - "The toymaker ignores {@quickref difficult terrain||3} created by ice or snow." + "The toymaker ignores {@quickref difficult terrain|PHB|3} created by ice or snow." ] } ], @@ -53053,7 +53053,7 @@ ] }, "Every 24 hours, the cursed target can repeat the saving throw, ending the curse on itself on a success. On a failure, the target's hit point maximum decreases by 10 ({@dice 3d6}). If the curse reduces the target's hit point maximum to 0, the target dies and rises as a {@creature zombie|MM} under the vessel shard's control. This {@creature zombie|MM} travels toward the vessel shard, killing any beings that stand in its way, stopping only when within 30 feet of the vessel shard.", - "Magic can remove this curse, which is also a form of possession by an undead creature. Therefore, turn undead can drive the shattered spirit out of one target, destroying the spirit. If an effect calls for a saving throw, the shattered spirit has a {@d20 4} bonus on the save. Also, the curse can be removed by keeping the target on hallowed ground within {@quickref Vision and Light|PHB|2||bright light} for 24 hours. But the target is unwilling to stay and must be detained." + "Magic can remove this curse, which is also a form of possession by an undead creature. Therefore, turn undead can drive the shattered spirit out of one target, destroying the spirit. If an effect calls for a saving throw, the shattered spirit has a {@d20 4} bonus on the save. Also, the curse can be removed by keeping the target on hallowed ground within {@quickref Vision and Light|PHB|2|0|bright light} for 24 hours. But the target is unwilling to stay and must be detained." ] } ], @@ -53310,7 +53310,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The vooran can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The vooran can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] }, { @@ -55260,7 +55260,7 @@ { "name": "Windborn Step", "entries": [ - "As a bonus action, the troll can teleport up to 40 feet to an unoccupied space, provided its starting space and destination space are obscured by mist or similar airborne particles, {@quickref Vision and Light|PHB|2||dim light}, or {@quickref Vision and Light|PHB|2||darkness}." + "As a bonus action, the troll can teleport up to 40 feet to an unoccupied space, provided its starting space and destination space are obscured by mist or similar airborne particles, {@quickref Vision and Light|PHB|2|0|dim light}, or {@quickref Vision and Light|PHB|2|0|darkness}." ] } ], @@ -62334,7 +62334,7 @@ "name": "{@dc 20} Intelligence ({@skill History}):", "page": 80, "entries": [ - "A darkfeather can blend with the shadows and is averse to {@quickref Vision and Light|PHB|2||bright light}, especially sunlight." + "A darkfeather can blend with the shadows and is averse to {@quickref Vision and Light|PHB|2|0|bright light}, especially sunlight." ] } ] @@ -62438,7 +62438,7 @@ "page": 81, "name": "GM Advice:", "entries": [ - "Before running an encounter with a dawndrinker, brush up on the rules for {@condition invisible|PHB|invisibility}, {@quickref Vision and Light|PHB|2||darkness}, and {@quickref Vision and Light|PHB|2||dim light}. The dawndrinker and any of its allies should be able to function in {@quickref Vision and Light|PHB|2||darkness}." + "Before running an encounter with a dawndrinker, brush up on the rules for {@condition invisible|PHB|invisibility}, {@quickref Vision and Light|PHB|2|0|darkness}, and {@quickref Vision and Light|PHB|2|0|dim light}. The dawndrinker and any of its allies should be able to function in {@quickref Vision and Light|PHB|2|0|darkness}." ] } ] @@ -66261,7 +66261,7 @@ "name": "{@dc 10} Intelligence ({@skill Arcana}):", "page": 139, "entries": [ - "Grief eaters are fey that feed on fear and sorrow. They prefer the shadows and are sensitive to {@quickref Vision and Light|PHB|2||bright light}." + "Grief eaters are fey that feed on fear and sorrow. They prefer the shadows and are sensitive to {@quickref Vision and Light|PHB|2|0|bright light}." ] }, { @@ -71140,7 +71140,7 @@ "name": "Salvage", "page": 218, "entries": [ - "Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15gp or more each.", + "Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is {@quickref Vision and Light|PHB|2|0|heavily obscured}. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15gp or more each.", "The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using {@item jeweler's tools|PHB} can increase their value as semiprecious stones." ] }, @@ -72193,7 +72193,7 @@ "name": "Salvage", "page": 240, "entries": [ - "The ogre of the vale's spleen and gall bladder are filled with fatty bile, more slippery than oil and more flammable than pitch. Someone who collects this bile and succeeds on a {@dc 10} Intelligence ({@skill Nature}) check can craft 6 torches that burn underwater or in magical {@quickref Vision and Light|PHB|2||darkness}. Crafting these items takes 4 hours and requires 10 gp of other materials.", + "The ogre of the vale's spleen and gall bladder are filled with fatty bile, more slippery than oil and more flammable than pitch. Someone who collects this bile and succeeds on a {@dc 10} Intelligence ({@skill Nature}) check can craft 6 torches that burn underwater or in magical {@quickref Vision and Light|PHB|2|0|darkness}. Crafting these items takes 4 hours and requires 10 gp of other materials.", "When the bile is used as a component in casting a spell that requires a Dexterity saving throw, the DC increases by 1. This can be done 4 times with the bile from one ogre of the vale." ] }, @@ -75276,7 +75276,7 @@ "name": "{@dc 10} Intelligence ({@skill Nature}):", "page": 293, "entries": [ - "Having adapted to the hot desert, sand giants are inured to many of its travails, from temperature swings and too little sustenance to {@quickref difficult terrain||3}. Their coloration and skill make them good at hiding in sandy landscapes despite their size." + "Having adapted to the hot desert, sand giants are inured to many of its travails, from temperature swings and too little sustenance to {@quickref difficult terrain|PHB|3}. Their coloration and skill make them good at hiding in sandy landscapes despite their size." ] }, { @@ -76315,7 +76315,7 @@ "name": "{@dc 15} Intelligence ({@skill Nature}):", "page": 310, "entries": [ - "Sleep gulpers can see in {@quickref Vision and Light|PHB|2||darkness} thanks to their {@sense blindsight}." + "Sleep gulpers can see in {@quickref Vision and Light|PHB|2|0|darkness} thanks to their {@sense blindsight}." ] }, { @@ -79965,8 +79965,8 @@ "type": "list", "items": [ "Insects burst from a hive built on a surface that the dragon can see within 120 feet of it. Any creature within 20 feet of the hive must succeed on a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 ({@damage 3d6}) piercing damage. The insects disperse on initiative count 20 of the next round. They disperse early if subjected to intense wind or a damaging area effect.", - "Puslike fluid erupts in a 20-foot radius centered on a point on the ground the dragon can see within 120 feet of it. That area becomes {@quickref difficult terrain||3}, and a creature moving through this terrain must succeed on a {@dc 15} Strength saving throw or be {@condition grappled} (escape {@dc 15}) by the sucking glop and {@condition restrained} while {@condition grappled} in this way. Another creature can pull a {@condition restrained} target free by taking an action and succeeding on a {@dc 15} Strength ({@skill Athletics}) check. The ground dries sufficiently to return to normal on initiative count 20 of the next round.", - "Foul gas belches forth in a 20-foot-radius sphere from a point the dragon can see within 120 feet of it. The cloud spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. Each creature within the cloud at the start of its turn must make a {@dc 15} Constitution saving throw against poison. On a failed save, the creature is {@condition poisoned}. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. This cloud disperses on initiative count 20 of the next round. It disperses early if subjected to intense wind." + "Puslike fluid erupts in a 20-foot radius centered on a point on the ground the dragon can see within 120 feet of it. That area becomes {@quickref difficult terrain|PHB|3}, and a creature moving through this terrain must succeed on a {@dc 15} Strength saving throw or be {@condition grappled} (escape {@dc 15}) by the sucking glop and {@condition restrained} while {@condition grappled} in this way. Another creature can pull a {@condition restrained} target free by taking an action and succeeding on a {@dc 15} Strength ({@skill Athletics}) check. The ground dries sufficiently to return to normal on initiative count 20 of the next round.", + "Foul gas belches forth in a 20-foot-radius sphere from a point the dragon can see within 120 feet of it. The cloud spreads around corners, and its area is {@quickref Vision and Light|PHB|2|0|heavily obscured}. Each creature within the cloud at the start of its turn must make a {@dc 15} Constitution saving throw against poison. On a failed save, the creature is {@condition poisoned}. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. This cloud disperses on initiative count 20 of the next round. It disperses early if subjected to intense wind." ] } ], @@ -79994,7 +79994,7 @@ "type": "list", "items": [ "Tendrils of necrotic power rise and reach for living creatures within the lair. Each living creature in the lair must attempt a {@dc 21} Constitution saving throw or take 13 ({@damage 3d8}) necrotic damage and gain one level of {@condition exhaustion} until initiative count 20 on the next round.", - "Gegazol crashes her wings upon the ground, and rime spreads in a sphere with a 120-foot radius around her. This sphere spreads around corners and creates {@quickref difficult terrain||3} made of ice. Creatures in that area must make a {@dc 21} Constitution saving throw. Those who fail take 18 ({@damage 4d8}) cold damage and are {@condition grappled} (escape {@dc 21}). On a success, the creature takes half the damage and isn't {@condition grappled}. The {@quickref difficult terrain||3} disappears on initiative count 20 on the next round.", + "Gegazol crashes her wings upon the ground, and rime spreads in a sphere with a 120-foot radius around her. This sphere spreads around corners and creates {@quickref difficult terrain|PHB|3} made of ice. Creatures in that area must make a {@dc 21} Constitution saving throw. Those who fail take 18 ({@damage 4d8}) cold damage and are {@condition grappled} (escape {@dc 21}). On a success, the creature takes half the damage and isn't {@condition grappled}. The {@quickref difficult terrain|PHB|3} disappears on initiative count 20 on the next round.", "Gegazol creates an opaque wall of black ice on a solid surface she can see within 120 feet of her. The wall is made up of twenty contiguous 10-foot square panels that are each 2 feet thick. When the wall appears, each creature in its area is pushed 5 feet out of the wall's space, appearing on whichever side of the wall the creature wants. Each 10-foot section of the wall has AC 5, 60 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Gegazol uses this lair action again or when she dies." ] } @@ -80011,7 +80011,7 @@ "items": [ "The ground within 120 feet of the memori lich shakes violently for a moment. Each creature of the memori lich's choice in that area must succeed on a {@dc 16} Dexterity saving throw or fall {@condition prone}.", "Creatures of the memori lich's choice within 60 feet of the lich can't regain hit points until initiative count 20 on the next round.", - "Shades of those the memori lich has slain swirl around in a 30-foot sphere centered on the lich. This effect goes around corners. The shades help the lich, and so the lich rolls {@dice 1d4} with the {@dice d20} rolled for any ability check or saving throw, adding the number rolled on the {@dice d4} to the result. The apparitions hinder those hostile to the lich and outline them with a faint glow. The area is {@quickref difficult terrain||3} for such creatures, and they can't benefit from being {@condition invisible} while in the area. These benefits last until initiative count 20 on the next round." + "Shades of those the memori lich has slain swirl around in a 30-foot sphere centered on the lich. This effect goes around corners. The shades help the lich, and so the lich rolls {@dice 1d4} with the {@dice d20} rolled for any ability check or saving throw, adding the number rolled on the {@dice d4} to the result. The apparitions hinder those hostile to the lich and outline them with a faint glow. The area is {@quickref difficult terrain|PHB|3} for such creatures, and they can't benefit from being {@condition invisible} while in the area. These benefits last until initiative count 20 on the next round." ] } ] @@ -80027,7 +80027,7 @@ "items": [ "Six images of the puck appear in multiple locations in the lair, each moving and speaking independently during the puck's turn. At the start and end of the puck's turn, and one time during the puck's movement, it can teleport to the location of one of these images. The images remain until initiative count 20 on the next round.", "Grasping vines and roots manifest in the lair. Each creature hostile to the puck in the lair must succeed on a {@dc 14} Strength or Dexterity saving throw (target's choice) or be moved up to 20 feet to another unoccupied space in the lair and knocked {@condition prone}.", - "Inanimate plants in the lair twist and sprout thorns. The area becomes {@quickref difficult terrain||3} to creatures hostile to the puck until initiative count 20 on the next round. When such a creature moves more than half its speed (as dictated by the {@quickref difficult terrain||3}) in the area, it takes 5 ({@damage 2d4}) piercing damage and must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + "Inanimate plants in the lair twist and sprout thorns. The area becomes {@quickref difficult terrain|PHB|3} to creatures hostile to the puck until initiative count 20 on the next round. When such a creature moves more than half its speed (as dictated by the {@quickref difficult terrain|PHB|3}) in the area, it takes 5 ({@damage 2d4}) piercing damage and must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." ] } ], @@ -80053,8 +80053,8 @@ "type": "list", "items": [ "A swarm forms from the insects in the area. The vampire commands the swarm, which takes its turn just after the vampire. The {@creature swarm of insects|MM} remains until the vampire takes a different lair action, until the swarm is dispersed, or until the vampire drops to 0 hit points.", - "Thorny vines or bloody tenatcles erupt from the ground in a 30-foot radius centered on a point the vampire chooses within 120 feet of the vampire. This area is {@quickref difficult terrain||3} for creatures of the vampire's choice. When the impediments appear, each creature of the vampire's choice in the area must succeed on a {@dc 15} Strength saving throw or be {@condition grappled} (escape {@dc 15}) and {@condition restrained} while {@condition grappled} in this way. The plants or tentacles retreat into the ground when the vampire uses another lair action or the vampire drops to 0 hit points.", - "Thick mist rolls out from the vampire's position in a 30-foot-radius sphere. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured} for all creatures except the vampire. It lasts until the vampire takes another lair action, the vampire uses a bonus action to dismiss it, the vampire drops to 0 hit points, or a wind of moderate or greater speed (at least 10 miles per hour) disperses it." + "Thorny vines or bloody tenatcles erupt from the ground in a 30-foot radius centered on a point the vampire chooses within 120 feet of the vampire. This area is {@quickref difficult terrain|PHB|3} for creatures of the vampire's choice. When the impediments appear, each creature of the vampire's choice in the area must succeed on a {@dc 15} Strength saving throw or be {@condition grappled} (escape {@dc 15}) and {@condition restrained} while {@condition grappled} in this way. The plants or tentacles retreat into the ground when the vampire uses another lair action or the vampire drops to 0 hit points.", + "Thick mist rolls out from the vampire's position in a 30-foot-radius sphere. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2|0|heavily obscured} for all creatures except the vampire. It lasts until the vampire takes another lair action, the vampire uses a bonus action to dismiss it, the vampire drops to 0 hit points, or a wind of moderate or greater speed (at least 10 miles per hour) disperses it." ] } ], @@ -85676,7 +85676,7 @@ "name": "{@dc 20} Intelligence ({@skill History}):", "page": 80, "entries": [ - "A darkfeather can blend with the shadows and is averse to {@quickref Vision and Light|PHB|2||bright light}, especially sunlight." + "A darkfeather can blend with the shadows and is averse to {@quickref Vision and Light|PHB|2|0|bright light}, especially sunlight." ] } ] @@ -85774,7 +85774,7 @@ "page": 81, "name": "GM Advice:", "entries": [ - "Before running an encounter with a dawndrinker, brush up on the rules for {@condition invisible|PHB|invisibility}, {@quickref Vision and Light|PHB|2||darkness}, and {@quickref Vision and Light|PHB|2||dim light}. The dawndrinker and any of its allies should be able to function in {@quickref Vision and Light|PHB|2||darkness}." + "Before running an encounter with a dawndrinker, brush up on the rules for {@condition invisible|PHB|invisibility}, {@quickref Vision and Light|PHB|2|0|darkness}, and {@quickref Vision and Light|PHB|2|0|dim light}. The dawndrinker and any of its allies should be able to function in {@quickref Vision and Light|PHB|2|0|darkness}." ] }, { @@ -89222,7 +89222,7 @@ "name": "{@dc 10} Intelligence ({@skill Arcana}):", "page": 139, "entries": [ - "Grief eaters are fey that feed on fear and sorrow. They prefer the shadows and are sensitive to {@quickref Vision and Light|PHB|2||bright light}." + "Grief eaters are fey that feed on fear and sorrow. They prefer the shadows and are sensitive to {@quickref Vision and Light|PHB|2|0|bright light}." ] }, { @@ -93490,7 +93490,7 @@ "name": "Infernal Hunters", "page": 206, "entries": [ - "Malcinders sometimes escaped the Netherworld, forming small hunting packs found in every region. They suppress their infernal nature when hunting and resting for stealth, dusky skin concealing them in the {@quickref Vision and Light|PHB|2||darkness}." + "Malcinders sometimes escaped the Netherworld, forming small hunting packs found in every region. They suppress their infernal nature when hunting and resting for stealth, dusky skin concealing them in the {@quickref Vision and Light|PHB|2|0|darkness}." ] }, { @@ -94266,7 +94266,7 @@ "name": "Salvage", "page": 218, "entries": [ - "Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15gp or more each.", + "Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is {@quickref Vision and Light|PHB|2|0|heavily obscured}. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15gp or more each.", "The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using {@item jeweler's tools|PHB} can increase their value as semiprecious stones." ] }, @@ -95557,7 +95557,7 @@ "name": "Salvage", "page": 240, "entries": [ - "The ogre of the vale's spleen and gall bladder are filled with fatty bile, more slippery than oil and more flammable than pitch. Someone who collects this bile and succeeds on a {@dc 10} Intelligence ({@skill Nature}) check can craft 6 torches that burn underwater or in magical {@quickref Vision and Light|PHB|2||darkness}. Crafting these items takes 4 hours and requires 10 gp of other materials.", + "The ogre of the vale's spleen and gall bladder are filled with fatty bile, more slippery than oil and more flammable than pitch. Someone who collects this bile and succeeds on a {@dc 10} Intelligence ({@skill Nature}) check can craft 6 torches that burn underwater or in magical {@quickref Vision and Light|PHB|2|0|darkness}. Crafting these items takes 4 hours and requires 10 gp of other materials.", "When the bile is used as a component in casting a spell that requires a Dexterity saving throw, the DC increases by 1. This can be done 4 times with the bile from one ogre of the vale." ] }, @@ -98888,7 +98888,7 @@ "name": "{@dc 10} Intelligence ({@skill Nature}):", "page": 293, "entries": [ - "Having adapted to the hot desert, sand giants are inured to many of its travails, from temperature swings and too little sustenance to {@quickref difficult terrain||3}. Their coloration and skill make them good at hiding in sandy landscapes despite their size." + "Having adapted to the hot desert, sand giants are inured to many of its travails, from temperature swings and too little sustenance to {@quickref difficult terrain|PHB|3}. Their coloration and skill make them good at hiding in sandy landscapes despite their size." ] }, { @@ -99976,7 +99976,7 @@ "name": "{@dc 15} Intelligence ({@skill Nature}):", "page": 310, "entries": [ - "Sleep gulpers can see in {@quickref Vision and Light|PHB|2||darkness} thanks to their {@sense blindsight}." + "Sleep gulpers can see in {@quickref Vision and Light|PHB|2|0|darkness} thanks to their {@sense blindsight}." ] }, { @@ -106213,7 +106213,7 @@ ] }, "A monster hunter stalks through the overgrown forest, scanning the underbrush for signs of wild boar. By spreading a few silver coins at the local village's tavern to gain the trust and loosen the lips of reticent foresters, she learned of the potential location of a rare and dangerous {@creature goldmane boar|GHMG}.", - "The monster hunter can certainly use the meat from such a rare beast, but that's not her motive. The bristles of the {@creature goldmane boar|GHMG} can be suffused with magic and crafted into a light that pierces even the most powerful magical {@quickref Vision and Light|PHB|2||darkness}. Adventurers traveling into the lairs of powerful fiends and spellcasters rely on such magic to gain an advantage.", + "The monster hunter can certainly use the meat from such a rare beast, but that's not her motive. The bristles of the {@creature goldmane boar|GHMG} can be suffused with magic and crafted into a light that pierces even the most powerful magical {@quickref Vision and Light|PHB|2|0|darkness}. Adventurers traveling into the lairs of powerful fiends and spellcasters rely on such magic to gain an advantage.", { "type": "entries", "name": "The Power of Salvage", diff --git a/collection/HapHazred; Wyldefarne.json b/collection/HapHazred; Wyldefarne.json index 8c173aea59..ca091bf4ee 100644 --- a/collection/HapHazred; Wyldefarne.json +++ b/collection/HapHazred; Wyldefarne.json @@ -413,7 +413,7 @@ ], "entries": [ "The Cello of Moving is a large, cumbersome instrument on first sight, but when picked up feels incredibly light, as if it were only half of its size. It is built of a wood of unknown origin, carved and reinforced with silver. Blue stones adorn the head of the instrument.", - "When attuned to, the Cello of Moving grants you the ability to cast the spell {@spell Mage Hand} at will without expending a spell slot. In addition, {@quickref difficult terrain||3} no longer costs any additional movement when carrying this instrument whilst attuned to it. When used as a spellcasting focus for bard spells, you gain a +1 bonus to spell attack rolls and to the saving throw DC of your spells.", + "When attuned to, the Cello of Moving grants you the ability to cast the spell {@spell Mage Hand} at will without expending a spell slot. In addition, {@quickref difficult terrain|PHB|3} no longer costs any additional movement when carrying this instrument whilst attuned to it. When used as a spellcasting focus for bard spells, you gain a +1 bonus to spell attack rolls and to the saving throw DC of your spells.", { "type": "entries", "name": "Burst of Movement", @@ -457,7 +457,7 @@ "weight": 0.5, "recharge": "restLong", "entries": [ - "Unlike most wands, which solely channel magic through materials tempered by arcane craftsman, it is believed that Conductor's Wand achieves this through some limited form of sentience. Furthermore, as its wearer grows, so does the wand. These wands are made from the wood of trees found near to druidic groves or permanent portals and magic circles linked to the Feywild. If you have not moved on your turn, as a bonus action or as part of using your {@classFeature Bardic Inspiration|Bard||1} feature, you can activate the wand as part of a dazzling performance to target one creature within 30ft with a spell attack (using your spellcasting ability). You cannot perform this if you have cast a spell of first level or higher, and using the item in this way reduces your movement to 0 ft. until the start of your next turn. On a hit, the wand deals thunder damage equal to {@damage 1d6} + your spellcasting modifier. Furthermore, once you hit a creature with this spell attack, you are able to use your reaction to employ one of the following techniques:", + "Unlike most wands, which solely channel magic through materials tempered by arcane craftsman, it is believed that Conductor's Wand achieves this through some limited form of sentience. Furthermore, as its wearer grows, so does the wand. These wands are made from the wood of trees found near to druidic groves or permanent portals and magic circles linked to the Feywild. If you have not moved on your turn, as a bonus action or as part of using your {@classFeature Bardic Inspiration|Bard|PHB|1} feature, you can activate the wand as part of a dazzling performance to target one creature within 30ft with a spell attack (using your spellcasting ability). You cannot perform this if you have cast a spell of first level or higher, and using the item in this way reduces your movement to 0 ft. until the start of your next turn. On a hit, the wand deals thunder damage equal to {@damage 1d6} + your spellcasting modifier. Furthermore, once you hit a creature with this spell attack, you are able to use your reaction to employ one of the following techniques:", { "type": "entries", "name": "Cue The Music", diff --git a/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json b/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json index 89ce06fd2e..d9efa1f201 100644 --- a/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json +++ b/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json @@ -3479,7 +3479,7 @@ "type": "list", "items": [ "You gain a swim speed equal to your move speed, are capable of breathing underwater, and are unaffected by water pressure while diving.", - "You ignore {@quickref difficult terrain||3}, and magical effects can't reduce your speed or cause you to be {@condition restrained}. You can spend 5 feet of movement to escape from nonmagical restraints or from being {@condition grappled}." + "You ignore {@quickref difficult terrain|PHB|3}, and magical effects can't reduce your speed or cause you to be {@condition restrained}. You can spend 5 feet of movement to escape from nonmagical restraints or from being {@condition grappled}." ] } ], @@ -22194,7 +22194,7 @@ "type": "entries", "name": "Use:", "entries": [ - "You may spend an action to eat this heart. When you do, you transform into a {@creature yuan-ti abomination|MM}, {@homebrew |as described in the Monster Manual, }for the next hour. Your alignment remains the same and you retain any proficiencies you may have had originally. You do not get access to the weapons described in the yuan-ti abomination's statblock. At the end of the hour, or if you are forced prematurely back into your true form, there is a {@chance 90|10 percent chance|Transformation|You are not trasnformed.|You are transformed.} that instead of transforming back to your original form, you transform into a form resembling that of a {@creature Yuan-ti Malison (Type 1)|MM|Type 1 yuan-ti malison} with a humanoid body but with a snake head. This effect is permanent and is considered your new true form. This effect can only be reversed with the power of a {@spell wish} spell." + "You may spend an action to eat this heart. When you do, you transform into a {@creature yuan-ti abomination|MM}, {@homebrew |as described in the Monster Manual,} for the next hour. Your alignment remains the same and you retain any proficiencies you may have had originally. You do not get access to the weapons described in the yuan-ti abomination's statblock. At the end of the hour, or if you are forced prematurely back into your true form, there is a {@chance 90|10 percent chance|Transformation|You are not trasnformed.|You are transformed.} that instead of transforming back to your original form, you transform into a form resembling that of a {@creature Yuan-ti Malison (Type 1)|MM|Type 1 yuan-ti malison} with a humanoid body but with a snake head. This effect is permanent and is considered your new true form. This effect can only be reversed with the power of a {@spell wish} spell." ] } ] diff --git a/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json b/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json index 992d87e45a..85750a88e2 100644 --- a/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json +++ b/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json @@ -758,7 +758,7 @@ "level": 2, "header": 2, "entries": [ - "When you choose this circle at 2nd level, whenever you cause yourself or an ally to change into another form through magic (such as with your {@classFeature Wild Shape|Druid||2} feature or through the {@spell polymorph} spell), that creature recovers hit points equal to your Druid level plus your Wisdom modifier. These hit points are added to their original hit points instead of their new form." + "When you choose this circle at 2nd level, whenever you cause yourself or an ally to change into another form through magic (such as with your {@classFeature Wild Shape|Druid|PHB|2} feature or through the {@spell polymorph} spell), that creature recovers hit points equal to your Druid level plus your Wisdom modifier. These hit points are added to their original hit points instead of their new form." ] }, { @@ -803,7 +803,7 @@ "level": 14, "header": 1, "entries": [ - "At 14th level, your mastery of the cycle allows you to transform into the monsters you have harvested. As an action, you may expend a use of your {@classFeature Wild Shape|Druid||2} feature to cast the {@spell shapechange} spell. When cast in this way, you may only assume the form of {@filter a creature with the beast, dragon, giant, humanoid, or monstrosity creature types, there is no challenge rating limit to what creature you can transform into|bestiary|source=|type=beast;dragon;giant;humanoid;monstrosity|miscellaneous=!adventure npc}, and you do not need any of the spell's normal components. Instead, the spell consumes a heart harvested by you from the creature you are transforming into. If you wish to change into another form during the duration of the spell, you must expend another heart using the same rules." + "At 14th level, your mastery of the cycle allows you to transform into the monsters you have harvested. As an action, you may expend a use of your {@classFeature Wild Shape|Druid|PHB|2} feature to cast the {@spell shapechange} spell. When cast in this way, you may only assume the form of {@filter a creature with the beast, dragon, giant, humanoid, or monstrosity creature types, there is no challenge rating limit to what creature you can transform into|bestiary|source=|type=beast;dragon;giant;humanoid;monstrosity|miscellaneous=!adventure npc}, and you do not need any of the spell's normal components. Instead, the spell consumes a heart harvested by you from the creature you are transforming into. If you wish to change into another form during the duration of the spell, you must expend another heart using the same rules." ] }, { @@ -1168,7 +1168,7 @@ "level": 3, "header": 2, "entries": [ - "You gain oath spells at the paladin levels listed. See the {@classFeature Sacred Oath|Paladin||3} class feature for how oath spells work.", + "You gain oath spells at the paladin levels listed. See the {@classFeature Sacred Oath|Paladin|PHB|3} class feature for how oath spells work.", { "type": "statblock", "tag": "table", @@ -1363,7 +1363,7 @@ "level": 3, "header": 2, "entries": [ - "When you choose this archetype at 3rd level, you know how to strike more effectively when your prey has nowhere to run. You have advantage on weapon attacks against any creature that is standing on {@quickref difficult terrain||3} or that currently has less than its normal amount of speed." + "When you choose this archetype at 3rd level, you know how to strike more effectively when your prey has nowhere to run. You have advantage on weapon attacks against any creature that is standing on {@quickref difficult terrain|PHB|3} or that currently has less than its normal amount of speed." ] }, { @@ -2113,7 +2113,7 @@ "name": "Ki" }, "entries": [ - "Your vicious stance allows you to capitalise on your opponent's mistakes and punish them accordingly. Whenever you hit a creature with an {@action opportunity attack} while in this stance, you may immediately use your {@classFeature Flurry of Blows|Monk||2} feature as a free action. You still need to spend 1 ki point to use it in this way." + "Your vicious stance allows you to capitalise on your opponent's mistakes and punish them accordingly. Whenever you hit a creature with an {@action opportunity attack} while in this stance, you may immediately use your {@classFeature Flurry of Blows|Monk|PHB|2} feature as a free action. You still need to spend 1 ki point to use it in this way." ] }, { @@ -2735,7 +2735,7 @@ { "type": "list", "items": [ - "You can move through other creatures and objects as if they were {@quickref difficult terrain||3}. You take {@damage 1d10} force damage if you end your turn inside an object.", + "You can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. You take {@damage 1d10} force damage if you end your turn inside an object.", "Your weapon attacks deal psychic damage instead of their usual bludgeoning, piercing, or slashing damage and are considered magical.", "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", "You have a fly speed equal to your speed." @@ -5472,7 +5472,7 @@ "type": "entries", "name": "Winter's Rest", "entries": [ - "The aura becomes filled with the slowing cold of winter. The space within the aura is considered {@quickref difficult terrain||3}, and any creature that ends their turn inside the aura must succeed on a {@dc 15} Constitution saving throw or gain one level of {@condition exhaustion}. This {@condition exhaustion} is removed once the creature leaves the aura. In addition, creatures in the aura have resistance to cold damage." + "The aura becomes filled with the slowing cold of winter. The space within the aura is considered {@quickref difficult terrain|PHB|3}, and any creature that ends their turn inside the aura must succeed on a {@dc 15} Constitution saving throw or gain one level of {@condition exhaustion}. This {@condition exhaustion} is removed once the creature leaves the aura. In addition, creatures in the aura have resistance to cold damage." ] }, "If this rod is swung again before 10 minutes has passed, the user may expend another charge to change the aura's effect to a different season, ending the original one in the process and refreshing the duration. This rod regains all expended charges at dawn. If you use the last charge, there is a {@chance 75|25 percent|Rod of Seasons|The rod remains intact.|The rod crubles to dust and becomes useless.} chance that the rod crumbles into dust and becomes useless." diff --git a/collection/Jasmine Yang; Hamund's Herbalism Handbook.json b/collection/Jasmine Yang; Hamund's Herbalism Handbook.json index 7ccfa27afd..b6d701d1e5 100644 --- a/collection/Jasmine Yang; Hamund's Herbalism Handbook.json +++ b/collection/Jasmine Yang; Hamund's Herbalism Handbook.json @@ -594,7 +594,7 @@ "type": "entries", "name": "Effect:", "entries": [ - "As an action, you may stab this stalk into the ground. If you do so, all the ground within 20 feet of you becomes covered in a thin layer of ice, causing it to become {@quickref difficult terrain||3} for the next 10 minutes (or half that if done in a hot environment). This stalk may be used in this way up to 3 times, after which it loses all of its stored cold energy and becomes useless." + "As an action, you may stab this stalk into the ground. If you do so, all the ground within 20 feet of you becomes covered in a thin layer of ice, causing it to become {@quickref difficult terrain|PHB|3} for the next 10 minutes (or half that if done in a hot environment). This stalk may be used in this way up to 3 times, after which it loses all of its stored cold energy and becomes useless." ] } ], @@ -2284,7 +2284,7 @@ "type": "entries", "name": "Effect:", "entries": [ - "For the next hour, whenever you are moving, you become incorporeal, allowing you to move through other creatures and solid objects as if they were {@quickref difficult terrain||3}, taking {@damage 1d10} force damage if you end your movement inside a solid object. In addition, creatures with the {@i Incorporeal Movement} trait can not pass through you." + "For the next hour, whenever you are moving, you become incorporeal, allowing you to move through other creatures and solid objects as if they were {@quickref difficult terrain|PHB|3}, taking {@damage 1d10} force damage if you end your movement inside a solid object. In addition, creatures with the {@i Incorporeal Movement} trait can not pass through you." ] } ], @@ -5420,7 +5420,7 @@ "type": "entries", "name": "Effect:", "entries": [ - "For 4 hours after you apply this herb, your walk speed increases by 10 feet and you ignore the effects of {@quickref difficult terrain||3}." + "For 4 hours after you apply this herb, your walk speed increases by 10 feet and you ignore the effects of {@quickref difficult terrain|PHB|3}." ] } ], diff --git a/collection/Jonoman3000; Blazing Dawn Player's Companion.json b/collection/Jonoman3000; Blazing Dawn Player's Companion.json index cd502bf641..0ef3b99610 100644 --- a/collection/Jonoman3000; Blazing Dawn Player's Companion.json +++ b/collection/Jonoman3000; Blazing Dawn Player's Companion.json @@ -2020,7 +2020,7 @@ "header": 1, "entries": [ "At 3rd level, the magic laced into your voice can bring your comrades back from the brink of death.", - "When a creature within 60 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to expend one use of {@classFeature Bardic Inspiration|Bard||1}, rolling the {@classFeature Bardic Inspiration|Bard||1} die and causing the creature's hit point value to equal the number rolled, rather than 0.", + "When a creature within 60 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to expend one use of {@classFeature Bardic Inspiration|Bard|PHB|1}, rolling the {@classFeature Bardic Inspiration|Bard|PHB|1} die and causing the creature's hit point value to equal the number rolled, rather than 0.", "Once you use this feature on a creature, that creature can't benefit from this feature again until it finishes a short or long rest." ] }, @@ -2377,7 +2377,7 @@ "level": 17, "header": 2, "entries": [ - "Beginning at 17th level, your courage doubles down when you're fighting against the odds. If you start your turn below half your hit point maximum or with two or more hostile creatures within 5 feet of you, you become undaunted until the start of your next turn. While undaunted, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you can use {@subclassFeature Renewed Spirit|Cleric||Courage|BDPC|1|BDPC} without expending a use, even if you have already expended all of your uses of that feature." + "Beginning at 17th level, your courage doubles down when you're fighting against the odds. If you start your turn below half your hit point maximum or with two or more hostile creatures within 5 feet of you, you become undaunted until the start of your next turn. While undaunted, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you can use {@subclassFeature Renewed Spirit|Cleric|PHB|Courage|BDPC|1|BDPC} without expending a use, even if you have already expended all of your uses of that feature." ] }, { @@ -2827,7 +2827,7 @@ "entries": [ "At 6th level, you can use your Channel Divinity to restrain a creature with divine chains.", "As an action, you present your {@item holy symbol|PHB}, causing chains of light to emerge from the ground and attempt to restrain a creature you can see within 60 feet of you. That creature must make a Strength saving throw. On a failed save, it takes radiant damage equal to {@damage 2d6} + your cleric level, and is {@condition restrained} until the end of your next turn. On a successful save, it takes half as much damage and its speed is halved until the end of your next turn.", - "If you target a creature that has failed the check imposed by your {@subclassFeature Channel Divinity: Reveal Injustice|Cleric||Justice|BDPC|2|BDPC|Reveal Injustice feature}, that creature makes this save at disadvantage, and it is {@condition paralysed} until the end of your next turn on a failed save, rather than {@condition restrained}. Once you use this bonus effect on a creature, you can't use it on that creature again until you succeed on another check imposed by your {@subclassFeature Channel Divinity: Reveal Injustice|Cleric||Justice|BDPC|2|BDPC|Reveal Injustice feature} against that creature." + "If you target a creature that has failed the check imposed by your {@subclassFeature Channel Divinity: Reveal Injustice|Cleric|PHB|Justice|BDPC|2|BDPC|Reveal Injustice feature}, that creature makes this save at disadvantage, and it is {@condition paralysed} until the end of your next turn on a failed save, rather than {@condition restrained}. Once you use this bonus effect on a creature, you can't use it on that creature again until you succeed on another check imposed by your {@subclassFeature Channel Divinity: Reveal Injustice|Cleric|PHB|Justice|BDPC|2|BDPC|Reveal Injustice feature} against that creature." ] }, { @@ -2954,7 +2954,7 @@ "level": 6, "header": 2, "entries": [ - "Also at 6th level, your spells can augment the bodies or minds of others. When you use your {@subclassFeature Exalted Personage|Cleric||Transcendence|BDPC|1|BDPC|Exalted Personage feature}, you can choose to grant its effect to a creature you can see within 30 feet of you, rather than yourself." + "Also at 6th level, your spells can augment the bodies or minds of others. When you use your {@subclassFeature Exalted Personage|Cleric|PHB|Transcendence|BDPC|1|BDPC|Exalted Personage feature}, you can choose to grant its effect to a creature you can see within 30 feet of you, rather than yourself." ] }, { @@ -3001,8 +3001,8 @@ "header": 2, "entries": [ "At 17th level, you grow powerful enough to push a multitude of creatures beyond their normal limits at once.", - "You can target up to four creatures, instead of one, when you use {@subclassFeature Channel Divinity: Shared Perfection|Cleric||Transcendence|BDPC|6|BDPC|Shared Perfection}. You can choose yourself as one of the targets, in which case you don't need to use your reaction.", - "Also, when you use your {@subclassFeature Exalted Personage|Cleric||Transcendence|BDPC|1|BDPC|Exalted Personage feature}, you can grant its effect to up to four creatures you can see within 30 feet of you. You can choose the same or different ability scores for each creature targeted. In order for you to gain the feature's effect, you must target yourself as one of the four creatures." + "You can target up to four creatures, instead of one, when you use {@subclassFeature Channel Divinity: Shared Perfection|Cleric|PHB|Transcendence|BDPC|6|BDPC|Shared Perfection}. You can choose yourself as one of the targets, in which case you don't need to use your reaction.", + "Also, when you use your {@subclassFeature Exalted Personage|Cleric|PHB|Transcendence|BDPC|1|BDPC|Exalted Personage feature}, you can grant its effect to up to four creatures you can see within 30 feet of you. You can choose the same or different ability scores for each creature targeted. In order for you to gain the feature's effect, you must target yourself as one of the four creatures." ] }, { @@ -3060,7 +3060,7 @@ "level": 2, "header": 1, "entries": [ - "Also at 2nd level, you gain the ability to use {@classFeature Wild Shape|Druid||2} on your turn as a bonus action, rather than as an action. When you use your {@classFeature Wild Shape|Druid||2}, you can have the beast you transform into take on some celestial traits, as described below:", + "Also at 2nd level, you gain the ability to use {@classFeature Wild Shape|Druid|PHB|2} on your turn as a bonus action, rather than as an action. When you use your {@classFeature Wild Shape|Druid|PHB|2}, you can have the beast you transform into take on some celestial traits, as described below:", { "type": "list", "page": 17, @@ -3069,10 +3069,10 @@ "You can speak, but only in {@language Celestial}.", "The form's hit points are increased by 3 for each level you have in this class.", "You can cast any cantrips you know.", - "You can cast certain spells based on the form you choose. See your {@subclassFeature Divine Emissary Spells|Druid||Divinity|BDPC|2|BDPC|Divine Emissary Spells feature} for details. Until the end of your next long rest after using this feature, you can only gain the benefits of this bullet point again if you transform into a beast of the same category as before." + "You can cast certain spells based on the form you choose. See your {@subclassFeature Divine Emissary Spells|Druid|PHB|Divinity|BDPC|2|BDPC|Divine Emissary Spells feature} for details. Until the end of your next long rest after using this feature, you can only gain the benefits of this bullet point again if you transform into a beast of the same category as before." ] }, - "These benefits last for the duration of your {@classFeature Wild Shape|Druid||2}." + "These benefits last for the duration of your {@classFeature Wild Shape|Druid|PHB|2}." ] }, { @@ -3086,8 +3086,8 @@ "level": 2, "header": 1, "entries": [ - "Your {@subclassFeature Divine Emissary|Druid||Divinity|BDPC|2|BDPC|Divine Emissary feature} allows you to cast certain spells based on the form you choose. When you transform, note which of the categories shown in the tables {@homebrew below|on the right} best fit the beast you transformed into. A large number of examples for each category are shown for your convenience.", - "You can cast any spell listed in that table if you have reached the required druid level for it. Until you gain the {@classFeature Beast Spells|Druid||18} feature at 18th level, these are the only spells you can cast while wild shaped. If you gain access to a spell that isn't on the druid spell list, the spell is nonetheless a druid spell for you.", + "Your {@subclassFeature Divine Emissary|Druid|PHB|Divinity|BDPC|2|BDPC|Divine Emissary feature} allows you to cast certain spells based on the form you choose. When you transform, note which of the categories shown in the tables {@homebrew below|on the right} best fit the beast you transformed into. A large number of examples for each category are shown for your convenience.", + "You can cast any spell listed in that table if you have reached the required druid level for it. Until you gain the {@classFeature Beast Spells|Druid|PHB|18} feature at 18th level, these are the only spells you can cast while wild shaped. If you gain access to a spell that isn't on the druid spell list, the spell is nonetheless a druid spell for you.", { "type": "statblock", "tag": "table", @@ -3171,7 +3171,7 @@ "level": 10, "header": 2, "entries": [ - "Beginning at 10th level, you can gain the full benefits of your {@subclassFeature Divine Emissary|Druid||Divinity|BDPC|2|BDPC|Divine Emissary feature} whenever you use your {@classFeature Wild Shape|Druid||2}, even if you transform into a beast of a different category." + "Beginning at 10th level, you can gain the full benefits of your {@subclassFeature Divine Emissary|Druid|PHB|Divinity|BDPC|2|BDPC|Divine Emissary feature} whenever you use your {@classFeature Wild Shape|Druid|PHB|2}, even if you transform into a beast of a different category." ] }, { @@ -3185,7 +3185,7 @@ "level": 14, "header": 2, "entries": [ - "At 14th level, you can use your {@classFeature Wild Shape|Druid||2} to transform into a beast with a challenge rating as high as 2, allowing you to go beyond the Max CR stated in the Beast Shapes table. Also, you have advantage on any Constitution saving throws you make to maintain {@status concentration} on a spell while Wild Shaped." + "At 14th level, you can use your {@classFeature Wild Shape|Druid|PHB|2} to transform into a beast with a challenge rating as high as 2, allowing you to go beyond the Max CR stated in the Beast Shapes table. Also, you have advantage on any Constitution saving throws you make to maintain {@status concentration} on a spell while Wild Shaped." ] }, { @@ -3301,7 +3301,7 @@ "level": 10, "header": 2, "entries": [ - "At 10th level, after you cast a spell of 1st level or higher that deals fire damage, magical ashes swirl around you in a 10-foot radius area centered on you for the next minute. The area travels with you, and it is {@quickref difficult terrain||3} for hostile creatures. As a bonus action, you can expend a spell slot to have the ashes dissipate into healing energy, causing the area to return to normal. One creature within the area regains hit points equal to your Wisdom modifier plus {@dice 1d10} hit points per level of the spell slot expended." + "At 10th level, after you cast a spell of 1st level or higher that deals fire damage, magical ashes swirl around you in a 10-foot radius area centered on you for the next minute. The area travels with you, and it is {@quickref difficult terrain|PHB|3} for hostile creatures. As a bonus action, you can expend a spell slot to have the ashes dissipate into healing energy, causing the area to return to normal. One creature within the area regains hit points equal to your Wisdom modifier plus {@dice 1d10} hit points per level of the spell slot expended." ] }, { @@ -3381,8 +3381,8 @@ "level": 2, "header": 1, "entries": [ - "When you choose this circle at 2nd level, you gain the ability to channel magical energy to form tiny creatures that follow your commands. As a bonus action on your turn, you can expend a use of your {@classFeature Wild Shape|Druid||2} feature to awaken the magical energy within you, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class.", - "This feature lasts for 10 minutes, until you lose all these temporary hit points, or until you use your {@classFeature Wild Shape|Druid||2} again. As part of the bonus action used to enter this form, and as a bonus action on each turn thereafter for as long as this feature lasts, you can summon up to two spirits in unoccupied spaces that you can see within 30 feet of you. Each spirit takes the form of a {@filter Tiny CR 0 beast without a flying or swimming speed|bestiary|source=|Challenge Rating=[&0]|type=beast|miscellaneous=|size=t|speed type=!fly;!swim}, and it lasts for the duration of this feature. A spirit has the same statistics as the beast it resembles, but its type is celestial or elemental (your choice), it cannot take actions other than the {@action Dodge}, {@action Dash}, {@action Disengage}, and {@action Hide} actions, it's visibly magical, and it gives off dim light to a range of 5 feet. You can dismiss a spirit at any time (no action required). You can have no more than six spirits active at once, to summon more you must first choose spirits to dismiss.", + "When you choose this circle at 2nd level, you gain the ability to channel magical energy to form tiny creatures that follow your commands. As a bonus action on your turn, you can expend a use of your {@classFeature Wild Shape|Druid|PHB|2} feature to awaken the magical energy within you, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class.", + "This feature lasts for 10 minutes, until you lose all these temporary hit points, or until you use your {@classFeature Wild Shape|Druid|PHB|2} again. As part of the bonus action used to enter this form, and as a bonus action on each turn thereafter for as long as this feature lasts, you can summon up to two spirits in unoccupied spaces that you can see within 30 feet of you. Each spirit takes the form of a {@filter Tiny CR 0 beast without a flying or swimming speed|bestiary|source=|Challenge Rating=[&0]|type=beast|miscellaneous=|size=t|speed type=!fly;!swim}, and it lasts for the duration of this feature. A spirit has the same statistics as the beast it resembles, but its type is celestial or elemental (your choice), it cannot take actions other than the {@action Dodge}, {@action Dash}, {@action Disengage}, and {@action Hide} actions, it's visibly magical, and it gives off dim light to a range of 5 feet. You can dismiss a spirit at any time (no action required). You can have no more than six spirits active at once, to summon more you must first choose spirits to dismiss.", "The spirits act on your turn, and move and take actions as you telepathically command them (no action required). This telepathy has a maximum range of 120 feet. Additionally, as an action, you can see through a spirit's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spirit has. During this time, you are {@condition deafened|PHB|deaf} and {@condition blinded|PHB|blind} with regard to your own senses.", "Lastly, you can cast druid spells as though you were in the space of any spirit you can telepathically communicate with. If you cast a druid spell with a range of self, you can have the spell treat the spirit as if it were you for as long as the spirit remains. For example, if you cast {@spell spirit guardians|PHB} on one of your spirits, the area would follow the spirit. If the spirit disappears before the spell ends, the area would follow you for the remaining duration.", "Starting at 4th level, your spirits can take {@filter forms with swimming speeds|bestiary|source=|Challenge Rating=[&0]|type=beast|miscellaneous=|size=t|speed type=!fly}, and at 8th level, they can take {@filter forms with flying speeds|bestiary|source=|Challenge Rating=[&0]|type=beast|miscellaneous=|size=t}." @@ -3414,7 +3414,7 @@ "level": 10, "header": 2, "entries": [ - "Starting at 10th level, you can use your action to transform your body into a mote of sunlight until the end of the turn. While you're in this form, you gain a flying speed equal to twice your walking speed, and your movement doesn't provoke {@action opportunity attack|PHB|opportunity attacks}. If your {@subclassFeature Spiritcaller|Druid||Sun|BDPC|2|BDPC|Spiritcaller feature} is active, you can allow any number of your conjured spirits to fly up to 30 feet without provoking {@action opportunity attack|PHB|opportunity attacks} as part of the same action." + "Starting at 10th level, you can use your action to transform your body into a mote of sunlight until the end of the turn. While you're in this form, you gain a flying speed equal to twice your walking speed, and your movement doesn't provoke {@action opportunity attack|PHB|opportunity attacks}. If your {@subclassFeature Spiritcaller|Druid|PHB|Sun|BDPC|2|BDPC|Spiritcaller feature} is active, you can allow any number of your conjured spirits to fly up to 30 feet without provoking {@action opportunity attack|PHB|opportunity attacks} as part of the same action." ] }, { @@ -3553,7 +3553,7 @@ "level": 15, "header": 2, "entries": [ - "Beginning at 15th level, your {@subclassFeature Zealot's Devotion|Fighter||Devout|BDPC|3|BDPC|Zealot's Devotion feature} is improved. You gain a +1 bonus to your AC while defender of kin is active, and a +1 bonus to your weapon attack rolls while slayer of foes is active." + "Beginning at 15th level, your {@subclassFeature Zealot's Devotion|Fighter|PHB|Devout|BDPC|3|BDPC|Zealot's Devotion feature} is improved. You gain a +1 bonus to your AC while defender of kin is active, and a +1 bonus to your weapon attack rolls while slayer of foes is active." ] }, { @@ -3841,7 +3841,7 @@ "level": 7, "header": 2, "entries": [ - "Starting at 7th level, the blades you summon with your {@subclassFeature Flame Wielder|Fighter||Ember Knight (V1)|BDPC|3|BDPC|Flame Wielder feature} become more powerful. The radius of a blade's explosion increases from 5 feet to 10 feet, and a creature that succeeds on its save takes half damage, rather than none.", + "Starting at 7th level, the blades you summon with your {@subclassFeature Flame Wielder|Fighter|PHB|Ember Knight (V1)|BDPC|3|BDPC|Flame Wielder feature} become more powerful. The radius of a blade's explosion increases from 5 feet to 10 feet, and a creature that succeeds on its save takes half damage, rather than none.", "Beginning at 15th level, the explosion radius is further increased to 15 feet." ] }, @@ -3860,7 +3860,7 @@ "header": 2, "entries": [ "By 10th level, your body has become used to working with and wielding fire. You gain resistance to fire damage, and any fire damage you deal ignores fire resistance.", - "Also, you can use your bonus action to regain all expended uses of your {@subclassFeature Flame Wielder|Fighter||Ember Knight (V1)|BDPC|3|BDPC|Flame Wielder feature}. Once you do so, you can't do so again until you finish a long rest." + "Also, you can use your bonus action to regain all expended uses of your {@subclassFeature Flame Wielder|Fighter|PHB|Ember Knight (V1)|BDPC|3|BDPC|Flame Wielder feature}. Once you do so, you can't do so again until you finish a long rest." ] }, { @@ -3897,7 +3897,7 @@ "items": [ "You gain immunity to fire damage.", "At the end of each of your turns, you can choose to release a wave of fire that deals {@damage 1d8} fire damage to each creature of your choice within 5 feet of you.", - "The Burning Blade feature of {@subclassFeature Flame Wielder|Fighter||Ember Knight (V1)|BDPC|3|BDPC} can be activated without expending a use, and its damage die is {@damage 1d6}." + "The Burning Blade feature of {@subclassFeature Flame Wielder|Fighter|PHB|Ember Knight (V1)|BDPC|3|BDPC} can be activated without expending a use, and its damage die is {@damage 1d6}." ] } ] @@ -4334,7 +4334,7 @@ "level": 15, "header": 2, "entries": [ - "At 15th level, both of your Channel Divinity options are improved. When you use Branding Blade, the damage of the brand is increased to {@damage 1d12}, and when you use From the Embers, the number of temporary hit points you gain each turn is increased by 5. Also, while either Channel Divinity is active your {@classFeature Lay on Hands|Paladin||1|Lay on Hands feature} gains a range of 30 feet." + "At 15th level, both of your Channel Divinity options are improved. When you use Branding Blade, the damage of the brand is increased to {@damage 1d12}, and when you use From the Embers, the number of temporary hit points you gain each turn is increased by 5. Also, while either Channel Divinity is active your {@classFeature Lay on Hands|Paladin|PHB|1|Lay on Hands feature} gains a range of 30 feet." ] }, { @@ -5065,7 +5065,7 @@ "level": 11, "header": 2, "entries": [ - "Starting at 11th level, you can use your {@subclassFeature Dawnstriker|Ranger||Lightcaller|BDPC|3|BDPC|Dawnstriker feature} twice per turn, instead of only once per turn, and the damage dice of that feature turn into {@damage d8|d8s}. Also, weapons conjured by your {@subclassFeature Radiant Armaments|Ranger||Lightcaller|BDPC|3|BDPC|Radiant Armaments feature} gain a +1 bonus to attack and damage rolls." + "Starting at 11th level, you can use your {@subclassFeature Dawnstriker|Ranger|PHB|Lightcaller|BDPC|3|BDPC|Dawnstriker feature} twice per turn, instead of only once per turn, and the damage dice of that feature turn into {@damage d8|d8s}. Also, weapons conjured by your {@subclassFeature Radiant Armaments|Ranger|PHB|Lightcaller|BDPC|3|BDPC|Radiant Armaments feature} gain a +1 bonus to attack and damage rolls." ] }, { @@ -5163,7 +5163,7 @@ "level": 9, "header": 2, "entries": [ - "Starting at 9th level, whenever you mark a foe with your {@subclassFeature Judgement|Rogue||Divine Hand|BDPC|3|BDPC|Judgment feature}, you can use one the actions granted by your {@classFeature Cunning Action|Rogue||2} as part of the same bonus action." + "Starting at 9th level, whenever you mark a foe with your {@subclassFeature Judgement|Rogue|PHB|Divine Hand|BDPC|3|BDPC|Judgment feature}, you can use one the actions granted by your {@classFeature Cunning Action|Rogue|PHB|2} as part of the same bonus action." ] }, { @@ -5193,7 +5193,7 @@ "level": 17, "header": 2, "entries": [ - "Beginning at 17th level, your divine judgment becomes especially harsh. Whenever you use your {@subclassFeature Judgement|Rogue||Divine Hand|BDPC|3|BDPC|Judgment feature} against a creature and choose to empower your strike, your attack deals an additional {@damage 4d6} radiant damage to your target." + "Beginning at 17th level, your divine judgment becomes especially harsh. Whenever you use your {@subclassFeature Judgement|Rogue|PHB|Divine Hand|BDPC|3|BDPC|Judgment feature} against a creature and choose to empower your strike, your attack deals an additional {@damage 4d6} radiant damage to your target." ] }, { @@ -5238,7 +5238,7 @@ "level": 1, "header": 1, "entries": [ - "Starting at 1st level, you can cause your magic to leave behind magical cinders in its wake. After you cast a spell of 1st level or higher, you can conjure a cloud of cinders that fills a 10-foot radius area centered either on you or on a target of the spell. The cloud remains in the place it was conjured, and lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The area of the cloud is lightly obscured, and is {@quickref difficult terrain||3} for hostile creatures. Also, you gain the following benefits while you are within a cloud conjured by this feature:", + "Starting at 1st level, you can cause your magic to leave behind magical cinders in its wake. After you cast a spell of 1st level or higher, you can conjure a cloud of cinders that fills a 10-foot radius area centered either on you or on a target of the spell. The cloud remains in the place it was conjured, and lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The area of the cloud is lightly obscured, and is {@quickref difficult terrain|PHB|3} for hostile creatures. Also, you gain the following benefits while you are within a cloud conjured by this feature:", { "type": "list", "items": [ @@ -5975,7 +5975,7 @@ "level": 6, "header": 2, "entries": [ - "Starting at 6th level, you can use your bonus action to send some of the wisps conjured by your {@subclassFeature Energy Wisps|Wizard||Elements (Retired)|BDPC|2|BDPC|Energy Wisps feature} to flit around another creature you can see within 30 feet of you, or return back to you. The maximum number of wisps you can send or return at once equals your Intelligence modifier (minimum 1). While the wisps flit around another creature, they hurl at that creature's attackers just as they would for you.", + "Starting at 6th level, you can use your bonus action to send some of the wisps conjured by your {@subclassFeature Energy Wisps|Wizard|PHB|Elements (Retired)|BDPC|2|BDPC|Energy Wisps feature} to flit around another creature you can see within 30 feet of you, or return back to you. The maximum number of wisps you can send or return at once equals your Intelligence modifier (minimum 1). While the wisps flit around another creature, they hurl at that creature's attackers just as they would for you.", "Also, whenever you hurl a wisp at a creature attacking you (not another creature), you can use your reaction to hurl more wisps at your attacker. The maximum number of additional wisps you can hurl equals your Intelligence modifier (minimum 1), and those wisps deal damage and are expended as normal." ] }, @@ -6006,7 +6006,7 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, the damage die of your {@subclassFeature Energy Wisps|Wizard||Elements (Retired)|BDPC|2|BDPC|Energy Wisps feature} becomes a {@damage d6}, rather than a {@damage d4}.", + "Starting at 14th level, the damage die of your {@subclassFeature Energy Wisps|Wizard|PHB|Elements (Retired)|BDPC|2|BDPC|Energy Wisps feature} becomes a {@damage d6}, rather than a {@damage d4}.", "Also, whenever creatures within 30 feet of you would take acid, cold, fire, lightning, or thunder damage from a single source, you use your reaction to grant up to 3 of those creatures resistance to that instance of damage. If you were the source of that instance of damage, you instead grant those creatures immunity to it." ] }, @@ -6198,7 +6198,7 @@ "level": 6, "header": 2, "entries": [ - "Starting at 6th level, your cantrips can create sparks as well. You can use your {@subclassFeature Scintillating Sparks|Wizard||Pyromancy|BDPC|2|BDPC|Scintillating Sparks feature} whenever you cast a cantrip, rather than only when you cast spells of 1st level or higher. When you use the feature in this way, you can choose up to two 5-foot squares on the ground if the cantrip deals fire damage, or one 5-foot square for other cantrips." + "Starting at 6th level, your cantrips can create sparks as well. You can use your {@subclassFeature Scintillating Sparks|Wizard|PHB|Pyromancy|BDPC|2|BDPC|Scintillating Sparks feature} whenever you cast a cantrip, rather than only when you cast spells of 1st level or higher. When you use the feature in this way, you can choose up to two 5-foot squares on the ground if the cantrip deals fire damage, or one 5-foot square for other cantrips." ] }, { @@ -6227,7 +6227,7 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, the fires created with your {@subclassFeature Scintillating Sparks|Wizard||Pyromancy|BDPC|2|BDPC|Scintillating Sparks feature} can be used to protect your allies.", + "Starting at 14th level, the fires created with your {@subclassFeature Scintillating Sparks|Wizard|PHB|Pyromancy|BDPC|2|BDPC|Scintillating Sparks feature} can be used to protect your allies.", "When a friendly creature enters a fire's area, you can choose to have the fire not deal damage to the creature. Instead, as the fire dissipates it grants that creature temporary hit points equal to half your wizard level. These temporary hit points last until the end of that creature's next turn. Also, the creature gains an additional benefits based on the fire's color, described below:", { "type": "entries", @@ -8679,7 +8679,7 @@ ], "entries": [ "You cause the area of a 30-foot cube within range to instantly increase in temperature. This temperature increase lasts for the duration. When the area appears, each creature in it must make a Constitution saving throw. A creature takes {@damage 3d6} fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.", - "This spell has additional effects when overlapping with areas of water. Being underwater does not confer resistance against the fire damage dealt by this spell. Also, any underwater areas within the spell's area start bubbling furiously, turning those areas into {@quickref difficult terrain||3} and causing them to be heavily obscured.", + "This spell has additional effects when overlapping with areas of water. Being underwater does not confer resistance against the fire damage dealt by this spell. Also, any underwater areas within the spell's area start bubbling furiously, turning those areas into {@quickref difficult terrain|PHB|3} and causing them to be heavily obscured.", "Above water, however, this spell can be difficult to see. A creature that starts its turn within 60 feet of the area and can see the area must make a Wisdom ({@skill Perception}) check to notice the heat haze caused by this spell, and therefore notice the spell's effect. The DC for this check equals your spell save DC." ], "entriesHigherLevel": [ @@ -9618,7 +9618,7 @@ } ] }, - "While the spell lasts, your form cannot be changed, whether through {@classFeature Wild Shape|Druid||2}, {@spell polymorph}, {@spell enlarge/reduce}, or other such magic. When the spell ends, you gain a level of {@condition exhaustion}." + "While the spell lasts, your form cannot be changed, whether through {@classFeature Wild Shape|Druid|PHB|2}, {@spell polymorph}, {@spell enlarge/reduce}, or other such magic. When the spell ends, you gain a level of {@condition exhaustion}." ], "entriesHigherLevel": [ { @@ -9700,7 +9700,7 @@ } ], "entries": [ - "Molten lava begins to burst out of a point on the ground that you can see within range, creating a 1-foot thick layer of lava on the ground that fills a 30-foot radius area centered on that point. The lava spreads around corners, and is {@quickref difficult terrain||3}.", + "Molten lava begins to burst out of a point on the ground that you can see within range, creating a 1-foot thick layer of lava on the ground that fills a 30-foot radius area centered on that point. The lava spreads around corners, and is {@quickref difficult terrain|PHB|3}.", "When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, a creature takes {@damage 10d6} fire damage, and is ignited for the duration. On a successful save, a creature takes half as much damage and is not ignited. The lava also damages objects in its area, and ignites flammable objects that aren't being worn or carried.", "An ignited creature suffers no additional effect while it remains in the lava. However, if an ignited creature starts its turn outside of the lava, it takes {@damage 2d6} fire damage as it continues to burn. The effect ends after 1 minute, or if the ignited creature or another creature within 5 feet of it uses an action to douse the flames.", "At the start of each of your turns, the lava spreads out further, increasing the radius of the area by 10 feet. The lava spreading into a creature's space does not damage that creature until it starts its turn in the lava." @@ -9935,8 +9935,8 @@ } ], "entries": [ - "The ground in a 150-foot-square centered on a point within range cracks and churns, turning the ground in that area into {@quickref difficult terrain||3} until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.", - "When you cast this spell and at the start of each of your turns for as long as this spell lasts, choose up to four 5-foot-square portions of this {@quickref difficult terrain||3}. From each square chosen, a 5-foot-wide, 300-foot-long line of fire is expelled vertically from the ground. Each creature within a line must make a Dexterity saving throw. A creature takes {@damage 7d10} fire damage on a failed save, or half as much damage on a successful one. If a creature would be in the area of multiple lines, it only makes one saving throw. The damage roll of that saving throw is increased by {@damage 1d10} for each line the creature is in beyond the first.", + "The ground in a 150-foot-square centered on a point within range cracks and churns, turning the ground in that area into {@quickref difficult terrain|PHB|3} until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.", + "When you cast this spell and at the start of each of your turns for as long as this spell lasts, choose up to four 5-foot-square portions of this {@quickref difficult terrain|PHB|3}. From each square chosen, a 5-foot-wide, 300-foot-long line of fire is expelled vertically from the ground. Each creature within a line must make a Dexterity saving throw. A creature takes {@damage 7d10} fire damage on a failed save, or half as much damage on a successful one. If a creature would be in the area of multiple lines, it only makes one saving throw. The damage roll of that saving throw is increased by {@damage 1d10} for each line the creature is in beyond the first.", "Each of these lines then become filled with dark, toxic smoke until the start of your next turn, heavily obscuring the areas. A creature that enters the smoke for the first time on a turn or ends its turn there must succeed on a Constitution saving throw or become {@condition poisoned} until the end of its next turn.", "Any line of fire that goes its full distance without stopping on a solid surface explodes in a blast of scintillating colors. These blasts emit thunderous booms audible out to 1000 feet." ], @@ -15318,7 +15318,7 @@ "name": "Martial Archetypes", "page": 19, "entries": [ - "At 3rd level, a fighter gains the Martial Archetype feature. When a fighter gains this feature, the following additional options are available to them: the {@class Fighter|PHB|Devout|Devout|BDPC}, and the {@class Fighter||Ember Knight|Ember Knight|BDPC}.", + "At 3rd level, a fighter gains the Martial Archetype feature. When a fighter gains this feature, the following additional options are available to them: the {@class Fighter|PHB|Devout|Devout|BDPC}, and the {@class Fighter|PHB|Ember Knight|Ember Knight|BDPC}.", { "type": "statblock", "prop": "subclass", diff --git a/creature/Dragonix; Monster Manual Expanded II (v2).json b/creature/Dragonix; Monster Manual Expanded II (v2).json index 27c73cbca2..f13063a29d 100644 --- a/creature/Dragonix; Monster Manual Expanded II (v2).json +++ b/creature/Dragonix; Monster Manual Expanded II (v2).json @@ -78205,7 +78205,7 @@ "type": "entries", "name": "Wood Woad Grove Warden", "entries": [ - "A grove warden was created from the sacrifice made by an elf paladin that swore an {@class paladin||Oath of the Ancients|Ancients}. The creature has retained its former life's paladin abilities which it now uses to help protect its woodland territory." + "A grove warden was created from the sacrifice made by an elf paladin that swore an {@class paladin|PHB|Oath of the Ancients|Ancients}. The creature has retained its former life's paladin abilities which it now uses to help protect its woodland territory." ] } } diff --git a/creature/Kobold Press; Warlock Issue 29 - Planar Bestiary.json b/creature/Kobold Press; Warlock Issue 29 - Planar Bestiary.json index 0d8b620568..3050db05c8 100644 --- a/creature/Kobold Press; Warlock Issue 29 - Planar Bestiary.json +++ b/creature/Kobold Press; Warlock Issue 29 - Planar Bestiary.json @@ -1378,7 +1378,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The sharavene can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The sharavene can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] }, { @@ -1805,7 +1805,7 @@ { "name": "Incorporeal Movement", "entries": [ - "The viridriloth can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + "The viridriloth can move through other creatures and objects as if they were {@quickref difficult terrain|PHB|3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ] }, { diff --git a/deck/Wyrmwood; Corrupted Tarot.json b/deck/Wyrmwood; Corrupted Tarot.json index b1e58d88f8..0e38656ff8 100644 --- a/deck/Wyrmwood; Corrupted Tarot.json +++ b/deck/Wyrmwood; Corrupted Tarot.json @@ -799,7 +799,7 @@ "type": "entries", "name": "Corrupted", "entries": [ - "{@i Despair, Attrition, Responsibility }", + "{@i Despair, Attrition, Responsibility}", "Judgement, meant to be a harrowing but crucial step on the querent's journey, has been corrupted here to represent an impassable, chaotic deluge. Your guilt is too strong, your responsibilities too heavy, and your heart too wounded by all the things for which you have not yet forgiven yourself." ] }, @@ -2153,7 +2153,7 @@ "type": "entries", "name": "Classical:", "entries": [ - "{@i Discipline, Honor, Duty }", + "{@i Discipline, Honor, Duty}", "The Emperor is a mythological father figure, at times overbearing and strict but primarily embodying protectiveness, discipline, and control. Although the Emperor is unconcerned with happiness or relying on intuition, he sees himself as a servant of his people and is often a highly effective and just leader." ] } @@ -2495,7 +2495,7 @@ "type": "entries", "name": "Corrupted", "entries": [ - "{@i Doubt, Faithlessness, Overwhelm }", + "{@i Doubt, Faithlessness, Overwhelm}", "Missing light, lack of hope, the questioning of faith. When we are open to the universe and all it can offer, The Star seems to fill us with energy, but in this reversal of fate, we cannot see the light. Instead of feeling blessed, we feel lost and alone. The sky has not changed. We simply need to keep looking." ] }, @@ -2530,7 +2530,7 @@ "type": "entries", "name": "Corrupted", "entries": [ - "{@i Depression, Tribulation, Futility }", + "{@i Depression, Tribulation, Futility}", "Hope is blocked. Your inspiration, energy and happiness are being drained. Feelings of depression and powerlessness rule your life at this time, and much like the gold packed around a richly buried monarch, the light that surrounds you is false and cold." ] }, @@ -2538,7 +2538,7 @@ "type": "entries", "name": "Classical:", "entries": [ - "{@i Joy, Love, Affection }", + "{@i Joy, Love, Affection}", "The traditional reading of The Sun is a true moment of joy. When this card appears it represents happiness, success, exuberance, generosity an kindness. You are a beacon to those around you." ] } @@ -2740,7 +2740,7 @@ "type": "entries", "name": "Corrupted", "entries": [ - "{@i Delay, Frustration, Doubt }", + "{@i Delay, Frustration, Doubt}", "You are trying your hardest to move forward and find your guiding light, yet find yourself viciously held back and delayed as forces step on your heels and drag you back. A path you thought you could predict is filled with obstacles, and the forest is darker than you thought it would be." ] }, @@ -2888,7 +2888,7 @@ "type": "entries", "name": "Classical:", "entries": [ - "{@i Strategy, First Step, Goals }", + "{@i Strategy, First Step, Goals}", "A moment of planning and safety, the uncorrupted Two of Wands represents the first step between having an idea and turning it into a reality. This is a Card for mapmakers, adventurers, and artisans. You can see the statue in the block of marble. now all you have to do is get it out." ] } @@ -2915,7 +2915,7 @@ "type": "entries", "name": "Corrupted", "entries": [ - "{@i Fate, Curses, Patience }", + "{@i Fate, Curses, Patience}", "You may be feeling cursed by bad luck. and In this instance, the luck is wholly out of your control. Perseverance is required\u2014the Wheel will turn again before long." ] }, diff --git a/item/M.T. Black; Mordenkainen's Tome of Marvelous Magic.json b/item/M.T. Black; Mordenkainen's Tome of Marvelous Magic.json index 8ed46fc98a..1b0a4a8457 100644 --- a/item/M.T. Black; Mordenkainen's Tome of Marvelous Magic.json +++ b/item/M.T. Black; Mordenkainen's Tome of Marvelous Magic.json @@ -481,7 +481,7 @@ "wondrous": true, "recharge": "dawn", "entries": [ - "This thick leather belt is full of cracks and fissures and is fastened by a heavy buckle of obsidian. While wearing this belt, {@quickref difficult terrain||3} doesn't cost you extra movement and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", + "This thick leather belt is full of cracks and fissures and is fastened by a heavy buckle of obsidian. While wearing this belt, {@quickref difficult terrain|PHB|3} doesn't cost you extra movement and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", "In addition, you can use an action and cast the {@spell teleport} spell. Once used, this property of the belt can't be used again until the next dawn." ], "attachedSpells": [ @@ -572,7 +572,7 @@ "wondrous": true, "recharge": "special", "entries": [ - "This squat bottle is made of clear glass and has a cork stopper. When a wineskin of wine is poured into the bottle, the wine is consumed, and the bottle is filled with innumerable tiny lights. The bottle sheds {@quickref Vision and Light||2||bright light} in a 30-foot radius and {@quickref Vision and Light||2||dim light} for an additional 30 feet. You can use an action to command the bottle to expand or reduce its radius of {@quickref Vision and Light||2||bright and dim light} by 5 feet each, to a maximum of 60 feet each or a minimum of 5 feet each. The light lasts for 1 day, after which time it may be reignited with another skin of wine." + "This squat bottle is made of clear glass and has a cork stopper. When a wineskin of wine is poured into the bottle, the wine is consumed, and the bottle is filled with innumerable tiny lights. The bottle sheds {@quickref Vision and Light|PHB|2|0|bright light} in a 30-foot radius and {@quickref Vision and Light|PHB|2|0|dim light} for an additional 30 feet. You can use an action to command the bottle to expand or reduce its radius of {@quickref Vision and Light|PHB|2|0|bright and dim light} by 5 feet each, to a maximum of 60 feet each or a minimum of 5 feet each. The light lasts for 1 day, after which time it may be reignited with another skin of wine." ], "lootTables": [ "Uncommon Magic Items (Table F)|MToMM" @@ -880,7 +880,7 @@ "wondrous": true, "entries": [ "This item appears to be an ordinary wax candle in a brass holder. The candle's magic is activated when the candle is lit, which requires an action. After burning for 1 hour, the candle is destroyed, or you can snuff it out early for later use. Deduct the time it burned in increments of 1 minute from the candle's total burn time.", - "When lit, it sheds {@quickref Vision and Light||2||bright light} in a 10-foot radius and {@quickref Vision and Light||2||dim light} for an additional 10 feet. Any undead creature that starts its turn within that light takes {@damage 1d6} radiant damage." + "When lit, it sheds {@quickref Vision and Light|PHB|2|0|bright light} in a 10-foot radius and {@quickref Vision and Light|PHB|2|0|dim light} for an additional 10 feet. Any undead creature that starts its turn within that light takes {@damage 1d6} radiant damage." ], "lootTables": [ "Rare Magic Items (Table G)|MToMM" @@ -1425,7 +1425,7 @@ "rarity": "uncommon", "wondrous": true, "entries": [ - "This item resembles an ordinary egg. When shattered, a 40-foot-radius sphere of fog emerges from it. The sphere spreads around corners, and its area is {@quickref Vision and Light||2||heavily obscured}. The fog lasts for 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it." + "This item resembles an ordinary egg. When shattered, a 40-foot-radius sphere of fog emerges from it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2|0|heavily obscured}. The fog lasts for 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it." ], "lootTables": [ "Uncommon Magic Items (Table F)|MToMM" @@ -1795,7 +1795,7 @@ "recharge": "dawn", "entries": [ "This copper hand gong is 12 inches wide and has a red rope handle. When struck, an intense tremor rips through the ground in a 60-foot-radius circle centered on the gong and shakes everything in contact with the ground in that area. The tremor lasts for 1 minute.", - "The ground in the area becomes {@quickref difficult terrain||3}. Each creature on the ground that is {@status Concentration|PHB|concentrating} must make a Constitution saving throw. On a failed save, the creature's {@status concentration} is broken.", + "The ground in the area becomes {@quickref difficult terrain|PHB|3}. Each creature on the ground that is {@status Concentration|PHB|concentrating} must make a Constitution saving throw. On a failed save, the creature's {@status concentration} is broken.", "When the gong is struck and at the end of each turn while the tremor lasts, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked {@condition prone}. Permanent structures are not damaged, but loose items such as furniture are likely to fall over.", "Once used, this property of the gong can't be used again until the next dawn." ], @@ -2208,7 +2208,7 @@ "wondrous": true, "recharge": "special", "entries": [ - "This 2-foot-tall jug is made of green earthenware and has a cork stopper in its narrow neck. When opened, a cloud of green gas is released filling a 10-foot-radius sphere. The cloud spreads around corners, and its area is {@quickref Vision and Light||2||heavily obscured}. The cloud lingers in the air for 1 minute.", + "This 2-foot-tall jug is made of green earthenware and has a cork stopper in its narrow neck. When opened, a cloud of green gas is released filling a 10-foot-radius sphere. The cloud spreads around corners, and its area is {@quickref Vision and Light|PHB|2|0|heavily obscured}. The cloud lingers in the air for 1 minute.", "Each creature that is completely within the cloud must make a {@dc 15} Constitution saving throw. On a failed save, it is turned to jade stone and subjected to the {@condition petrified} condition. An affected creature returns to normal after one day has elapsed.", "If the stopper is firmly replaced in the jug, it begins slowly filling with gas and is ready again for use 10 days later." ], @@ -2745,7 +2745,7 @@ "rarity": "uncommon", "wondrous": true, "entries": [ - "Wearing this nightcap grants you {@sense darkvision}. You can see in {@quickref Vision and Light||2||dim light} within 60 feet as if it were {@quickref Vision and Light||2||bright light} and in darkness as if it were {@quickref Vision and Light||2||dim light}. You can't discern color in darkness, only shades of gray." + "Wearing this nightcap grants you {@sense darkvision}. You can see in {@quickref Vision and Light|PHB|2|0|dim light} within 60 feet as if it were {@quickref Vision and Light|PHB|2|0|bright light} and in darkness as if it were {@quickref Vision and Light|PHB|2|0|dim light}. You can't discern color in darkness, only shades of gray." ], "lootTables": [ "Uncommon Magic Items (Table F)|MToMM" @@ -2864,7 +2864,7 @@ "rarity": "uncommon", "wondrous": true, "entries": [ - "This pipe is always magically full of fresh tobacco. When you use an action to light and puff on it, you create a 20-foot-radius sphere of thick grey smoke centered on yourself. The sphere spreads around corners, and its area is {@quickref Vision and Light||2||heavily obscured}. Each creature other than yourself that is completely within the smoke at the start of its turn must make a DC 10 Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.", + "This pipe is always magically full of fresh tobacco. When you use an action to light and puff on it, you create a 20-foot-radius sphere of thick grey smoke centered on yourself. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2|0|heavily obscured}. Each creature other than yourself that is completely within the smoke at the start of its turn must make a DC 10 Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.", "The smoke lasts for one hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Once you have lit the pipe, it can't be lit again until the next dawn." ], "lootTables": [ @@ -3146,7 +3146,7 @@ }, "recharge": "dawn", "entries": [ - "These superbly crafted sandals are made of fine green leather with mithral buckles and are designed to resemble overlapping leaves. While wearing them, you increase your walking speed by 10 feet and your movement is unaffected by {@quickref difficult terrain||3}.", + "These superbly crafted sandals are made of fine green leather with mithral buckles and are designed to resemble overlapping leaves. While wearing them, you increase your walking speed by 10 feet and your movement is unaffected by {@quickref difficult terrain|PHB|3}.", "You can also use an action to speak a command word and, for 1 hour, you can stand on and move across any liquid surface as if it were solid ground. Once used, this property of the sandals can't be used again until the next dawn." ], "lootTables": [ @@ -3175,7 +3175,7 @@ "wondrous": true, "recharge": "dawn", "entries": [ - "This short, gold-plated rod is capped by a clear crystal orb. As an action, you can speak the scepter's command word and, for the next 4 hours, a 60-foot-radius sphere of {@quickref Vision and Light||2||bright light} spreads out from the orb. {@quickref Vision and Light||2||Dim light} is shed for an additional 60 feet. If any of this light area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.", + "This short, gold-plated rod is capped by a clear crystal orb. As an action, you can speak the scepter's command word and, for the next 4 hours, a 60-foot-radius sphere of {@quickref Vision and Light|PHB|2|0|bright light} spreads out from the orb. {@quickref Vision and Light|PHB|2|0|Dim light} is shed for an additional 60 feet. If any of this light area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.", "Once used, this property of the scepter can't be used again until the next dawn." ], "lootTables": [ @@ -3232,7 +3232,7 @@ "rarity": "uncommon", "wondrous": true, "entries": [ - "These are usually found in a small canvas bag containing {@dice 2d4} seeds. As an action, you can throw a seed at a point you can see within 20 feet of you, and a large tangled bush, 10 feet in diameter, immediately sprouts from the ground there. This bush turns the ground into {@quickref difficult terrain||3} for 1 minute before wilting away.", + "These are usually found in a small canvas bag containing {@dice 2d4} seeds. As an action, you can throw a seed at a point you can see within 20 feet of you, and a large tangled bush, 10 feet in diameter, immediately sprouts from the ground there. This bush turns the ground into {@quickref difficult terrain|PHB|3} for 1 minute before wilting away.", "A creature that ends its turn in the area of the bush must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} by the bush. A creature so {@condition restrained} can use its action to make a {@dc 15} Strength saving throw. On a success, it frees itself." ], "lootTables": [ diff --git a/race/D&DWiki; Mogogol.json b/race/D&DWiki; Mogogol.json new file mode 100644 index 0000000000..491db9aa52 --- /dev/null +++ b/race/D&DWiki; Mogogol.json @@ -0,0 +1,230 @@ +{ + "_meta": { + "sources": [ + { + "json": "Mogogol", + "abbreviation": "Mog", + "full": "Mogogol", + "authors": [ + "D&D Wiki" + ], + "convertedBy": [ + "Lyra [he/him]" + ], + "version": "22:02, 20 August 2023", + "url": "https://www.dandwiki.com/wiki/Mogogol_(5e_Race)", + "dateReleased": "2023-08-20" + } + ], + "status": "ready", + "dateAdded": 1700814152, + "dateLastModified": 1700814152 + }, + "race": [ + { + "name": "Mogogol", + "source": "Mogogol", + "size": [ + "S", + "M" + ], + "speed": { + "walk": 30, + "swim": 30, + "alternate": { + "walk": [ + { + "number": 25, + "condition": "if small" + } + ] + } + }, + "ability": [ + { + "dex": 1, + "con": 1, + "cha": 1 + } + ], + "age": { + "mature": 12, + "max": 50 + }, + "traitTags": [ + "Amphibious", + "Skill Proficiency" + ], + "skillProficiencies": [ + { + "acrobatics": true + } + ], + "languageProficiencies": [ + { + "common": true, + "anyStandard": 1 + } + ], + "entries": [ + "Mogogols share many traits with the frogs from with they are descended:", + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Dexterity, Constitution and Charisma scores each increase by 1. Mogogols are extremely sturdy with more than enough charm to compensate for their froggish looks, but are often a little dimwitted." + ] + }, + { + "type": "entries", + "name": "Age", + "entries": [ + "Mature at 12, generally live to be about 45-50." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Mogogols can be any alignment." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "You size is Medium or Small. Mogogols can either be Medium-sized creatures or Small-sized creatures (with normal bonuses and penalties typical of this size). Size is chosen at character creation and does not change." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Medium-sized mogogols have a base speed of 30 feet. Small-sized mogogols have a base speed of 25 feet. Both have a swim speed of 30 feet. A mogogol suffers no movement penalties for moving through marshes or mud." + ] + }, + { + "type": "entries", + "name": "Amphibious", + "entries": [ + "You can breathe air and water." + ] + }, + { + "type": "entries", + "name": "Grasping Tongue", + "entries": [ + "You can use your tongue to {@action grapple} targets up to 10 feet away. You do not provoke an {@action opportunity attack|PHB|attack of opportunity} or incur penalties for not having both hands free when starting a {@action grapple} in this manner. Normal rules for grappling apply afterwards." + ] + }, + { + "type": "entries", + "name": "Skilled Jumper", + "entries": [ + "You are proficient in the {@skill Acrobatics} skill." + ] + }, + { + "type": "entries", + "name": "Skilled Climber", + "entries": [ + "Small Mogogols have advantage on {@skill Athletics} checks made while climbing." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read and write, {@language Common|PHB}, and one other language of your choice." + ] + } + ], + "fluff": { + "_raceFluff": { + "name": "Mogogol", + "source": "Mogogol" + } + }, + "_versions": [ + { + "name": "Mogogol (Medium)", + "source": "Mogogol", + "_mod": { + "entries": [ + { + "mode": "removeArr", + "names": "Skilled Climber" + } + ] + }, + "size": [ + "M" + ], + "speed": { + "walk": 30, + "swim": 30 + }, + "heightAndWeight": { + "baseHeight": 43, + "heightMod": "1d12", + "baseWeight": 110, + "weightMod": "1d6" + } + }, + { + "name": "Mogogol (Small)", + "source": "Mogogol", + "size": [ + "S" + ], + "speed": { + "walk": 25, + "swim": 30 + }, + "heightAndWeight": { + "baseHeight": 29, + "heightMod": "1d4", + "baseWeight": 25, + "weightMod": "1d4" + } + } + ] + } + ], + "raceFluff": [ + { + "name": "Mogogol", + "source": "Mogogol", + "entries": [ + { + "type": "entries", + "name": "Physical Description", + "entries": [ + "Mogogols are essentially overgrown frogs that managed to learn to speak, walk upright, and wear clothes. It is immediately apparent to anyone visiting a mogogol village that there really is no standard look for a mogogol, except that they are frog-like. The clan has amazing physical diversity, which has proven an enigma to sages who study the mogogols. A mogogol's form can be patterned after tree frogs, toads, bullfrogs, and can have just about any sort of coloring, spots, stripes, bumps, or superficial differences that make each individual a little different from the other. Mogogols also differ in size greatly when compared with other races. This is likely due to their ancestral mingling with a plethora of humanoid frog species, some of which that were Small-sized. Mogogols have no prejudice related to height, and treat all members equally. About seven out of every ten mogogols grow to be Medium-sized. Players choose the size of their character at the time of creation. Despite their prolific variety, mogogols do have a few things in common. All mogogols have three fingers and one thumb on each hand. Their clawed, webbed feet enable them to be excellent swimmers. They have extremely muscular legs, which aid in swimming and jumping. Small mogogols can utilize their disproportionately long limbs, finger pads and light weight to climb extremely well." + ] + }, + { + "type": "entries", + "name": "History", + "entries": [ + "The mogogols began as an offshoot group of boggards (frog people) who were driven from their swampy homes by another group of boggards. Also around this time, the offshoot group underwent an unexplained change, possibly magical in nature, which caused them to be more open and tolerant of outsiders and practically incapable of intentionally committing an evil act. The group eventually settled in and near saltwater marshes along the coasts and over time their forced contact with outsiders prompted them to take up a seafaring lifestyle. While not as skilled at seafaring as other races, mogogols have made their livings transporting cargo and fishing. The greater exposure to the outside world has also resulted in more genetic diversity, producing a stronger and healthier race. The mogogols of today have only a few common characteristics with their more inbred boggard cousins." + ] + }, + { + "type": "entries", + "name": "Society", + "entries": [ + "Male and female mogogols are virtually identical in appearance, and gender has little meaning for the species. Additionally, if the population has a shortage on one gender, the older members of the tribe automatically transform into the gender that is needed. The reproductive system of the mogogol is highly adaptive. Occasionally, mogogols will be born with no reproductive facilities at all (and therefore no gender.) This is a permanent condition. Mogogols hatch from eggs the size of golf balls. These eggs are soft and have a jelly-like consistency, and must stay underwater to remain viable. Mogogols start out as larger\u2014 though normal looking\u2014 tadpoles, and are unable to breathe air or move on land until they are 3 years old. At that point, they begin looking less like a tadpole and more like a miniature mogogol, with a tail and tiny underdeveloped arms. By age 6, they look like normal, albeit small (2-3 feet tall) mogogols. At this age they are able to learn skills and speech. By age 12, a mogogol is sexually mature. They tend to reach old age at about 45, aging a bit quicker than humans. Mogogols often form small communities on the edge of swamps. This has less to do with preference, as mogogols do have diverse tastes in living environments, and more to do with affordability and biological needs. Some speculate that the mogogol ancestors strayed too close to chaos magic, or that the eggs were hatched in brambleberry wine. Whatever the cause, the mogogols think differently than the average PC race. All mogogols seem to have an impeccable sense of right and wrong, and are compelled to avoid the wrong. Their warped altruistic nature leads them away from the dismal swamps and into civilized areas. In addition, mogogols are prone to wild obsessions that they tend to pursue their entire lives. A young mogogol who becomes fascinated with ships, for example, is very likely to devote his entire life to them, becoming a ship builder or captain. It is hard to predict exactly what will catch a mogogol's eye, but when it does, little can be done to steer the creature away from the new obsession. When playing a mogogol, one must remember that they are indelibly good and optimistic. It's not a choice, it's a virtual curse. A particularly downtrodden mogogol will still seem upbeat, though his mania may be particularly acute at this time as well. Performing an evil act makes a mogogol physically ill, and they learn early to avoid it if at all possible. Some sages believe the strange mogogol behavior to be the result of a magical curse, although no style of divination has yet been able to prove that the mogogols have any magical taint. Others believe it to be the result of some sort of neurological disease that only infects intelligent amphibians. However, this theory is also shot down, as no magical or mundane methods to cure disease or remove poison has altered a mogogol's personality in any way. Whatever the cause, mogogols are here to stay. They will venture from their dismal marshes in search of good deeds and a worthy title. Other amphibian races have come to fear and loath the mogogols. Adding to the validity of the disease theory, normal boggards usually flee rather than face a mogogol, for fear they too will succumb to the 'curse of altruism'. A boggard's worst imaginable fate is to be forever doomed to help old ladies across busy streets, defend the helpless, and be generally optimistic and nice." + ] + }, + { + "type": "entries", + "name": "Mogogol Names", + "entries": [ + "Mogogols have three important naming practices. The first, and most confusing tradition, is that all mogogols are named Mogogol. The second, whose name is probably a corruption of the word \"epitaph\" (and an unfortunate one at that), is the ever-so-common \"epitab\". An epitab, as the mogogols describe it, are words that people tack onto the end of your name. So one would know one mogogol from another by calling one \"Mogogol with the green spots\" or \"Mogogol who broke his leg\". The epitab carries with it no honor, and its use generally denotes a mogogol who has not yet succeeded at anything worthwhile. All of the noteworthy mogogols have a title, which to the race, just means that someone decided to tack on a noteworthy prefix to their name rather than a suffix. Nearly all mogogols are guaranteed the title of Father or Mother if they have children, and Grandfather or Grandmother if they live to see their children have children. But the more prestigious titles are ones earned from another race. Among the most memorable of these are Captain Mogogol, Friar Mogogol, Doctor Mogogol, and Dread Pirate Mogogol. Generally mogogols make no distinction between male and female (in fact, the title of Father and Mother is often awarded incorrectly)." + ] + } + ] + } + ] +} diff --git a/subclass/u_CamunonZ; The Announcer.json b/subclass/u_CamunonZ; The Announcer.json index 6ab0d5cfda..ae0d2b9939 100644 --- a/subclass/u_CamunonZ; The Announcer.json +++ b/subclass/u_CamunonZ; The Announcer.json @@ -116,7 +116,7 @@ "type": "entries", "page": 1, "entries": [ - "At 3rd level, while your Battle Commentary lasts, you may use your reaction and expend one {@classFeature Bardic Inspiration|Bard||1} die to remark on specific events that take place during combat, generating different effects depending on what you pronounce:", + "At 3rd level, while your Battle Commentary lasts, you may use your reaction and expend one {@classFeature Bardic Inspiration|Bard|PHB|1} die to remark on specific events that take place during combat, generating different effects depending on what you pronounce:", "{@note The options are presented in alphabetical order.}", { "type": "options", @@ -311,7 +311,7 @@ "page": 1, "entries": [ "At 3rd level, every battlefield becomes your stadium.", - "Whenever you roll for initiative, you can choose to commence your {@b Battle Commentary}, lasting for the next minute and covering a range of 60 feet. For the duration of this feature, whenever an allied creature within range scores a {@quickref critical hits|PHB|3|0|critical hit}, or a hostile creature rolls a 1 on a {@dice d20}, you boastfully announce the event, regaining one {@classFeature Bardic Inspiration|Bard||1} die. Your commentary ends if you are reduced to 0 hit points or made {@condition unconscious} by any means.", + "Whenever you roll for initiative, you can choose to commence your {@b Battle Commentary}, lasting for the next minute and covering a range of 60 feet. For the duration of this feature, whenever an allied creature within range scores a {@quickref critical hits|PHB|3|0|critical hit}, or a hostile creature rolls a 1 on a {@dice d20}, you boastfully announce the event, regaining one {@classFeature Bardic Inspiration|Bard|PHB|1} die. Your commentary ends if you are reduced to 0 hit points or made {@condition unconscious} by any means.", "Once you've used this feature, you can't use it again until you finish a long rest. Starting from 10th level, you may use it once per short or long rest." ] } @@ -344,7 +344,7 @@ "type": "list", "items": [ "Whenever you make a critical announcement, a number of allies of your choice equal to your proficiency bonus gain a number of temporary hit points equal to {@dice 1d4} + your Charisma modifier. They must be able to hear you in order to gain these hit points, which fade after 5 rounds.", - "While your Battle Commentary lasts, as a bonus action on your turn, you can expend 1 hit die to regain 1 {@classFeature Bardic Inspiration|Bard||1} die. This can be done a number of times per use of {@subclassFeature Welcome to the Show|Bard|PHB|Announcer|TheAnnouncer|3|TheAnnouncer} equal to your proficiency bonus, and only when you have no remaining uses of {@classFeature Bardic Inspiration|Bard||1} left.", + "While your Battle Commentary lasts, as a bonus action on your turn, you can expend 1 hit die to regain 1 {@classFeature Bardic Inspiration|Bard|PHB|1} die. This can be done a number of times per use of {@subclassFeature Welcome to the Show|Bard|PHB|Announcer|TheAnnouncer|3|TheAnnouncer} equal to your proficiency bonus, and only when you have no remaining uses of {@classFeature Bardic Inspiration|Bard|PHB|1} left.", "While you are under the effects of {@spell Thaumaturgy}, you can use the {@action Help} action with a range of 60 feet. The assisted creature must be able to hear you in order to gain the respective benefits." ] } @@ -422,7 +422,7 @@ "When adhering by this optional rule, the {@i 'once per combat'} limitation on each commentary option is not applied." ] }, - "At 3rd level, while your Battle Commentary lasts, you may use your reaction and expend one {@classFeature Bardic Inspiration|Bard||1} die to remark on specific events that take place during combat, generating different effects depending on what you pronounce:", + "At 3rd level, while your Battle Commentary lasts, you may use your reaction and expend one {@classFeature Bardic Inspiration|Bard|PHB|1} die to remark on specific events that take place during combat, generating different effects depending on what you pronounce:", "You learn 5 commentary options at 3rd level, and an additional one at 6th, 9th, 12th, 15th and 18th level.", "{@note The options are presented in alphabetical order.}", { @@ -625,7 +625,7 @@ } ], "entries": [ - "They have advantage on the next attack roll or ability check they make. If they roll a number equal to or lower than 10, they can roll your {@classFeature Bardic Inspiration|Bard||1} die and add it to the result." + "They have advantage on the next attack roll or ability check they make. If they roll a number equal to or lower than 10, they can roll your {@classFeature Bardic Inspiration|Bard|PHB|1} die and add it to the result." ] }, { @@ -641,7 +641,7 @@ } ], "entries": [ - "They take psychic damage equal to your {@classFeature Bardic Inspiration|Bard||1} die roll, and must subtract your Charisma modifier from their next attack roll." + "They take psychic damage equal to your {@classFeature Bardic Inspiration|Bard|PHB|1} die roll, and must subtract your Charisma modifier from their next attack roll." ] }, { @@ -657,7 +657,7 @@ } ], "entries": [ - "They must roll your {@classFeature Bardic Inspiration|Bard||1} die and subtract it from the next ability check, attack roll, or saving throw they make." + "They must roll your {@classFeature Bardic Inspiration|Bard|PHB|1} die and subtract it from the next ability check, attack roll, or saving throw they make." ] }, { @@ -673,7 +673,7 @@ } ], "entries": [ - "You gain a number of temporary hit points equal to your {@classFeature Bardic Inspiration|Bard||1} die roll + your Charisma modifier + your proficiency bonus. These hit points fade after 5 rounds." + "You gain a number of temporary hit points equal to your {@classFeature Bardic Inspiration|Bard|PHB|1} die roll + your Charisma modifier + your proficiency bonus. These hit points fade after 5 rounds." ] }, { @@ -753,7 +753,7 @@ } ], "entries": [ - "The target restores a number of hit points equal to your {@classFeature Bardic Inspiration|Bard||1} die roll, and gains a bonus to their next attack roll equal to your Charisma modifier." + "The target restores a number of hit points equal to your {@classFeature Bardic Inspiration|Bard|PHB|1} die roll, and gains a bonus to their next attack roll equal to your Charisma modifier." ] }, { @@ -785,7 +785,7 @@ } ], "entries": [ - "The next time they restore any amount of hit points, they gain a bonus to one of the healing rolls equal to your {@classFeature Bardic Inspiration|Bard||1} die roll + your Charisma modifier." + "The next time they restore any amount of hit points, they gain a bonus to one of the healing rolls equal to your {@classFeature Bardic Inspiration|Bard|PHB|1} die roll + your Charisma modifier." ] }, { @@ -817,7 +817,7 @@ } ], "entries": [ - "It has disadvantage on the next attack roll, ability check or saving throw it makes until the end of its next turn. If it rolls a 15 or higher, it must roll your {@classFeature Bardic Inspiration|Bard||1} die and subtract it from the result." + "It has disadvantage on the next attack roll, ability check or saving throw it makes until the end of its next turn. If it rolls a 15 or higher, it must roll your {@classFeature Bardic Inspiration|Bard|PHB|1} die and subtract it from the result." ] }, { @@ -865,7 +865,7 @@ } ], "entries": [ - "Until the end of their next turn, they gain a bonus to attack rolls equal to your {@classFeature Bardic Inspiration|Bard||1} die roll." + "Until the end of their next turn, they gain a bonus to attack rolls equal to your {@classFeature Bardic Inspiration|Bard|PHB|1} die roll." ] }, { @@ -904,7 +904,7 @@ [ "{@i \"{@optfeature Ooh baby, that's a knockout!|TheAnnouncer}\"}", "You or an ally within range reduces a creature to 0 hit points.", - "The target restores a number of hit points equal to your {@classFeature Bardic Inspiration|Bard||1} die roll, and gains a bonus to their next attack roll equal to your Charisma modifier." + "The target restores a number of hit points equal to your {@classFeature Bardic Inspiration|Bard|PHB|1} die roll, and gains a bonus to their next attack roll equal to your Charisma modifier." ], [ "{@i \"{@optfeature Straight into the mix!|TheAnnouncer}\"}", @@ -919,7 +919,7 @@ [ "{@i \"{@optfeature What a hit, ladies and gentleman!|TheAnnouncer}\"}", "A creature within range makes an attack roll of 15 or higher.", - "Until the end of their next turn, they gain a bonus to attack rolls equal to your {@classFeature Bardic Inspiration|Bard||1} die roll." + "Until the end of their next turn, they gain a bonus to attack rolls equal to your {@classFeature Bardic Inspiration|Bard|PHB|1} die roll." ], [ "{@i \"{@optfeature A bold move from our deadly foe!|TheAnnouncer}\"}", @@ -929,7 +929,7 @@ [ "{@i \"{@optfeature Phew, I got scared back there!|TheAnnouncer}\"}", "An ally within range regains consciousness after being reduced to 0 hit points.", - "The next time they restore any amount of hit points, they gain a bonus to one of the healing rolls equal to your {@classFeature Bardic Inspiration|Bard||1} die roll + your Charisma modifier." + "The next time they restore any amount of hit points, they gain a bonus to one of the healing rolls equal to your {@classFeature Bardic Inspiration|Bard|PHB|1} die roll + your Charisma modifier." ], [ "{@i \"{@optfeature And from the shadows, they STRIKE!|TheAnnouncer}\"}", @@ -939,7 +939,7 @@ [ "{@i \"{@optfeature Could this be part of a new strategy?|TheAnnouncer}\"}", "An ally within range uses the {@action Ready} action.", - "They have advantage on the next attack roll or ability check they make. If they roll a number equal to or lower than 10, they can roll your {@classFeature Bardic Inspiration|Bard||1} die and add it to the result." + "They have advantage on the next attack roll or ability check they make. If they roll a number equal to or lower than 10, they can roll your {@classFeature Bardic Inspiration|Bard|PHB|1} die and add it to the result." ], [ "{@i \"{@optfeature This is gonna be one hell of a show!|TheAnnouncer}\"}", @@ -949,7 +949,7 @@ [ "{@i \"{@optfeature Couldn't hit a cow's backside with a lute!|TheAnnouncer}\"}", "A creature within range misses you or one of your allies with a melee attack.", - "They take psychic damage equal to your {@classFeature Bardic Inspiration|Bard||1} die roll, and must subtract your Charisma modifier from their next attack roll." + "They take psychic damage equal to your {@classFeature Bardic Inspiration|Bard|PHB|1} die roll, and must subtract your Charisma modifier from their next attack roll." ], [ "{@i \"{@optfeature Now That's A Lotta Damage!|TheAnnouncer}\"}", @@ -959,7 +959,7 @@ [ "{@i \"{@optfeature There's no way that just happened!|TheAnnouncer}\"}", "A hostile creature within range uses a legendary action.", - "It has disadvantage on the next attack roll, ability check or saving throw it makes until the end of its next turn. If it rolls a 15 or higher, it must roll your {@classFeature Bardic Inspiration|Bard||1} die and subtract it from the result." + "It has disadvantage on the next attack roll, ability check or saving throw it makes until the end of its next turn. If it rolls a 15 or higher, it must roll your {@classFeature Bardic Inspiration|Bard|PHB|1} die and subtract it from the result." ], [ "{@i \"{@optfeature Woah, that came outta nowhere!|TheAnnouncer}\"}", @@ -969,7 +969,7 @@ [ "{@i \"{@optfeature It's like watching a carriage wreck!|TheAnnouncer}\"}", "A creature within range rolls a 5 or lower on a {@dice d20}.", - "They must roll your {@classFeature Bardic Inspiration|Bard||1} die and subtract it from the next ability check, attack roll, or saving throw they make." + "They must roll your {@classFeature Bardic Inspiration|Bard|PHB|1} die and subtract it from the next ability check, attack roll, or saving throw they make." ], [ "{@i \"{@optfeature Ooh, that's gotta sting!|TheAnnouncer}\"}", @@ -999,7 +999,7 @@ [ "{@i \"{@optfeature It's not over till the Fat Lady sings!|TheAnnouncer}\"}", "You are reduced to less than a third of your hit point maximum.", - "You gain a number of temporary hit points equal to your {@classFeature Bardic Inspiration|Bard||1} die roll + your Charisma modifier + your proficiency bonus. These hit points fade after 5 rounds." + "You gain a number of temporary hit points equal to your {@classFeature Bardic Inspiration|Bard|PHB|1} die roll + your Charisma modifier + your proficiency bonus. These hit points fade after 5 rounds." ] ] }